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3d graphics book

Started by Endar Dec 21, 2004 at 1:57 AM 13 replies 1.8k views
Original Post
Endar
Endar
I'm fairly good at C++ and I've started with nehe's open gl tutorials. I've been meaning to go onto amazon and buy a 3d graphics programming book, but I'm not sure which one to get. I know, I know, all of you guys are saying "Gamedev has a book page for beginners!" But, seriously they have about 50 books listed. So, I thought I'd come on here and ask you guys which ones you found helped you the most. So.....which ones were best for you guys? :D
[size="2"][size=2]Mort, Duke of Sto Helit: NON TIMETIS MESSOR -- Don't Fear The Reaper
superpig
superpig
Real-Time Rendering by Haines and Moller, and Computer Graphics: Principles and Practise by Foley et al.
Richard "Superpig" Fine - saving pigs from untimely fates - Microsoft DirectX MVP 2006/2007/2008/2009
"Shaders are not meant to do everything. Of course you can try to use it for everything, but it's like playing football using cabbage." - MickeyMouse
Shadx
Shadx
Real-Time Rendering by Haines and Moller...I don't think you should bother with Computer Graphics: Principles and Practice by Foley et al. as it's kind of old now (still lots of good stuff though) and it doesn't cover all that much 3d graphics in any case.

There is also 3D computer graphics, but as I'm looking at it right now, I still prefer Real-Time Rendering by quite a bit.

Shadx
MGB
MGB
The 2 books mentioned are too high a level for beginners IMO.
If you require a rather more gentle introduction, I recommend the 3d math primer:
http://www.gamedev.net/columns/books/bookdetails.asp?productid=226
Roquqkie
Roquqkie
Real-Time Rendering 2nd. ed. by Haines and Möller all the way!
You will also gain much from Mathematics for game-programmers by Eric Lengyel.

What ever you do, just don't trick yourself into buying any André LaMothe-books, they are the root of evil ;)

Best regards,
Roquqkie
superpig
superpig
Quote:
Original post by Shadx
I don't think you should bother with Computer Graphics: Principles and Practice by Foley et al. as it's kind of old now (still lots of good stuff though) and it doesn't cover all that much 3d graphics in any case.
Well, true, but most of the techniques in it are still being actively applied by the IHVs. It's often helpful to understand what exactly's going on under the hood - a "3D Graphics" book won't teach you about things like scanline conversion or how antialiasing works.

Aph3x is right that they're a bit much for a beginner, though. Real-Time Rendering is a must-have, but it's more something that one would use as a reference than a cover-to-cover read. I'm afraid it's been so long since I was buying "beginner" graphics books so I can't be much help beyond that...
Richard "Superpig" Fine - saving pigs from untimely fates - Microsoft DirectX MVP 2006/2007/2008/2009
"Shaders are not meant to do everything. Of course you can try to use it for everything, but it's like playing football using cabbage." - MickeyMouse
cow_in_the_well
cow_in_the_well
Quote:
Original post by Roquqkie
What ever you do, just don't trick yourself into buying any André LaMothe-books, they are the root of evil ;)


I havn't read his more recent 3d programming book, but for me Lamothe is the root of all my game programming [smile].

Seeing as people have differing opinions on books, the best thing to do - if possible - is to go down to the book store and spend of a bit of time flicking through different books and seeing what you like.

Anyway, as for recommendations, Dave's and Kevin's OpenGL book is supposed to be quite a good intro to 3D: http://www.gamedev.net/columns/books/bookdetails.asp?productid=336

Oh, and while the Moller book is very good, its REALLY not a good book for beginners.
Endar
Endar
Well, define beginner: I'm not really a complete beginner. I did some basic 3d vector and matrix math at uni and I'm refreshing all of my knowledge right now, I'm currently working with openGL in nehe's tutorials, and before I came to gamedev, I had worked for a while with the Irrlicht engine.

Would I still be defined as a beginner? (and to those of you who think I'm playing the 'look-how-good-I-am-game', it was a serious question :D )
[size="2"][size=2]Mort, Duke of Sto Helit: NON TIMETIS MESSOR -- Don't Fear The Reaper
jollyjeffers
jollyjeffers
Quote:
Real-Time Rendering by Haines and Moller
I'll second that, but raise it to being the second edition [wink]. I have over a 100 multimedia/programming books, there are probably 3 or 4 that I refer to on a regular basis, this is one of them.


Quote:
Would I still be defined as a beginner?
I wouldn't class that as beginner. If you haven't got substantial mileage with a native graphics API (e.g. D3D/OpenGL) then you'd (in my book) be classed as intermediate.

I'd definitely pick up Moller&Haines' book, you won't regret it. A lot of it is text (rather than maths/algorithms) so whilst complicated is not impossible to understand.

Also, as I mentioned, I keep referring to it - I read it cover-to-cover when I got sent it for review, and I still use it as a reference 1-2yrs later.

If you buy it, but dont get all of it now, it'll be worth holding on to for when you do have a better understanding...

hth
Jack
<hr align="left" width="25%" />
Jack Hoxley <small>[</small><small> Forum FAQ | Revised FAQ |
MGB
MGB
Argh! I knew I should have just got Realtime Rendering ages ago; I've been hanging on suspecting (hoping!) a new edition will come out soon... anyone any news on the likelihood of this?!
Shadx
Shadx
Quote:
"3D Graphics" book won't teach you about things like scanline conversion or how antialiasing works.


Real-time rendering chapter 4.4 Anti-aliasing is a good 30 pages long. This book covers most of the good part of the Computer Graphics Principles and Practice. Although you are right that Computer Graphics does delve in stuff not covered by other books and it is really a good book.

The Mathematics for 3d game programmer is also an excellent book. I use it quite often, other books will give you the forumla for doing different things in computer graphics, but this one explains how they got the formula in the first place. I like it, but I also like to understand the Math behind what I apply. One that I'm looking into buying right now is Geometric Tools for computer graphics. Quite a few books that I have refers to this one when talking about certain algorithm and I feel like I'm missing out.

Shadx
Ainokea
Ainokea
I would get "Real-Time Rendering" for theory "3d math primer for game programmers" for 3d math and "The Opengl programmers guide" or a DirectX book depending on which API you are using so you will be able to implement the theory you learned from "Real-Time Rendering."
______________With the flesh of a cow.
jollyjeffers
jollyjeffers
Quote:
...depending on which API you are using so you will be able to implement the theory you learned from "Real-Time Rendering."
I'd like to partially disagree with this. If you're new to an API then a decent text is definitely a must-have; but if you're a reasonable/intermediary (as the OP seems to be) graphics programmer then the SDK and samples are probably as good.

I've got 11 books on DirectX (I'm no OpenGL programmer!) and I still find the SDK and google more useful. Just because the API's change too often, its difficult to justify a £40-£50 book that doesn't hold up for much more than 6 months [sad].

If you're looking to expand your library I'd cover 3 areas:
1. Your language of choice.
- in my case, C++, so I've got Kernigan and Richie, Stroustrup and Meyer's books. Not an extensive collection mind.
2. The mathematics
- Eric Lengyel's Maths for 3D graphics/games is great
- Practical Algorithms for 3D Graphics is good
- The Geometry Toolbox
3. The general graphics
- Moller and Haines, as recommended by nearly everyone so-far
- Computer Graphics: Principles and Practice, Foley et al

I can't quite fit them into any of the above 3 categories, but the Game Programming Gems series routinely find their way to my desk while I'm programming [wink] - don't regret getting those for free [grin].

Even if you don't agree with my choices above, covering those 3 areas with a good book should stand you in perfectly good stead for most of what you want to do! As you gain experience or specialise further, get other books (in my case I got "Realistic Ray Tracing" (1st and 2nd editions) and "Advanced Global Illumination"[grin])

Quote:
Books by Andre -- crap.

Quote:
André LaMothe-books, they are the root of evil


You reckon this still applies to "Tricks of the windows game programming guru's"?? Not my favourite book by any means, but most definitely not the worst book I've ever seen. It's a bit dated now, but has quite a bit of depth and is perfectly readable.

cheers,
Jack
<hr align="left" width="25%" />
Jack Hoxley <small>[</small><small> Forum FAQ | Revised FAQ |
Zakwayda
Zakwayda
Another vote for '3D Math Primer'. Whether or not you already have a grasp of vector/matrix/quaternion math, it's a good reference.

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