Computer Graphics from Scratch demystifies the algorithms used in modern graphics software with basic programming and high school math.
Behind the beautiful imagery of the latest animated movie and the realistic environments of popular videogames lie some mysterious algorithms. Computer Graphics from Scratch aims to demystify these algorithms and show readers that computer graphics can be surprisingly simple. This broad introductory book gives readers an overview of the computer graphics field with a focus on two core areas of modern graphics: raytracing and rasterization. Links to interactive demos throughout bring the algorithms alive. Every algorithm is built up without the use of external libraries or APIs and is presented with language agnostic pseudocode, allowing anyone with a basic understanding of programming and high school math to follow along.
This book is an excellent introduction to Computer Graphics, adhering closely to the principle: "Everything should be made as simple as possible, but no simpler."
As an experienced Computer Vision Engineer, I've long wanted to learn the fundamentals of Computer Graphics but struggled to find an approachable starting point given the subject's enormity. This compact and highly effective book solves that problem.
It introduces the core concepts in manageable chunks, using a "pseudo-code first" approach. This method provides a very solid foundation, making it the perfect stepping stone before tackling a more comprehensive or "meatier" textbook.
I thoroughly enjoyed studying this book, I genuinely couldn't put it down. To make a technical, academic subject so engaging requires a special skill, one that is clearly rooted in the author's deep and intimate understanding of the material.
My only minor critique is that the author appeared to rush the last couple of chapters, treating them less comprehensively than the strong, detailed approach used in the opening sections.
Nevertheless, this is a great book and an invaluable resource for anyone looking to build a fundamental understanding of computer graphics from the ground up.
Всё-таки читать про 3d моделирование плохая идея, помню когда делал пончик в блендере, от одного вида модели уже получал удовольствие, от изменения при каждом рендере, здесь же будет лишь одна фотография с результатом на пару страниц, хотелось бы подметить что автор и сам ненароком замечает такую закономерность, когда говорит про рабочий стол компьютера у студентов (FR)
Mr. Gambetta, you are under arrest for spoiling me with such a high level of educational material. Out of all the books about pure 3D graphics I’ve read (two? three?), this one takes the prize for being the clearest and easiest to follow, building everything from first principles. I don’t know how he does it, but it’s really, really easy to follow and understand all the math behind it.