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This book is an essential tool for second-year undergraduate students and above, providing clear and concise explanations of the basic concepts of computer graphics, and enabling the reader to immediately implement these concepts in Java 2D and/or 3D with only elementary knowledge of the programming language. Features: provides an ideal, self-contained introduction to computer graphics, with theory and practice presented in integrated combination; presents a practical guide to basic computer graphics programming using Java 2D and 3D; includes new and expanded content on the integration of text in 3D, particle systems, billboard behaviours, dynamic surfaces, the concept of level of detail, and the use of functions of two variables for surface modelling; contains many pedagogical tools, including numerous easy-to-understand example programs and end-of-chapter exercises; supplies useful supplementary material, including additional exercises, solutions, and program examples, at an associated website.
- Sales Rank: #2006087 in Books
- Published on: 2012-01-23
- Original language: English
- Number of items: 1
- Dimensions: 9.25" h x .62" w x 6.10" l, .85 pounds
- Binding: Paperback
- 253 pages
From the Back Cover
A basic understanding of the key techniques in computer graphics can open the door to this exciting field and its many applications.
This easy-to-follow textbook/reference introduces the fundamental concepts of computer graphics, integrating both technical background and theory with practical examples and applications throughout. Thoroughly revised and updated, this new edition continues to present a user-friendly approach to creating images and animations, complementing the expanded coverage of topics with extensive usage of example programs and exercises.
Topics and features:
- Provides an ideal, self-contained introduction to computer graphics, with theory and practice presented in integrated combination
- Presents a practical guide to basic computer graphics programming using Java 2D and 3D
- Includes new and expanded content on the integration of text in 3D, particle systems, billboard behaviours, dynamic surfaces, the concept of level of detail, and the use of functions of two variables for surface modelling
- Contains many pedagogical tools, including numerous easy-to-understand example programs and end-of-chapter exercises
- Supplies useful supplementary material, including additional exercises, solutions, and program examples, at the associated website http://public.ostfalia.de/~klawonn/computergraphics
This reader-friendly textbook is an essential tool for second-year undergraduate students and above, providing clear and concise explanations of the basic concepts of computer graphics, and enabling the reader to immediately implement these concepts in Java 2D and/or 3D with only elementary knowledge of the programming language.
About the Author
Dr. Frank Klawonn is a Professor in the Department of Computer Science and Head of the Data Analysis and Pattern Recognition Laboratory at Ostfalia University of Applied Sciences, Germany. He is also Head of the Bioinformatics and Statistics group at the Helmholtz Centre for Infection Research, Braunschweig, Germany. He is a co-author of the Springer textbook Guide to Intelligent Data Analysis.
Most helpful customer reviews
18 of 18 people found the following review helpful.
adequate for introductory course
By W Boudville
The author uses Java as a framework within which to teach graphics to an aspiring programmer. Java is useful because of its popularity and free availability on many platforms.
The exposition is straightforward. Simple operations that are expected in any graphics package. There are vector operations, involving positioning and drawing various geometric objects and text. All in 2 dimensions. The maths starts to get a little involved, when the text talks about translation, rotation and scaling. Hopefully, you have done an introductory course in matrix algebra.
There is also discourse on 3d graphics. Here, we move into the realm of virtual worlds. For some readers, this might be the main attraction. Where you get to model a 3d object and then render it.
The graphics facilities in Java are adequate. Not as fully fleshed out as OpenGL, perhaps. But for an introductory course in graphics, perfectly adequate. The reader should also be aware that there is little commercial game development in Java. Some people are attracted to computer graphics because they want to code games. Fine. And you can treat this book as a first text. Just know that most jobs in this field don't use Java.
14 of 14 people found the following review helpful.
Great for a first book on computer graphics using Java
By calvinnme
This book does spend some time on Java 2D and 3D, but not so much as to be a book about those technologies. Instead there is just enough so that the author can focus on the real subject of the book - computer graphics techniques. Chapters 2, 3, and 4 cover fundamental aspects of the last part of the rendering pipeline focusing only on two-dimensional graphics.
Next the author focuses on modeling, representation, and rendering of three-dimensional virtual scenes and provides an introduction to Java 3D in parallel with this. Various techniques for the hidden line and hidden surface problems are described in chapter 7. Chapter 8 deals with generating photo-realistic effects like shading, shadows, and reflections. Chapter 9 covers selected topics such as special effects, interaction, and stereoscopic viewing which is necessary for understanding virtual reality applications.
There are plenty of illustrations in the book as well as exercises, and the author has a very conversational yet detailed writing style. I particularly like how the book builds from 2D to 3D methods. There are exercises at the end of each chapter making it a good selection for a textbook in a beginning class on the subject. It really isn't graduate material, but it would make a good undergraduate text. There are plenty of code snippets too. The author doesn't bog down the book in complete programs. That is really the domain of a book on Java itself, anyways. I recommend it.
0 of 1 people found the following review helpful.
Complete Crap
By R. Blackthorn
Ugghhh. Almost anything would be better than this. The author of this trash ought to be the poster child for every public school teacher who has taught humanity that math is complicated and only causes confusion. This book appears to be written by someone who not only doesn't understand math, but can't even comprehend basic English. The sentences are largely tangled, schizoid gibberish. Even the most simple concepts (e.g. AffineTransforms) are obfuscated in inexplicable (and completely irrelevant) mathematical equations that add zero value towards explaining the underlying concept and serve only to confuse and confound. Every sentence in the book is constructed as to not only run on into meaninglessness, but actually head off in five or six directions at once. I wouldn't have believed it was possible to write this poorly if I hadn't actually purchased the book. Here's only on example:
"In order to represent also translations in matrix form, another representation of the coordinates of points is introduced. The next section will discuss this alternative representation called homogeneous coordinates in more detail."
Believe it or not, that's actually the most coherent paragraph in the book. This is the worst book I've ever read. Total waste of time and money.
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