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Books - Engineering - Computer Technology - Computer vision and graphics

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    Computer Graphics: Principles and Practice in C (2nd Edition)
    by James D. Foley, Andries van Dam, Steven K. Feiner, John F. Hughes
    Average Customer Review: 4.5 out of 5 stars
    Hardcover (04 August, 1995)
    list price: $79.99 -- our price: $63.02
    (price subject to change: see help)
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    Editorial Review

    Computer Graphics: Principles and Practice is the most exhaustive overview of computer graphics techniques available. This textbook's 21 chapters cover graphics hardware, user interface software, rendering, and a host of other subjects. Assuming a solid background in computer science or a related field, Computer Graphicsgives example programs in C and provides exercises at the end of each chapter to test your knowledge of the material. The guide has over 100 beautiful, four-color photographs that illustrate important topics and algorithms, such as ray tracing and bump maps, and also inspire you to acquire the skills necessary to produce them. Encyclopedic in its coverage, the book has a good table of contents so that you can immediately turn to information on the z-Buffer algorithm or the chapter on animation. ... Read more

    Reviews (38)

    2-0 out of 5 stars An out-dated clasic.
    I see that this book is getting a 4.5 average star rating.I really think many of these ratings are based largely on nostalgia.I bought this book 7 years ago or so.I definitely can say that I learned a great deal from this book, and it is a classic.

    However, it hasn't been updated since then, and I think that, considering the price tag, it really doesn't make sense for most modern readers to buy it.(Especially if they don't have Real-Time Rendering, which is my recommendation.)

    Let's scan through the table of contents and see which chapters might be worth reading:

    1.) Introduction
    2.) SRGP - if you don't know what this means, it's because it stands for a graphics system that nobody uses anymore.
    3.) Basic raster graphics algorithms for drawing 2d primitives - this is a good reference for this stuff.Of course, a lot fewer people need to know how to do software rasterization nowadays
    4.) Graphics Hardware - circa 1996
    5.) geometrical transforms - standard material as covered elsewhere, though more difficult to understand
    6.) viewing in 3D - This is actually a pretty unique chapter and worth reading once you've read other books (which will be easier to learn from).There's some unique information about different types of projections, and some alternative ways of looking at the problem.
    7.) Object heirarchy and SPHIGS.Another graphics programming system nobody uses anymore.
    8.) input devices, interaction techniques, and interaction tasks - I never read these chapters because they were about UI design.Maybe you'll find them useful - but they aren't really about "graphics"
    9.) dialogue design - Same comments as Ch 8 - probably not what you're buying the book for.
    10.) user interface software - Same comments as Ch 8 - probably not what you're buying the book for.
    11.) Representing curves and surfaces - there's some good meat here, most of it pretty timeless.But again, I think the information is contained in plenty of other books, as well.
    12.) solid modeling - some interesting material here that isn't the same old stuff found in every other graphics book.
    13.) achromatic and colored light - gets into the theory of color and different color models.Interesting and useful.
    14.) the quest for visual realism - largely out of date, but some decent information
    15.) visible surface determination - covers a wide variety of algorthims, many of which are more interesting than useful.
    16.) illumination and shading - gives the standard local lighting model.Mostly this is standard information you can get elsewhere.
    17.) image manipulation and storage - discusses filtering techniques, etc.
    18.) Advanced Raster Graphics Architecture - out of date
    19.) Advanced Geometric and Raster Algorithms - Mostly out of date, but with some standard information you can get elsewhere
    20.) Advanced Modeling techniques - fractals, particle systems, etc - doesn't cover much in detail
    21.) Animation - not much can be covered in 23 pages...

    For most people, I would suggest "Real-Time Rendering" as a more modern "survey of computer graphics".

    This is not a book for beginners - there's so much information in this book that none of it is covered with any sort of decent explanation.

    And the code is all really old-school K&R C style with the type of the function arguments declared in between the closing paren and the opening brace.

    The reasons to get this book are:

    1.) To "complete your bookshelf" with a book that all good programmers are "supposed to have"
    2.) As an interesting (but expensive) read on algorithms and ideas that you probably won't use directly, but you may find interesting and learn altative ways of looking at problems.

    5-0 out of 5 stars A thorough coverage of the Computer Graphics world.
    I have found this book to be _the_ most useful book in my line of work yet. I have been involved in computer graphics and software development for about 10 years, and this stands out as the ideal reference book.

    Dont bother with this book if you just want source code. This book is all about explanation of the fundamentals of computer graphics. It is excellent in helping with design descisions and implementation strategies. Dont overlook this book if you are in anyway involved with the creation of a computer graphics application. The theory and algorithms described are old, but these are still used today - interestingly other reviewers seem to think this is bad, its not. It saves you spending months researching a method only to find it was already mentioned in this book, and the benefits and disadvantages are often written well with solid references.

    In my opinion, in Computer Graphics, this is the Bible. The theories and algorithms assist in solving any problem you will find in the computer graphics world. It wont give you the code, but it will give you a solution.

    4-0 out of 5 stars Good book for 3D graphics
    It is a book for the ones who like math, not for general programmers. ... Read more

    Isbn: 0201848406
    Subjects:  1. Computer Bks - Desktop Publishing    2. Computer Books: General    3. Computer Graphics    4. Computer Graphics - General    5. Computers / Computer Graphics / General   


    $63.02

    Machine Vision
    by Ramesh Jain, Rangachar Kasturi, Brian G. Schunck
    Average Customer Review: 3.5 out of 5 stars
    Hardcover (01 March, 1995)
    list price: $142.19 -- our price: $142.19
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    Reviews (2)

    4-0 out of 5 stars complete text
    Interesting and rather complete introduction to machine vision and provides enough information for implementation of practical algorithms. It covers many of the theories useful for information extraction.

    3-0 out of 5 stars Machine Vision
    This book has a thorough discussion of the topics of computer vision.It starts with the basic elements of computer images and eventually explains stereo images and 3-dimensionality.

    I would not suggest this book for someone who wants samples of code, because this book does not have any. This book is designed for people interested in the theory of computervision and can take that theory and apply it themselves.A strongbackground in math is needed for this book. ... Read more

    Isbn: 0070320187
    Sales Rank: 530433
    Subjects:  1. Computer Bks - General Information    2. Computer Engineering    3. Computer Vision    4. Computers    5. Engineering - Electrical & Electronic    6. Science/Mathematics    7. Technology / Engineering / Electrical   


    $142.19

    Geometric Computation for Machine Vision (Oxford Engineering Science Series)
    by Kenichi Kanatani
    Average Customer Review: 5.0 out of 5 stars
    Hardcover (01 May, 1993)
    list price: $214.00
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    Reviews (1)

    5-0 out of 5 stars Very Elegant Book!
    Many books about "Machine Vision" are just a collection of simple technological issues, resulting in almost no use. But this book is totally different in that it extremely focuses on geometrical aspect of Machine Vision, especially Projective Geometry. Very informative. I really like it. ... Read more

    Isbn: 019856385X
    Sales Rank: 2049814
    Subjects:  1. Computer Bks - General Information    2. Computer Books: Operating Systems    3. Computer Vision    4. Robot vision    5. Robotics   


    Practical Algorithms for Image Analysis: Descriptions, Examples, and Code
    by Michael Seul, Lawrence O'Gorman, Michael J. Sammon
    Average Customer Review: 5.0 out of 5 stars
    Hardcover (15 April, 2000)
    list price: $70.00 -- our price: $48.54
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    Reviews (7)

    4-0 out of 5 stars Image Analysis Book Review
    I found the book to be very informative and I acquired several ideas from reading it. But, I repeatedly found myself searching the book for definitions of some of the terms it uses throughout its text. Practical Algorithms for Image Analysis will introduce new terms without any hint of their meaning, assuming that the reader already knows all they need to know about the subject matter (which would negate the need to buy the book!). This book sorely needs a glossary.

    5-0 out of 5 stars It's just great
    The book is just great! I used the source code from the CD-ROM for various image processing projects. The algorithms are also very practical if you have to deal with images. The code is neat and ready to compile and run.

    Also this book is good on the description of image process and image analysis algorithms. I read the whole book and use it as a reference during my programming. It sits in my bookshelf and I use it almost everyday.

    I recommend anybody who wishes to do serious image programming to have this book. It's just great!

    5-0 out of 5 stars Luis J Gutierrez
    Excelente libro.hace un tiempo que he estado estudiando y desarrollando estrategias para la implementación de sistemas de vision computarizada. Este libro es de una gran claridad práctica sin abandonar la necesaria base teorica. Muy buenos ejemplo, información adicional, ejemplos y aplicaciones.Para cualquier investigador en el área debe ser considerado como un recurso indispensable. (if you want my comments in english please send me an e-mail to innovacl@vtr.net) ... Read more

    Isbn: 0521660653
    Sales Rank: 92654
    Subjects:  1. Algorithms    2. Algorithms (Computer Programming)    3. Computer Books: Database    4. Computers    5. Data Transmission Systems - General    6. Data processing    7. Digital Image Processing    8. Digital techniques    9. Discrete Mathematics    10. General    11. Image analysis    12. Image processing    13. Imaging Systems    14. Mathematics    15. Applied optics    16. Computers / Application Software / General   


    $48.54

    Computer Vision
    by Linda G. Shapiro, George C. Stockman, George Stockman, Linda G Shapiro
    Average Customer Review: 5.0 out of 5 stars
    Hardcover (23 January, 2001)
    list price: $103.00 -- our price: $93.00
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    Reviews (2)

    5-0 out of 5 stars Best Intro. Text I've Used
    This text is excellent as the basis for an introduction to CV, it treats a wide variety of topics in a clear and accessible manner. I particularly appreciated the books coverage of topics which aren't traditionally considered to be CV topics (like classification and some material on probabilistic inference). Highly recommended.

    5-0 out of 5 stars Excellent introduction guide
    The book presents a nice complement to Image Processing, Analysis and Machine Vision (Image Processing, Analysis, and Machine Vision, 2nd ed., M. Sonka, V. Hlavac, and R. Boyle, 1998, IPAMV). As the difference in names implies, Computer Vision is not appropriate as an image processing textbook. It contains sufficient information on image processing to implement computer vision algorithms, but the focus of the book is on image analysis and high-level vision. The result is that the combination of IPAMV and Computer Vision cover the spectrum from intensive image processing and manipulation to high level analysis, object recognition and content-based image retrieval.

    Computer Vision contains sixteen chapters that fall into roughly four categories: overview, 2-D CV topics, 3D CV topics, and special CV topics. Since it was written with the intent of reaching a broader audience than IPAMV, this book is appropriate as a primary text or reference for a wider variety of courses. For example, it would be appropriate for courses ranging from an introduction to imaging for non-scientists to a sophomore-junior elective to a first-year graduate seminar.

    The overview chapters (chapters 1-4) include a summary of problems in CV, imaging and image representations, simple binary image analysis and a survey of pattern recognition concepts. The 2-D processing topics (chapters 3, 5-7, and 11) include thresholding and binary image analysis, filtering and enhancement, edge detection, Fourier Transforms, color, texture, segmentation, and 2-D matching and pose calculation. The 3-D computer vision topics (chapters 9-10, and 12-14) include motion detection and analysis, range image analysis, stereo, calibration, intrinsic image analysis and line labeling, shape from X, and camera models. The special topics (chapters 6-8, 15-16) include color and shading, texture, content-based retrieval, virtual reality, and a set of case studies of CV systems. Different combinations of these are appropriate for different types of courses.

    In comparison with other texts, the coverage of color and shading in Computer Vision is the best available without consulting a color reference such as Fairchild's Color Appearance Models (described below). However, it still does not contain adequate coverage of physical models of reflection or color appearance. The texture chapter is comparable to Sonka et. al., and the CBIR and VR chapters are unique. It is these latter two areas that give Computer Vision a nice high-level flavor and provides a reference for these growing areas of CV.

    Like IPAMV, Computer Vision contains a large number of example images, diagrams, and algorithms. The writing is clear and the mathematics--when it is necessary to present it--is complete and accessible. Since the book is designed with multiple audiences in mind, the heavy mathematical sections are flagged and the book can be used effectively with or without them.

    Of particular interest to CV practitioners and students dealing with issues of calibration, chapter 13 contains a nice description of Roger Tsai's camera calibration algorithm, complete with an example. Note that Trucco and Verri (see below) also cover Tsai's calibration algorithm.

    Overall, the choice between Computer Vision and IPAMV should be based on personal preference, the focus of your course, and the background of your students. IPAMV will be more accessible to engineers and contains more in-depth coverage of image processing techniques. Computer Vision is more accessible to computer scientists and covers a number of higher-level aspects of CV that are either not covered or briefly covered in IPAMV. In a number of areas--texture, stereo, motion, calibration, and segmentation--the two books are quite similar and the differences are mainly in style and emphasis. ... Read more

    Isbn: 0130307963
    Sales Rank: 492564
    Subjects:  1. Computer Bks - General Information    2. Computer Graphics - General    3. Computer Vision    4. Engineering - Electrical & Electronic    5. Reference    6. Science/Mathematics    7. Signal Processing (Communication Engineering)    8. Technology    9. Technology / Robotics   


    $93.00

    Mathematical Elements for Computer Graphics
    by DavidRogers, J. AlanAdams
    Average Customer Review: 3.5 out of 5 stars
    Paperback (01 August, 1989)
    list price: $59.38
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    Reviews (3)

    5-0 out of 5 stars The cover shown is for the 1976 edition description 1990 ed
    The cover shown is for the 1976 edition, which, incidentally
    sold originally for $9.95. The description given is for the 1990
    edition! This could very well confuse a buyer and needs to be
    corrected.

    Dave Rogers

    1-0 out of 5 stars Mathematical Elements for Computer Graphics
    While written over 24 years ago, I was hoping this book would give me an understanding of the mathematical basis (if not the current state-of-the art;) ) of computer graphics.Despite (arguable to many) years ofuniversity math courses, I found this volume merely humbling, rather thanenlightening.If you are more comfortable with fairly advancedmathematical notation and concepts than most, especially relative togeometry, you may find this book useful.I found it only marginally useful-- primarilly as a reference to some concepts I had previously beenexposed.Best of luck.

    5-0 out of 5 stars Solid Graphics Text
    Excellent coverage of matrix transformations. Some I had seen elsewhere,some not. This books real strength is the coverage of splines and patcheshowever. Very readable w/ little procedural seggestion, i.e. implementationleft to the reader. ... Read more

    Isbn: 0070535302
    Sales Rank: 629596
    Subjects:  1. Computer Bks - Other Applications    2. Computer Books: General    3. Computer Graphics - General    4. Computer graphics    5. Computers    6. Desktop Publishing - General    7. Computers / Computer Graphics / General   


    3D Computer Graphics (3rd Edition)
    by Alan H. Watt
    Average Customer Review: 4.0 out of 5 stars
    Hardcover (06 December, 1999)
    list price: $59.95 -- our price: $52.20
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    Editorial Review

    The third edition of Alan Watt's 3D Computer Graphics, a bible of computer graphics, includes a CD-ROM full of examples and updated information on graphics and rendering algorithms. The book discusses many of the techniques that have evolved in the seven years since the previous edition was published.

    3D Computer Graphics is a textbook, and it's designed for serious programmers creating graphics applications (not end users). Over the course of 16 sections, Watt introduces the concepts and implementation of computer imaging, from "Mathematical Fundamentals of Computer Graphics" to "Representation and Rendering" and ending with "Image-Based Rendering and Photo-Modeling." The last section, devoted to computer animation, includes methods for linked structures, collision detection, and particle animation (to name a few).

    Although the topics are sometimes hard to grasp, Mr. Watt writes clearly and concisely, making generous use of diagrams to help convey the principles described in the text.

    The accompanying CD-ROM includes over a dozen studies of computer graphics techniques and rendering algorithms. Presented in HTML, the exhaustive studies, each with a matrix of thumbnails, demonstrates the varied achievable results. One minor complaint here: although the thumbnails can be clicked to view a much larger image, the larger versions come in .tif format, which few (if any) Web browsers can view. Users will need another application to view them. Having the large image in .jpg format would have enabled the reader to view it in the already-open Web browser.

    3D Computer Graphics is ideally suited to graphics programmers and researchers working to create new medical imaging devices; geological research systems; virtual structural testing systems for aircraft, cars, and spacecraft; or effects and photorealistic Hollywood animation. --Mike Caputo ... Read more

    Reviews (12)

    1-0 out of 5 stars Very tough
    I am a junior student at Computer Engineering major. I am taking a computer graphics course and unfortunately, the instructor chose this title as the textbook.

    I am not saying it is a bad book or something, but it is targeted to people who have some experience with computer graphics.... (e.g: for people doing graduate studies in computer graphics) As for me, my first encounter with computer graphics in this book made me hate the topic so much. The book makes you feel that graphics involve so much mathematics, especially analytic geometry. It is so hard as an introduction to the topic of Computer Graphics.

    I would not recommend this book at all as an introduction to computer graphics, it may be good for those who have some (actually a lot) of experience in this so advanced topic.

    4-0 out of 5 stars a Disk version is wanted for the text
    This is no doubt a very good book, but as a professor who wants to use it as a textbook, I can't make a powerpoint lecture notes from this book for my class presentation. I would like to have a disk version that goes together with the book.

    5-0 out of 5 stars classic
    I have an earlier version of this book and I've always found it to be one that I return to time and again.It was one of the first three graphics programming books I bought during the same early career book shopping session, it was definately the most useful of the three and it's stayed with me ever since, where other books have been and gone.

    It's generally very easy to read and very informative.It has a good progression of topics that introduce the reader to graphics programming concepts.

    The thing I most like about this is that it covers much of the foley and van dam book, but avoids the many irrelevant sections and is a little more to the point.It's like a more concise reference to that book, which is also one that I would recommend.

    The only thing I don't like about the updated version is the new layout, typeface and style.The old version just seems so much more appealing to me.

    If you program game or computer graphics, then this is a reliable book to have in your collection. ... Read more

    Isbn: 0201398559
    Subjects:  1. Computer Bks - Desktop Publishing    2. Computer Books: Desktop Publish    3. Computer Graphics - General    4. Computer graphics    5. Computers    6. Desktop Publishing - General    7. Microcomputer Graphics    8. Three-dimensional display syst    9. Three-dimensional display systems   


    $52.20

    Computer Vision
    by Reinhard Klette, Karsten Schluns, Andreas Koschan
    Average Customer Review: 3.5 out of 5 stars
    Paperback (18 September, 1998)
    list price: $89.95 -- our price: $77.18
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    Reviews (3)

    4-0 out of 5 stars very useful for surface reconstruction
    I have used this book for preparing some of my lectureson computer vision. In particular in areas such as stereo and shape-from-shading, it belonged to the textbooks that were most useful for me: The explanations are supplemented with many illustrations, the descriptions are easy tounderstand for students, and eventually the methods arerepresented by concise algorithms enabling straightforward implementations. While this book is not intended to coverall areas in computer vision, it may serve as a very usefulintroduction to those fields where its authors are experts:stereo reconstruction and shape-from-shading. In my opinion, computer vision has not yet matured to ascientific field where it is possible to write five starstextbooks, but this book certainly deserves four stars.

    5-0 out of 5 stars A great practical book
    This book gives in a simple and explicit way all of the fine details one needs in order to implement 3D reconstruction methods.

    I have been teaching computer vision for a while, and whenever a new student needs to learn about the bits and bytes of a specific algorithm I refer her/him to this book.

    It is a great book for beginners and those that set up their own systems.

    2-0 out of 5 stars From a Graduate Student
    This book is full of mistypings, spelling errors and grammar errors. It annoys you with all of its sentences. If only the authors didn't use the word "respectively"... The book repeats itself, goes in deep details with the simplest tasks any computer science student should know, and passes the more advanced ones without proper explanations. It leaves you with the impression that the authors do not fully understand what they are speaking about. In some parts, it is as unscientific as a scientific textbook can be. For example, in explaining white balance procedure of a ccd camera the book tells you to turn the camera towards a white object and press the white balance button.

    Despite these failures the authors are fairly successful in giving a comprehensive picture of what 3D shape recovery requires and how it can be implemented, hence the second star. ... Read more

    Isbn: 9813083719
    Sales Rank: 827531
    Subjects:  1. Computer Bks - General Information    2. Computer Books: General    3. Computer Graphics - General    4. Computer Vision    5. Computers    6. Image reconstruction    7. Computers / Computer Science   


    $77.18

    Mathematics for Computer Graphics Applications: An Introduction to the Mathematics and Geometry of Cad/Cam, Geometric Modeling, Scientific Visualization, and Other Cg Applications
    by Michael Mortenson
    Average Customer Review: 4.5 out of 5 stars
    Hardcover (01 August, 1999)
    list price: $42.95 -- our price: $28.35
    (price subject to change: see help)
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    Reviews (7)

    5-0 out of 5 stars A book for beginner: Very Well Done!
    A very simple and clearly written book; richly and highly appropriately illustrated. A perfect option to start with the computer graphics math.

    Yes, like some of the reviewers below mentioned, there's a whole lot more to computer graphics math than just what's covered in this book, but you gotta start somewhere, and it better not be overwhelming at first. Which is not to be interpreted like this book is cursory or superficial, it's just fine and discusses a lot of relevant topics; after all, to cover everything is impossible, you gotta get comfortable with the basics and them scour the net for papers. Mortensons's book is a very high quality work, thumbs up. And, interestingly, it doesn't cost $... like some other books of the similar kind. Thank you, Mr Author, please give us more of the same.

    PS. Again, this is a good refresher or starting book; for someone with a PhD in comp. graphics there'll be nothing new there -- it's not a collection of academic papers on current goings on. But I know of no better book for a moderately math-competent beginner. I love this book, I wish all I read was written like it. Visually it's very good too: readable fonts, big-size sheets, clear and illustrative figures. And the book is not one of those 2000-page lumps of everything the authors thought could be included to make it look respectable -- it's moderately sized and easy to handle, you don't need a truck to take it along when you're going somewhere.

    4-0 out of 5 stars Not bad, but not the best
    Though the book covers a broad range of mathematics present in the field of computer graphics, I found it lacking in certain respects.The plentiful diagrams and figures greatly assisted comprehension of stated materials, yet I would like to see written proofs of methods used.In addition, such topics as quaternions are only briefly mentioned in historical references.Although this is an excellant mathematics book, I strongly recommend the purchase of Mathematics for 3D Game Programming & Computer Graphics in addition to this title.

    5-0 out of 5 stars great math book (did i really say that!)
    if you want to learn the mathematics behind computer graphics buy this book.

    it is well written and the explanations are first rate.i'm studying on my own with the book and hardly have need to ask others for any help with understanding topics.

    i'm not sure what else to say, except I first tried Mathematics for Computer Graphics and Game Programming and it was pretty horrible compared to this book.

    It's cheap, so get it. ... Read more

    Isbn: 083113111X
    Sales Rank: 176971
    Subjects:  1. Applied    2. CAD-CAM - General    3. Cad/Cam    4. Computer Books: General    5. Computer Graphics - General    6. Computer Mathematics    7. Computer graphics    8. Discrete Mathematics    9. Mathematics   


    $28.35

    Three-Dimensional Computer Vision (Artificial Intelligence)
    by Olivier Faugeras
    Average Customer Review: 3.5 out of 5 stars
    Hardcover (19 November, 1993)
    list price: $100.00 -- our price: $85.67
    (price subject to change: see help)
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    Reviews (2)

    2-0 out of 5 stars Not that good
    During my master thesis I read parts of this book. One thing I can say about it, is that if you don't know projective geometry when beginning to read this book, you will not learn it from here. Yes, Faugeras probably has a very intuitive feel for this field of science but he does not explain his ideas in a pedagogical manner. My advise is, read the book and get the idea, then read some other book to do it. Faugeras will not tell you how.

    I got this confirmed from two other sources as well, after discovering it myself.

    5-0 out of 5 stars A good introduction to geometry in computer vision.
    If you are a beginner in computer vision and can't understand geometry in it, you need a copy of this book. It is the most comprehensive book I have ever seen and answers nearly every question you could have about geometryin computer vision. Especially for those who have familiar with imageproceeing. It really coincide with its subtitle "A GeometricViewpoint". It also emphasize on mathematics and formulate clearly.Before I read the book,I have nothing about the camera calibration andepipolar geometry, now I am familiar with them. I always recommend it to myfriends in computer vision. In a word, it is a bible of computer vision. ... Read more

    Isbn: 0262061589
    Sales Rank: 485761
    Subjects:  1. Artificial Intelligence - General    2. Computer Bks - General Information    3. Computer Books: General    4. Computer Graphics - General    5. Computer Vision    6. Computers    7. Computers / Artificial Intelligence   


    $85.67

    Handbook of Image and Video Processing (Communications, Networking and Multimedia)
    by Alan C. Bovik
    Average Customer Review: 5.0 out of 5 stars
    Hardcover (31 May, 2000)
    list price: $125.00 -- our price: $125.00
    (price subject to change: see help)
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    Reviews (8)

    5-0 out of 5 stars Outstanding Book !
    This book is just GREAT.
    It covers almost every single ascpect of image and video processing. Everything is in deep and very good explained. A lot of before-and-after example pictures (important ones in color) are provided too. But beware. You need a fairly good understanding of math to read the book. It is not intended to explain how to use Photoshop, but rather how to write your own ;-)
    This book is not a read-along book. Sometimes you have to read a section 2 or 3 times to understand it.
    I think sometimes a good Snippet of C-Code would help to understand, but this is acceptable.
    Again: A outstanding book, which fully covers all my needs.
    The price of 100 us$ is ok, because it's a lot of a book...

    5-0 out of 5 stars premier organization
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    4-0 out of 5 stars Image Processing for the mathematically inclined
    This is an encyclopedia of image processing topics.It contains some introductory material to help people understand what images are and how to process them.The majority of the text, however, is for experiencedpeople wanting to look up topics.

    This book is big.It is about 8"x11" by 900 pages.It contains material from 100 different professionals on 50 different topics.

    The style is academic.The editor is the editor of the IEEE Transactions on Image Processing.The page style is similar to what you would see in an IEEE Transaction.

    There is plenty of math.The text explains the mathematics, but not to the depth I would like to see.

    The authors illustrate the techniques with many images.If there are no "before and after" images in an image processing book, reject it.Well, this book has plenty of images.That is a strong point.

    A week point is there is no source codeillustrating the techniques and algorithms.I find this a major weakness, but one that is not unique to this book.

    The authors leave much to the reader.This is not a read from cover to cover book.The reader must go slow, take notes, study, and read again to understand the material.

    All in all, this is a good source of knowledge on image processing.If you work with images and write software to process images, you should have this book on your desk. ... Read more

    Isbn: 0121197905
    Sales Rank: 374124
    Subjects:  1. Computer Bks - Desktop Publishing    2. Computer Graphics - General    3. Digital Communication Engineering    4. Digital techniques    5. Engineering - Electrical & Electronic    6. Handbooks, manuals, etc    7. Image processing    8. Imaging Systems    9. Interactive & Multimedia    10. Networking - General    11. Science/Mathematics    12. Technology    13. Video compression    14. Technology / Imaging Systems   


    $125.00

    Maya 4 Fundamentals
    by Jim Lammers, Lee Gooding
    Average Customer Review: 4.5 out of 5 stars
    Paperback (18 February, 2002)
    list price: $45.00 -- our price: $32.59
    (price subject to change: see help)
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    Reviews (49)

    5-0 out of 5 stars Bets I've seen
    This book is by far the best I've seen of its kind.I have read reviews that say the tutorials get lost in the long paragraphs, but those reviewers obviously didn't open the CD, because every single tutorial is presented in a step by step video that is shot from a first person perspective.How much easier could it be?This book is perfect for those new to Maya 4, because once you've finished this book, you can model a character from scratch, apply textures, set camera shots and various other activities and for those who have intermediate experience will find this book useful as a refresher and possibly learn short cuts to their work flow.The best thing about the book is that if the reader chose to, he or she could simply pop in the CD and learn all that this book has to offer.I am actually looking for other books written by these authors, becasue I haven't seen anything close to the way they teach.

    1-0 out of 5 stars tutorials are of little help
    I am not certain how many users praising this book my have used an older version of Maya to work through the tutorials.While I do not have any difficulties with any tutorials released by Alias Wave-front, the exercises in this book do not match Maya 4.0.Windows that according to the book are supposed to pop up do not, and if they do, they look entirely different from the images in the book.I suspect that Maya 3 looked like this and the book was released without a thorough update, to match number 4.This does render the book quite useless.

    5-0 out of 5 stars Bestof the best
    This book is by far the best instructional book I have ever purchased and I don't just mean in the field of Computer Animation.Although I have bought several books for Lightwave, 3dMax as well as one other book for Maya, I could only recommend this one.Not only is the text informative and understandable, but with the CD Rom that comes included, you don't even need to read the book:Every tutorial is demonstrated by one of the two authors of the book and they follow along with the text verbatim.If I buy another animation book, it will be by these two guys. ... Read more

    Isbn: 0735711895
    Sales Rank: 243340
    Subjects:  1. Animation    2. Computer Bks - Desktop Publishing    3. Computer Books: General    4. Computer Graphics - General    5. Computer animation    6. Film & Video - General    7. Interactive & Multimedia    8. Maya    9. Maya (Computer file)    10. Multi-Media Hardware & Software    11. Performing Arts    12. Three-dimensional display syst    13. Three-dimensional display systems   


    $32.59

    Introductory Techniques for 3-D Computer Vision
    by Trucco, Alessandro Verri
    Average Customer Review: 4.5 out of 5 stars
    Paperback (06 March, 1998)
    list price: $92.00 -- our price: $92.00
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    Reviews (8)

    3-0 out of 5 stars Not for the beginner
    Book uses a very analytical approach. Concepts are very poorly explained and derviations are not explained. As a text this book is well suited as a review for graduate level students. Using the word introductory in the title is very misleading. Do not recommend this book to those looking for an introduction to the world of computer vision.

    5-0 out of 5 stars The best textbook for computer vision
    This is the best textbook for computer vision I've ever met. Compared with Forsyth and Ponce's heavy book titled with "computer vision: a modern approach", this book is very concise, precise, and suitable to be used in classes. Definitions are carefully given. Pseudocode is extremely helpful for practical use. Also some sections about mathematics are appreciated to understand the underlying algorithms. If you want to learn more or do research, then read Forsyth's book after finishing reading this book. Several my collegues think this book is the first choice for new comers in this field.

    2-0 out of 5 stars My head almost exploded!
    I originally purchased this book for a graduate-level computer vision course.I found the book more obfuscating than helpful.For example, Trucco and Verri's discussion of PCA/SVD, a topic I know quite a bit about, left me confused and frustrated.Unfortunately, their treatment of other topics is not any better.

    I have since used the book as a reference on a couple occasions.My opinion of the book has been raised only slightly since my first read, taking my rating all the way up to two stars ;).I suggest that you DO NOT waste your money on this book. ... Read more

    Isbn: 0132611082
    Sales Rank: 351680
    Subjects:  1. Computer Bks - General Information    2. Computer Books: General    3. Computer Graphics - General    4. Computer Vision    5. Computers    6. Digital techniques    7. Engineering - Electrical & Electronic    8. Image processing    9. Imaging Systems    10. Microcomputer Graphics    11. Three-dimensional display syst    12. Three-dimensional display systems    13. Technology / Engineering / Electrical   


    $92.00

    Geometric Tools for Computer Graphics (Morgan Kaufmann Series in Computer Graphics and Geometric Modeling)
    by Philip Schneider, David H. Eberly
    Average Customer Review: 4.0 out of 5 stars
    Textbook Binding (26 September, 2002)
    list price: $73.95 -- our price: $73.95
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    Editorial Review

    Reinventing the wheel is a terrible waste of time, yet legions of computer programmers do exactly that every day. Geometric Tools for Computer Graphics gives the working graphics programmer a vast collection of programming examples, complex code snippets explained and ready to use. Each chapter is filled with more than just code examples--the explanations needed to understand why these examples work the way they do are given by authors with experience both in writing and in the field.

    There is nothing here for the casual graphics programmer and everything for the serious 2-D and 3-D programmer. Thirteen chapters, three appendices, and a three-column index that spans over 30 pages cover everything about computer-graphic geometry, from the basics of using matrices and linear systems to intersecting 3-D objects.

    The appendices alone are worth the price: "Numerical Methods," "Trigonometry," and "Basic Formulas for Geometric Primitives" are treasures filled with hard-core examples of the kind that can be put to use right out of the box. Less experienced programmers will find these to be invaluable references, but then there's the rest of the book--nearly 1,000 pages loaded with examples and theory, page after page of information written in a clear, concise voice.

    Any hard-core graphics programmer will appreciate the value of the examples presented here, as well as the discussion of theory. After all, there's no need to waste time experimenting with code once the theory is known. Geometric Tools represents the best of both worlds: discussion of theory and code examples built on and culled from years of experience. --Mike Caputo ... Read more

    Reviews (6)

    5-0 out of 5 stars Coordinate free!
    This is the first book I found that does an incredible job of covering vector geometry from a coordinate free approach. The first 1/4 of the book covers the basics with an excellent mathematical approach. The rest of the book show excellent examples of just about any type of intersection and collision of geometry; OBB, sphere, cones, polygons etc.... The is great for doing things like Frustum culling and the like. The only weird thing was it is missing Eberly's discussion on sphere/cone intersection; but no matter you can get it at the website.

    I highly recommend this book for those that want to understand the core of 3D graphics from a coordinate free approach. I am very happy I purchased the book. It has inspired me to purchase a clifford algebra book to better understand coord-free algebra.

    If you are simply looking for code and are not interested in the mathematical reasoning then you problably should look elsewhere. This book is for those who want to get a better understanding of core 3D graphics from a very friendly approach.

    I also noticed that those who rated this book with few stars where simply looking for something quick. Face it 3D graphics and math go hand in hand. Otherwise you are just kidding yourself.

    2-0 out of 5 stars It's only the first edition after all
    This book thinks it will be useful to computer programmers (experienced practitioners as they call them), unfortunately it is not. Apart from the numerous errors, the authors use a notation that will be unfamiliar to most programmers. The code samples are a joke (of which there are only a few). The algorithms they describe are not practical and it would take a lot more work to implement code you'd want to use in a real application based on the author's descriptions. I wish there were a geometry book that could combine theory (using a familiar notation) and practical tips and hints plus real code. I know how difficult it is to write a book and they are to be commended on the intention and scope of material they cover. It would do the community a great service if the authors could publish a second edition, taking into account some of these criticisms (As an example of a book that combines practical as well as theoretical knowledge, look at Numerical Recipes by Press et al). In its current state the book is really just a book on geometry.

    3-0 out of 5 stars Way over my head
    I almost gave this book 2 stars but decided that punishing the authors for my stupidity wasn't fair. This book is obviously chucked full of just about every geometric formulayou will ever need in computer graphics. But you had better be a darn serious mathematician! I could simply never grasp mathematics at this level. I could never look at those formulas, written in some alien heiroglyphs, and understand them enough to translate them into code. This book is one of those "Written by Professors for Professors." I bought the book because of the reviews that wrote about the code samples. Well, they are there (pseudo-code, but that is better than nothing) but nowhere near what I was expecting. My mistake was thinking it was a programming book. It's not! Bottom line, if you are looking for computer graphics formulas and understand mathematics, this book is for you. If you are a programmer and are expecting a computer graphics library of functions, look somewhere else. ... Read more

    Isbn: 1558605940
    Subjects:  1. Algorithms (Computer Programming)    2. Computer Bks - General Information    3. Computer Books: Web Publishing    4. Computer Graphics    5. Computer Graphics - Design    6. Computer Graphics - General    7. Computers    8. Data processing    9. Geometry    10. Geometry - General    11. Programming - Algorithms    12. Programming - General    13. Three-dimensional display syst    14. Three-dimensional display systems    15. Computers / Computer Graphics / Design   


    $73.95

    Real-Time Rendering (2nd Edition)
    by Tomas Moller, Eric Haines, Tomas Akenine-Moller
    Average Customer Review: 4.5 out of 5 stars
    Hardcover (July, 2002)
    list price: $59.00 -- our price: $59.00
    (price subject to change: see help)
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    Editorial Review

    One would think that the title of Tomas Moller's and Eric Haines's book, Real-Time Rendering, would be a contradiction in terms. How can such a computationally intensive process as rendering computer graphics ever hope to be done on the fly, in the blink of an eye, without delay--in short, in real time?

    The term rendering, as it applies to computer graphics, refers to the mathematically intensive process of creating a picture or sequence of frames based on geometry. The duration of this process is dependent on the complexity of the scene (a forest with many trees and thousands of leaves will take much longer to render than a scene consisting of a white box over a gray background) and the speed of the hardware doing the calculations.

    When Pixar's Toy Story was first released, the computer animation community was all abuzz with how it was done, and someone at Pixar mentioned that over 100 SGI workstations were used for rendering the frames over the course of almost two years. Someone else extrapolated this data and figured out that the same movie could have been rendered on one contemporary PC over the course of about 80 years.

    The authors deftly answer the question, not only asserting that it can be done, but since this book is a programmer's guide, they list snippets of programming algorithms that help outline how it can be done.

    Because the software and hardware is constantly and rapidly evolving due to the insatiable need for more realistic and complex graphics, the book avoids getting too specific. To quote the authors, "The field is rapidly evolving, and so it is a moving target." This lack of specificity doesn't detract from the usefulness of the book, though. Instead, it works at a higher, more abstract level, describing approaches to rendering techniques using generic algorithms. It is up to the programmer to apply these methods to the specific program or system on which it is to be implemented.

    Real-Time Rendering describes some very complex methods, and this book is not for the average computer graphics creator. However, if you are working in an industry that depends on real-time rendered animation--like the gaming, medical, or military fields--or you are building the next-generation real-time render engine, this book will offer insight and concepts you can use to build some impressive software. --Mike Caputo ... Read more

    Reviews (29)

    5-0 out of 5 stars Absolute essential reading for graphics programmers
    This is a useful book for anyone writing graphics code regardless of their implementation language and API.It contains a wealth of information on dozens of topics in computer graphics and plenty of sources to find more information.It also reads easy and is organized so it's a breeze to find what you're looking for.

    The chapter on acceleration algorithms is worth the price of this book alone.They do a great job motivating the need for culling and presenting several algorithms.I found their quad tree material particularly useful while working on one of my own.

    The chapter on intersection test methods provides a handy reference.I find myself referring to it quite often.I also really liked the chapter on graphics hardware as it's hard to find a good source for this type of information at a high level.

    This is probably the best computer graphics book out there right now and anyone working in the field or aspiring too should have a copy of it.

    5-0 out of 5 stars excellent 2nd edition of a classic
    I recently came across a copy of this book that my friend bought.I own a copy of the 1st edition, which was in itself a classic and definately recommended reading.

    I was so surprised to find this 2nd addition such a worthy purchase to someone already familiar with the first.The topic updates are fabulous and very essential.

    This book covers everything, introducing real-time rendering very well in an easy to read manner.I very much enjoy the numerous algorithms described in simple terms or even psuedo code.

    This book is great for budding game graphics programmers.A must buy!

    5-0 out of 5 stars Excellent Book
    This is a great book.It features in depth coverage of all areas of graphics programming of interest to game programmers, ... Read more

    Isbn: 1568811829
    Subjects:  1. Computer Animation    2. Computer Bks - Desktop Publishing    3. Computer Books: General    4. Computer Graphics - Game Programming    5. Computer Graphics - General    6. Computer graphics    7. Computers    8. Programming - General    9. Real-time data processing   


    $59.00

    Computer Graphics Using Open GL (2nd Edition)
    by Francis S. Hill
    Average Customer Review: 4.0 out of 5 stars
    Hardcover (15 May, 2000)
    list price: $96.00 -- our price: $76.89
    (price subject to change: see help)
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    Reviews (25)

    5-0 out of 5 stars Excellent
    This was my first book on computer graphics. It is extremely detailed - the chapters on modelling, rendering and ray tracing have a huge wealth of information. It wont teach you OpenGL but will do enough to get you going with the it's API. A lot of math is invloved and you must be prepared to hand solve a lot of equations to understand them. Also your coding has to be top notch to implement the more challenging topics - know your programming and know it very well to get the most out of this book

    P.S. There is a mistake in the refraction equation at one place in the ray tracing chapters - drove me absolutely nuts for a while. Otherwise this should be your first book on graphics.

    4-0 out of 5 stars Very Useful Book
    There are a few caveats to anyone who is interested in programming in graphics:it's pretty difficult and it's based entirely in mathematics; you need to know a few things about physics, not just computers; and you need to be prepared to spend a lot of time learning.

    I have used this book for two courses.It was a required textbook for my introductory graphics course in which I built a ray tracer.To the best of my knowledge, the book's coverage of ray tracing is substantial and excellent.I also found myself using this book as a reference for a geometric modeling course; the coverage on different curves and surfaces is rather short, but what's there is superb.The explanations provided include discussion on the mathematics, which is a great boon for anyone who's actually trying to understand what's going on under the covers.

    From what I have read, this is not a great book for OpenGL programming.(I attempted to learn a bit of OpenGL from this book.)It should be noted, however, that the title is "Computer Graphics using OpenGL," not "Learning how to use the OpenGL API."There's a pretty substantial difference.Hill's concentration is definitely on computer graphics, not on OpenGL.

    I would highly recommend this book for anyone who is interested in learning about computer graphics from an implementation-oriented perspective.

    4-0 out of 5 stars Thorough but verbose
    This was used in my introductory course in 3D graphics for undergrad Computer Science.The author demonstrates his expertise in the subject by his thorough coverage of the material, as well the lucidity of the content within the book itself.What truly amazed me is how well he explained the Linear Algebra concepts (albeit basic) to those who have never taken Linear algebra.After reading a good portion of the book, I hav come to a few conclusions: the book does not focus on the OpenGL API simply because one must first understand the underlying math behind the API, I've noticed that having a good grasp of the mathematics helps w/ the construction of 3D applications regardless of what API you are using (there may be some slight retraining, but nonetheless, the math is the same).

    The book merely uses OpenGL to demonstrate the concepts, but it is not meant to serve as an OpenGL tutorial - there are plenty of other tutorials out there, some are free, go read those instead.However, if you want to understand the mathematics behind the 3D components, then this is the book to read.

    So now, why 4 stars if the book seems perfect?I would have given it a 5, but the exercises are too long, Chapter 6 contains an inordinate amount of exercises, some take over 20 minutes to finish (for one problem).Because the book doesn't focus too much on OpenGL, you'll find yourself reading another book for OpenGL itself.So if you're doing exercises in Chapter 5, and some later Chapters (7 and up), you'll find yourself hard pressed for an OpenGL reference.

    Anyhow, the book is noteworthy and will make it to my library.I forgot to mention that as you read each chapter, the author stops and asks in parentheses (why?) to a certain topic.Again, it helped reinforce a lot of the concepts from prior chapters into my brain.This book is well worth the money. ... Read more

    Isbn: 0023548568
    Sales Rank: 140739
    Subjects:  1. Computer Bks - Desktop Publishing    2. Computer Books: General    3. Computer Graphics    4. Computer Graphics - General    5. Computers    6. Interactive & Multimedia    7. Programming Languages - C++    8. Computers / Computer Graphics / General   


    $76.89

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