Computer Graphics is one of the main areas of application for computational geometry
algorithms. This is most evident in entertainment animation for
both movies and computer games. The efficiency and accuracy
of the geometry algorithms is important in determining both the level of
detail and realism of animations. There are also many other important areas
of application, such as scientific and medical imaging. Here are
some books that show you how to do it. |
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| (2003) |
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Tricks of the
3D Game Programming Gurus - Advanced 3D Graphics
by Andre LaMothe |
New: Out of Stock
List: $59.99
Buy Used from: $13.49
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This large (1728 page) book explains in detail how to
design and implement a 3D game with C++ code for a sample spaceflight
shooter game. It clearly explains the geometric concepts math, and
algorithms that underlie realistic real time games. Topics include
wireframe modeling, shading, texture, shadows, visibility, animation, and
collision detection. This book gives you everything you need to
successfully develop 3D games. |

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| (2002) |
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Level of Detail for 3D Graphics
by David Luebke, Martin Reddy, Jonathan Cohen, Amitabh Varshney, Benjamin
Watson, and Robert Huebner |
New: $91.95
Buy Used from: $59.99
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This book explores the trade-offs between realism and
efficiency. Both beautifully detailed graphics as well as smooth
animation are important in an application, but they are in conflict.
This book shows how to adjust the level of detail to match the performance needs of
an application. Topics include mesh simplification, human
perception, and visual fidelity measurement. It also covers the important area of
detail in
terrain visualization. These topics are usually not well covered
elsewhere,
making this an important and useful text. There is a book web site with
extra supporting material and software. |

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| (2002) |
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Real-Time Shader Programming
by Ron Fosner |
New: $66.95
Buy Used from: $49.95
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This introductory book covers the mathematics of lighting
and shading, and implementation in DirectX. |

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| (2002) |
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Real-Time
Shading
Edited
by Marc Olano, John Hart, Wolfgang Heidrich, & Michael McCool |
New: $59.00
Buy Used from: $39.10
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This introductory book covers the fundamentals of lighting,
shading, and texturing, as well as the real time algorithms for
implementing them. |

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| (2002) |
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Geometric Tools for
Computer Graphics
by
Philip Schneider & David Eberly |
New: $91.95
Buy Used from: $65.95
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A massive encyclopedia (1056 pages) of basic geometry algorithms
(including sample code). This book covers 2D and 3D, with special
treatment for all the special case algorithms to compute distance,
approximation, containment, decomposition, intersection, separation, boolean
operations, etc for linear and quadratic geometric objects. This is an essential reference for you to own,
and will save you countless hours of time. Very reasonably priced for the
quantity of material it contains. David Eberly maintains a web site, Magic
Software, with material and source code related to the book. |

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| (2002) |
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Real-Time Rendering
(2nd Edition)
by
Tomas Moller & Eric Haines |
New: $55.20
List: $69.00
Buy Used from: $40.00
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A
practitioner's bible with a large number of efficient computational
techniques for computer graphics applications. Included are
intersection and collision test methods, lighting and shading, texturing,
special effects, speed up techniques, polygon methods, pipeline
optimization, and more. This is a valuable reference work to own.
They also have a great web site on
Real-Time
Rendering Resources with many links to sites
concerning the wide range of topics covered in the book. |

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(2002) |
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Interactive Computer Graphics: A Top-Down
Approach with OpenGL (3rd Edition)
by Edward Angel |
New: Out of Stock
List: $106.20
Buy Used from: $13.53
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An excellent book for the beginning graphics programmer. |

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(2002) |
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Handbook of Geometric Programming Using
Open Geometry GL
by
Georg Glaeser & Hans-Peter Schrocker |
New: $64.10
List: $79.95
Buy Used from: $19.91
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(1999) |
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Open Geometry : OpenGL + Advanced Geometry
by
Georg Glaeser & Hellmuth Stachel |
New: $56.20
List: $69.95
Buy Used from: $41.93
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These
books are about geometry algorithms, and use OpenGL for programming.
They also have CDs with each book that have all code including the "Open
Geometry GL" C++ library (with source
code) in the second book. This library is mathematically quite powerful, and
works with the popular OpenGL graphics language. There is good coverage of 2D and 3D geometric modeling of various interesting
curves, polygons, surfaces, and polyhedrons. If you are a programmer writing
geometry-oriented code, these are important references to own, and the
Open Geometry GL library is a powerful toolkit. There is an
Open Geometry web site related to the book. |

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| (2002) |
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Game Programming Gems 3
edited by Dante Treglia & Mark Deloura |
New: $44.07
List: $69.95
Buy Used from: $30.60
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(2001) |
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Game Programming Gems 2
edited by Mark Deloura |
New: $44.07
List: $69.95
Buy Used from: $29.76
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The successor to the Graphics Gems legacy, this new series
collects together the tricks of the game programming gurus. There
are sections on programming techniques, math, AI, polygon techniques, and
special effects. There are contributions from over 100 different
experts. If you do graphics and geometric programming, these are
great sources for creative ideas. |

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| (2002) |
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3D Math Primer for Graphics and Game Development
by
Fletcher Dunn & Ian Parberry |
New: $32.97
List: $49.95
Buy Used from: $26.90
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This book
covers fundamental 3D math concepts used in computer game development and
programming. It includes working C++ class implementations. |

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| (2001) |
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3D Game Engine Design : Practical Real-Time Computer
Graphics
by
David Eberly |
New: Out of Stock
List: $87.95
Buy Used from: $18.44
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An
awesome collection of techniques for computer graphics modeling and
animation with an emphasis on geometric algorithms and computations.
This book has a polished mathematical orientation with a focus on
efficient implementation as software algorithms, hence the "real-time".
This highly recommended book is a necessary reference for advanced
animated graphics programmers. Topics include: geometric methods,
the graphics pipeline, intersection and collision detection, curves and
surfaces, animation, terrain rendering, and special effects. The
book includes a CD with source code for the huge library of routines
covered in the book. The author's web site is
Magic Software. |

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| (2001) |
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Mathematics
for 3D Game Programming & Computer Graphics
by Eric
Lengyel |
New: Out of Stock
List: $49.95
Buy Used from: $7.01
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This book covers the math concepts needed to develop a 3D game
display engine using OpenGL. This is an excellent and concise book
that thoroughly covers the basics. Good as an introduction to 3D
graphics programming. |

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| (2001) |
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Practical
Algorithms for 3D Computer Graphics
by
Stuart Ferguson |
New: $49.00
Buy Used from: $15.88
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This book
presents many key algorithms of 3D computer graphics software, particularly
computer games. It explains rendering, animation techniques, polygonal
modeling, and much more. |

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(2000) |
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Realistic Ray Tracing
by Peter Shirley |
New: $35.00
Buy Used from: $22.10
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This
book gives the nuts-and-bolts of writing ray tracing programs, with many
C++ code segments. |

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(2000) |
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Game Programming Gems
edited by Mark Deloura |
New: $44.07
List: $69.95
Buy Used from: $31.35
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The successor to the Graphics Gems legacy, this new series
collects together the tricks of the game programming gurus. There
are sections on programming techniques, math, AI, polygon techniques, and
special effects. There are contributions from over 100 different
experts. If you do graphics and geometric
programming, these are great sources of creative ideas. |

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(2000) |
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Computer Graphics Using OpenGL
by
Francis Hill |
New: Out of Stock
List: $110.00
Buy Used from: $9.53
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Highly practical -- and exceptionally accessible -- this book combines the
principles and major techniques in computer graphics with state-of-the-art
examples. Uniquely thorough and integrated in approach, it carefully
presents each concept, explains the underlying mathematics and why it is
important, shows how to translate the math into program code, and shows
the result. Uses OpenGL and C++ throughout. |

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(1999) |
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OpenGL(R) Programming Guide: The Official Guide ...
(3rd Edition)
by Mason Woo, Jackie Neider, Tom Davis, Dave Schreiner, and
the OpenGL Architecture Review Board |
New: Out of Stock
List: $59.99
Buy Used from: $1.60
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If you want to learn OpenGL, this is the book for you. |

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(1999) |
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3D Computer Graphics (3rd Edition)
by Alan Watt |
New: $57.12
List: $71.40
Buy Used from: $20.00
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A first rate advanced text. |

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(1999) |
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Mathematics for Computer Graphics Applications
by
Michael Mortenson |
New: $49.95
Buy Used from: $16.00
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This
book is an introduction to the mathematical foundations of computer
graphics applications, including CAD/CAM, geometric modeling, and
scientific visualization. It is clearly written and easily
understood by a beginner. Chapter topics include: linear algebra
basics, symmetry and groups, topology, points & lines & planes, polygons &
polyhedra, solid geometry, curves & surfaces, and graphics display
transformations. It is very elementary, but brings all the basics
together in one book. |

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| (1998) |
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The Visualization Toolkit (2nd Edition)
by
William Schroeder, Kenneth Martin, and Bill Lorensen |
New: Out of Stock
List: $69.95
Buy Used from: $4.52
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This
book is subtitled: "An Object-Oriented Approach to 3D Graphics". |

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| (1998) |
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The Geometry Toolbox for Graphics and Modeling
by
Gerald Farin & Dianne Hansford |
New: Out of Stock
List: $48.00
Buy Used from: $40.00
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A
textbook for a one-semester undergraduate course introducing linear
algebra from a geometric perspective and geometry from the perspective of
algorithms. The theoretical ceiling is kept low, often substituting
examples and images for exact proofs. The book web page is:
The
Geometry Toolbox. |

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(1997) |
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Geometric Modeling
by
Michael Mortenson |
New: Out of Stock
List: $85.00
Buy Used from: $55.00
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This
book describes and compares all the important mathematical methods for
modeling curves, surfaces, and solids, and shows how to transform and
assemble these elements into complex models. It is an introductory
text, and lacks depth in some areas, but the style is easy to read and
understand. Topics include: Hermite, Bezier, and B-Spline
curves and surfaces; solids;
transformations; and complex model construction. |

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| (1996) |
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Computer Graphics: Principles and Practice (2nd Edition in
C)
by
James Foley, Andries van Dam, Steven Feiner, & John Hughes |
New: $71.99
List: $89.99
Buy Used from: $24.70
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This
is the bible of Computer Graphics (1175 pages) covering almost all of the
field. It contains many geometric algorithms that pertain to the
rendering of 2D and 3D graphics displays. Although this is a first
rate textbook, it can also be regarded as a collection or survey. It
is an essential affordable reference book. |

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| (1995) |
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Graphics Gems V
edited by Alan Paeth |
New: $91.95
Buy Used from: $49.96
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This
book is part of the excellent Graphics Gems I-V series. See the
review for Graphics Gems by Andrew Glassner for
more information. |

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| (1994) |
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Graphics Gems IV
edited by Paul Heckbert |
New: Out of Stock
List: $83.95
Buy Used from: $67.16
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This
book is part of the excellent Graphics Gems I-V series. See the
review for Graphics Gems by Andrew Glassner for
more information. |

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| (1994) |
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Graphics Gems III
edited by David Kirk |
New: Out of Stock
List: $83.95
Buy Used from: $189.32
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This
book is part of the excellent Graphics Gems I-V series. See the
review for Graphics Gems by Andrew Glassner for
more information. |

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| (1994) |
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Graphics Gems II
edited by James Arvo |
New: $91.95
Buy Used from: $39.83
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This
book is part of the excellent Graphics Gems I-V series. See the
review for Graphics Gems by Andrew Glassner for
more information. |

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(1994) |
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Geometric Concepts for Geometric Design
by
Wolfgang Boehm & Hartmut Prautzsch |
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New: $59.00
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This
book could be subtitled: The Mathematical Foundations of Computer
Graphics. It gives an excellent overview of many areas of math used
in CG: linear algebra, perspective viewing, reconstruction, affine
geometry, projective geometry, basic algebraic geometry and differential
geometry. However, it does not include many applications, and has no
algorithms. In short, it is a math book, but is restricted to math
usually used in computer applications. The presentation is very
clear, to the point, and should be comprehensible to most graphics
programmers. It would be a useful reference (or text) giving
thorough coverage of much of the math that underlies computational
geometry. |

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| (1992) |
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Advanced Animation and Rendering Techniques
by
Alan Watt & Mark Watt |
New: $64.00
List: $69.99
Buy Used from: $7.00
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This is
definitely an "advanced" text covering many computer graphics techniques.
It is divided into four parts: I Basics, II Theory, III Rendering, and IV
Animation. The single chapter (30 pages) Basics jumps right into 3D
polygon modeling, hidden surface removal, plus Goraud and Phong shading
algorithms. Then onto the advanced stuff ! By Chapter 3 in
Part II, the Watts have completed an in depth description of all the
important spline curves and surfaces (Bezier, B-spline, beta, and NURBS).
The large Part III (Chapters 5-14) gives detailed treatments of shadows,
texture, ray tracing (3 Chapters), radiosity, and illumination. The
final Part IV is an introduction to motion control, figure animation, and
surface deformations. If you're serious about computer graphics,
this is a great book with a lot of detailed and well-explained material.
It is definitely not for beginners, but with a strong math background one
could jump right in for an "advanced" crash course. It is definitely
readable with a good expository style. |

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| (1990) |
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Graphics Gems
edited by Andrew Glassner |
New: $78.00
List: $91.95
Buy Used from: $34.94
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This
outstanding series has algorithms of all types, with "C" code, for
computer graphics and computational geometry. Includes many
fundamental geometry algorithms, especially for those special cases that
always show up in practice. Code from this series can be downloaded
from the Graphics Gems
Repository. Each volume has sections for significant areas of
graphics such as "Geometry", "Image Processing", "Ray Tracing", etc.
However, there is no clear structural attempt to give comprehensive
coverage of a topic, and the format is more like a potpourri - all books
and chapters are independent. Nevertheless, taken together these
books provide a large number of known practical algorithms. The
journal of graphics tools is a
follow-on to this book series. |

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| (1989) |
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An Introduction to Ray Tracing
by
Andrew Glassner (Editor) |
New: $87.20
List: $109.00
Buy Used from: $27.54
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An essential reference for this visualization technique. |

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