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› Find signed collectible books: '3D Computer Graphics'
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› Find signed collectible books: '3D Game Engine Design: A Practical Approach to Real-Time Computer Graphics'
Aimed at the working C++ game developer, 3D Game Engine Design provides a tour of mathematical techniques for 3-D graphics and the source code used to implement them in state-of-the-art video game engines. If you work in the game industry (or would like to), this book will serve you well because it delivers excellent best practices for algorithms and programming techniques that will help your software keep up with the competition.
This text is a virtual encyclopaedia of expertise, based on the author's own work and research in the gaming industry. It provides the mathematical notation, algorithms, and C++ code (on the accompanying CD-ROM) needed to build fast and maintainable game engines. Early sections start with the basics, with the math used to work with common 3-D objects (like spheres and boxes). Highlights include a high-powered review of quaternion algebra, the preferred way to transform 3-D data in many cases.
The chapters on graphics pipelines explain the math behind representing and rendering a 3-D world in 2-D with intervening effects like lighting, texture mapping and the like. A variety of current algorithms are provided for representing 3-D scenes, efficient picking (which allows a programmer to determine which object in a 3-D world has been selected) and collision detection (where objects collide virtually). In the game software of today, curves--rather than individual triangles or polygons--are often used to represent 3-D objects. Algorithms that are used to turn curves into rendered surfaces are also provided.
Later sections look at current thinking about animation techniques for characters (including key frames, inverse kinematics and skinning--in which digital skin is fitted over digital bone to create more realistic-looking movement). How to represent terrain inside virtual worlds is also explained. The book closes with excellent material on cutting-edge special effects like lens flare and projected shadows, which can add an extra level of realism to a video game. An appendix examines guidelines for designing object-oriented game software in C++.
Filled with mathematical insight and expert code that puts each principle or algorithm to work, 3-D Game Engine Design provides an expert view of what goes into building a state-of-the-art game engine. --Richard Dragan [via]
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› Find signed collectible books: 'Advanced Animation and Rendering Techniques: Theory and Practice'
Dealing with state-of-the-art techniques in rendering and animation, this text provides a unique synthesis of advanced techniques not previously available in one coherent source. [via]
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› Find signed collectible books: 'The Algorithmic Beauty of Seaweeds, Sponges, and Corals'
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› Find signed collectible books: 'Astro City: Local Heroes'
graphic novel in Astro City series [via]
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› Find signed collectible books: 'Beautiful Evidence'
no marks, almost as new [via]
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› Find signed collectible books: 'Before & After: Page Design'
Before and After magazine's focus on clarity and simplicity and its insistence on approaching design not as mere decoration but as an essential form of communication have won it legions of fans. If you're among them, you'll welcome the first book from B and A's founder and publisher. John McWade walks his own talk, bringing you a beautifully clear, cohesive, and elegant primer on page design. You'll learn by example how to design single-page and multi-page publications, brochures, and advertisements, applying the principles design professionals live by. You'll also learn how to choose the right font for your project, why one typeface works better than another, and lots more. Best of all, you'll discover how to think visually--transforming the images in your head into documents that communicate effectively on the page.
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› Find signed collectible books: 'Beginning GIMP: From Novice to Professional'
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› Find signed collectible books: 'The Cognitive Style of Power Point'
A booklet that examines the type of thinking/cognition that Powerpoint encourages. [via]
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› Find signed collectible books: 'Cognitive Style of Powerpoint: Pitching Out Corrupts Within'
In corporate and government bureaucracies, the standard method for making a presentation is to talk about a list of points organized onto slides projected up on the wall. For many years, overhead projectors lit up transparencies, and slide projectors showed high-resolution 35mm slides. Now "slideware" computer programs for presentations are nearly everywhere. Early in the 21st century, several hundred million copies of Microsoft PowerPoint were turning out trillions of slides each year. Alas, slideware often reduces the analytical quality of presentations. In particular, the popular PowerPoint templates (ready-made designs) usually weaken verbal and spatial reasoning, and almost always corrupt statistical analysis. What is the problem with PowerPoint? And how can we improve our presentations? [via]
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› Find signed collectible books: 'Color Index: Over 1100 Color Combinations, Cmyk Amd Rgb Formulas, for Print and Web Med Ia'
The best-selling author of Idea Index and Layout Index returns with an all-new title! Color Index provides more than one thousand color combinations and formulas-- guaranteed to help graphic artists solve design dilemmas and create effective images for both print and the Web. From progressive colors to natural tones, Color Index makes choosing hues for any job easier! Designers will start working with color in exciting new ways and create original, eye-catching designs that pop off the page. It's all the inspiration they need to explore and experiment with color as never before! Just like the other clever little design books in this series, Color Index is portable, packed with inspiration, and neatly packaged in a colorful, sturdy vinyl jacket [via]
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› Find signed collectible books: 'Computer Graphics'
A complete update of a bestselling introduction to computer graphics, this volume explores current computer graphics hardware and software systems, current graphics techniques, and current graphics applications. Includes expanded coverage of algorithms, applications, 3-D modeling and rendering, and new topics such as distributed ray tracing, radiosity, physically based modeling, and visualization techniques. [via]
› Find signed collectible books: 'Computer Graphics: Principles and Practice'
The long-awaited second edition of this book has been completely rewritten to provide the most comprehensive authoritative and up-to-date coverage of the field---making it the standard computer graphics reference work for the 1990s. The authors provide a unique combination of current concepts and practical applications. The important algorithms in 2d and 3d graphics are detailed for easy implementation [via]
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› Find signed collectible books: 'Data Analysis for Politics and Policy'
Used Book [via]
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› Find signed collectible books: 'The Elements of Graphing Data'
Visualization methods in science and
technology. Many new ideas and methods;
many not widely known before. Excellent
methodological resource for research
workers. [via]
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› Find signed collectible books: 'Envisioning Information'
This book celebrates escapes from the flatlands of both paper and computer screen, showing superb displays of high-dimensional complex data. The most design-oriented of Edward Tufte's books, Envisioning Information shows maps, charts, scientific presentations, diagrams, computer interfaces, statistical graphics and tables, stereo photographs, guidebooks, courtroom exhibits, timetables, use of color, a pop-up, and many other wonderful displays of information. The book provides practical advice about how to explain complex material by visual means, with extraordinary examples to illustrate the fundamental principles of information displays. Topics include escaping flatland, color and information, micro/macro designs, layering and separation, small multiples, and narratives. Winner of 17 awards for design and content. 400 illustrations with exquisite 6- to 12-color printing throughout. Highest quality design and production. [via]
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› Find signed collectible books: 'The Essential Calvin and Hobbes'
Here is the all-inclusive chronicle of events beginning with the day Hobbes sprang into Calvin's tuna-fish trap and their friendship was forged forever. Essential not only for its thoroughness, including full-color Sunday cartoons, but also for the never-before-published cartoon story it features. [via]
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› Find signed collectible books: 'Fundamentals of Interactive Computer Graphics'
great for school work [via]
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› Find signed collectible books: 'Graphic Design Cookbook: Mix & Match Recipes for Faster, Better Layouts'
Graphic Design Cookbook offers the most stimulating and time-saving route to fresh design ideas and workable graphic solutions. Here are over one thousand design samples that can be compared and combined to create your own compositions for books, magazines, posters, stationery, reports, logos, labels, menus, and advertisements. All information is presented graphically for easy, immediate use. [via]
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![[???]: Graphic Work McEscher [???]: Graphic Work McEscher](http://ecx.images-amazon.com/images/P/3822806781.01._SL160_SCLZZZZZZZ__.jpg)
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› Find signed collectible books: 'Graphics and Graphic Information-Processing'
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› Find signed collectible books: 'Grokking the Gimp: Advanced Techniques for Working With Digital Images'
The excitement described by Carey Bunks when he first beheld the GNU Image Manipulation Program (GIMP) in 1996 is palpable when you hold Bunks's new book in your hands. The phantasmagoric image on the cover of Grokking the GIMP: Advanced Techniques for Working with Digital Images melds a photograph of the moon's surface from a high orbit with an apparent solar eclipse by the earth. A penguin floats discretely in a hot air balloon between sun-earth and moon. Is the sun-moon-earth image a bit of the penguin's imagination? Is it a piece of GIMP artist/developer Tuomas Kuosmanen's imagination? Maybe it is really a credit to the visionaries at New Riders who have produced an art book to suit the computer how-to market.
"Grokking" is a Robert Heinlein-ism for "appreciating," and docent Bunks takes us through the museum of computer art and method as he demonstrates the features of the freely redistributable package. The contents follow that path set down by many other how-to tech book authors: tutorial, a taste of image theory, working with the independent features of GIMP (layers, selections, masks, and colorspaces) before advancing to compositing and rendering, and ending with a short review of Web-based applications of image manipulation.
The book's strengths are Bunks's obvious passion for his subject, his mature didactic style, and the wonderfully spacious design and breathtaking color-on-every-page strategy that allows him to beautifully frame GIMP features at their best. The most notable of his many case studies is the "Panorama" project that glues a series of laterally overlapping narrow-view photographs of an architecturally interesting room into a single, stunning, wide-angle panorama of the whole. Bunks documents each step in the transformation and describes the required geometrical, hue, and brightness adjustments needed to warp and blend them together.
Look again at the cover, but not literally. Ignore the unphysical details. Rather, imagine the mind's capacity for juxtaposition and GIMP's power for actualizing this visual synthesis. In form and content, Bunks and New Riders have shown that the possibilities for the tech book are far broader than previously imagined. This is an eye-opening contribution, indeed. --Peter Leopold [via]
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› Find signed collectible books: 'Idea Index: Graphic Effects and Typographic Treatments'
It's tough to be creative on command. And with deadlines looming, you can't wait for inspiration to strike.
That's where Idea Index comes in. Don't let the small size fool you. Inside you'll discover thousands of big ideas for graphic effects and type treatmnts via hundreds of prompts designed to stimulate, quicken and expand your creative thinking.
Use Idea Index to brainstorm ideas, to unclog your mind, and to explore different looks and approaches.
The Idea Index instant creative genius when you need it most!
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› Find signed collectible books: 'Illustrator 8 for Macintosh and Windows: Visual Quickstart Guide'
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› Find signed collectible books: 'Information Anxiety 2'
Information might want to be free, but why should we free it? We've got enough troubles keeping track of all the petabits running around untethered already, and we risk a computer counterrevolution if we let the situation get much crazier. Information architect Richard Saul Wurman swept the field clear in 1989 with his groundbreaking book foreseeing the problems of data clutter and proposing a radical new means of organising and presenting knowledge humanistically; he has substantially revised it for the new century as Information Anxiety 2.
This volume is sparklingly clear and readable and offers insight not only to designers, educators and content developers, but also to anyone who needs to communicate effectively through dense clouds of facts. If Wurman occasionally indulges in new-agey pop psychology, his analysis is never muddy and the more hard-headed reader will forgive him soon enough. The discussion alternates between describing the deeply stressful task of absorbing poorly organised data and exploring solutions that require a bit of rethinking but reward such an investment with improved understanding and, maybe, a state change from information to wisdom. We could do worse, and if we don't pay attention to Wurman and his colleagues, we almost certainly will. --Rob Lightner [via]
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› Find signed collectible books: 'Information Graphics: A Comprehensive Illustrated Reference'
This beautifully illustrated book is the first complete handbook to visual information. Well written, easy to use, and carefully indexed, it describes the full range of charts, graphs, maps, diagrams, and tables used daily to manage, analyze, and communicate information. It features over 3,000 illustrations, making it an ideal source for ideas on how to present information. It is an invaluable tool for anyone who writes or designs reports, whether for scientific journals, annual reports, or magazines and newspapers. [via]
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› Find signed collectible books: 'Information Graphics: A Comprehensive Illustrated Reference Visual Tools for Analyzing, Managing, and Communicating'
This beautifully illustrated book is the first complete handbook to visual information. Well written, easy use, and carefully indexed, it describes the full range of charts, graphs, maps, diagrams, and tables used daily to manage, analyze, and communicate information. It features over 3,000 illustrations, making it an ideal source for ideas on how to present information. It is an invaluable tool for anyone who writes or designs reports, whether for scientific journals, annual reports, or magazines and newspapers. [via]
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› Find signed collectible books: 'INTERACTIVE COMPUTER GRAPHICS: A Top-down Approach Using Opengl'
Interactive Computer Graphics fourth edition presents introductory computer graphics concepts using a proven top-down, programming-oriented approach and careful integration of OpenGL to teach core concepts. The fourth edition has been revised to more closely follow the OpenGL pipeline architecture and includes a new chapter on programmable hardware topics (vertex shaders).
As with previous editions, readers learn to program three-dimensional applications as soon as possible. The Fourth edition focuses on core theory in graphics. Topics such as light-material interactions, shading, modeling, curves and surfaces, antialiasing, texture mapping, and compositing and hardware issues are covered.
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› Find signed collectible books: 'Interactive Computer Graphics: A Top-Down Approach With Opengl'
This introductory text features a top-down, programming-oriented approach to computer graphics. Capitalizing upon this top-down and hands-on approach, the text quickly gets students writing interesting 3D graphics programs. Angel uses OpenGL, a graphics library supported by most workstations, and the C programming language (which, like OpenGL, is not object-oriented), allowing students to be aware of what is happening at the lowest levels of computer-graphics programming. Each chapter is built around an application, with key principles and techniques explained as needed and in increasing detail, teaching students by example and by practice. While emphasizing applications programming, the book covers all topics required for a fundamental course in computer graphics, such as light-material interactions, shading, modeling, curves and surfaces, antialiasing, texture mapping, and compositing, as well as hardware issues. The top-down approach taken in this book enables students of computer science and engineering to generate complex interactive applications by the end of their first course, and will give them a solid background for future work or study in computer graphics. [via]
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› Find signed collectible books: 'Introduction to Computer Graphics'
This adaptation of the definitive book in the field (Computer Graphics, Second Edition by Foley, et al.,) provides a more concise, less expensive introduction to computer graphics. While retaining the currency and accuracy of the larger work, coverage has been trimmed to the essential topics. Explanations of key concepts have been expanded and further illustrated, assuming less background on the part of the reader. This brief version uses C as the programming language for all worked examples. An Introduction to Computer Graphics does not replace the highly regarded Second Edition of Foley, et al., but simply offers professionals the option of a briefer, less expensive version. [via]
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› Find signed collectible books: 'Jim Blinn's Corner: A Trip Down the Graphics Pipeline'
Jim Blinn presents an eclectic collection of 20 articles he originally wrote for Computer Graphics and Applications, an IEEE (Institute of Electrical and Electronics Engineers) magazine aimed at graphics professionals. It's unapologetic about being a programmer's book, and it won't make much sense if you're not one (even less if you've forgotten your algebra). But if the shoe fits, and if you're going to be writing your own graphics routines, you stand to learn a lot from an acknowledged master.
Topics include a tour through the author's collection of circle-drawing algorithms, an introduction to animation concepts through a character called Blobby Man, musings on rendering platonic solids, detailed discussions of shadows, clipping and viewports, and investigations into the nature of pixel space. Many algorithms are presented in a generalized pseudo-code that could be easily translated into other languages. In addition to learning practical techniques, you'll also benefit from seeing Blinn's intelligent and offbeat approach to solving problems. [via]
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› Find signed collectible books: 'Jim Blinn's Corner: Dirty Pixels'
"All problems in computer graphics can be solved with a matrix inversion."-Jim Blinn
Jim Blinn is Back!
Dirty Pixels is Jim's second compendium of articles selected from his award-winning column, "Jim Blinn's Corner," in IEEE Computer Graphics and Applications. Here he addresses topics in image processing and pixel arithmetic and shares the tricks he's uncovered through years of experimentation.
Writing in the inimitable, engaging style for which he's famous, Jim's easy-to-understadn explanations and solutions make abstract concepts accessible to a broad audience. Dirty Pixels is an invaluable resource for anyone in the computer graphics field.
Teapots and More
Jim's contributions to computer graphics include the Voyager Fly-by animations of space missions to Jupiter, Saturn, and Uranus; The Mechanical Universe, a 52-part telecourse of animated physics; and the computer animation of Carl Sagan's PBS series Cosmos. Jim developed many graphics techniques now in widespread use, among them bump mapping, environment mapping, and blobby modeling. [via]
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› Find signed collectible books: 'The Language of Graphics'
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› Find signed collectible books: 'Layout Index'
Idea Index kick-started a revolution in graphic design books, unique in size, feeland most importantwealth of ideas. Layout Index is the next step, a compendium of layout idea-generators that will help designers explore multiple possibilities for visual treatments each time they turn the page. The visual and textual suggestions are divided into eight major areas, including newsletters, flyers, posters, brochures, advertising, stationery, page layout, and Web pages.
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› Find signed collectible books: 'M. C. Escher'
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› Find signed collectible books: 'M.C. Escher: The Graphic Work'
Seventy-six superlative reproductions of the enigmatic renderings of the master artist are accompanied by an introduction to the artist and his work and detailed descriptions of each piece by Escher himself. [via]
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› Find signed collectible books: 'Mathematics for 3d Game Programming and Computer Graphics'
This resource illustrates the mathematics that a game programmer would need to develop a professional-quality 3D engine. The book starts at a fairly basic level in each of several areas such as vector geometry, modern algebra, and physics, and then progresses to somewhat more advanced topics. Particular attention is given to derivations of key results, ensuring that the reader is not forced to endure "gaps" in the theory. The book discusses applications in the context of the OpenGL architecture. It assumes basic understanding of matrix algebra, trigonometry, and calculus, and concentrates on key math topics for programming game engines and computer graphics. Included are exercise sets which should allow the book to be used as a textbook. The book discusses applications in the context of the OpenGL architecture due to its cross-platform nature with references to certain 3D hardware such as the GeForce from Nvidia and the Radeon from ATI Presents mathematical theory and subsequently provides examples using practical applications. [via]
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› Find signed collectible books: 'Michael Abrash's Zen of Graphics Programming/Book and Disk'
Includes easy-to-follow techniques for programming leading-edge graphics including texture mapping, 3D animation, hidden surface removal, antialiasing, 3D shading, color modeling, and much more. Features a complete 3D, 256-color animation library you can use today to create amazing applications from games to virtual worlds to anything else your imagination will lead you to. Provides thousands of lines of C and assembly source code ready to drop into applications. Gives you the best high-level and low-level graphics programming advice and tips from the acknowledged master of PC graphics. Includes secrets of VGA programming you won't find anywhere else--ModeX, page flipping, color DACs, memory maps, palette animation, and 256-color modes. [via]
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› Find signed collectible books: 'The Non-Designer's Design Book: Design and Typographic Principles for the Visual Novice'
So you have a great concept and all the fancy digital tools you could possibly require¿what¿s stopping you from creating beautiful pages? Namely the training to pull all of these elements together into a cohesive design that effectively communicates your message. Not to worry: This book is the one place you can turn to find quick, non-intimidating, excellent design help.
In The Non-Designer¿s Design Book, 2nd Edition, best-selling author Robin Williams turns her attention to the basic principles of good design and typography. All you have to do is follow her clearly explained concepts, and you¿ll begin producing more sophisticated, professional, and interesting pages immediately. Humor-infused, jargon-free prose interspersed with design exercises, quizzes, illustrations, and dozens of examples make learning a snap¿which is just what audiences have come to expect from this best-selling author. [via]More editions of The Non-Designer's Design Book: Design and Typographic Principles for the Visual Novice:

› Find signed collectible books: 'The Opengl Extensions Guide'
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› Find signed collectible books: 'Opengl Programming Guide: The Official Guide to Learning Opengl, Version 1.1'
The OpenGL graphics libraries offer programmers the ability to construct and render remarkably realistic 3-D scenes that can incorporate multiple lighting sources, various types of perspective, and various special effects. The OpenGL Programming Guide is a comprehensive and definitive resource on using the extensive capabilities offered by OpenGL. Beginning with coverage of basic OpenGL objects--points, lines, and polygons--it advances through functions for selecting colors, lighting, reflective properties, texture, atmospheric haze, and more. Basic concepts of 3-D graphics are made accessible with analogies to cameras, and advanced sidebars and appendices go into deep detail about OpenGL. [via]
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› Find signed collectible books: 'Opengl Programming Guide: The Official Guide to Learning Opengl, Version 1.4'
OpenGL is a powerful software interface used to produce high-quality computer graphics. The OpenGL Programming Guide provides definitive and comprehensive information on OpenGL and the OpenGL Utility Library. The previous edition covered OpenGL through version 1.2. This fourth edition of the bestselling guide will describe all of the latest features of OpenGL versions 1.3 and 1.4, as well as the important OpenGL ARB extensions. Some of the new features in the core library include cube-mapped texture mapping, multi-texturing, multi-sampled anti-aliasing, depth-texturing and shadows, and advanced texture application modes. Most importantly, the ARB vertex and fragment program extension (commonly referred to as "shaders") will be introduced. Many new example programs and color slides have been incorporated as well. As with all of the previous editions, this one was developed under the auspices of the OpenGL Architecture Review Board, and industry consortium responsible for guiding the evolution of OpenGL, and written by some of the most influential developers in the field. Any developer incorporating graphics into his or her programs will want a copy of this authoritative [via]
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› Find signed collectible books: 'OpenGL Programming Guide: The Official Guide To Learning OpenGL, Version 2'
The OpenGL Programming Guide, now in its third edition, is the definitive volume for programmers using this evolving graphics interface standard. Written by members of the OpenGL Architecture Review Board, this book offers understandable tutorials and lessons on getting up to speed and getting the most out of the latest version of OpenGL, version 1.2.
The guide uses code examples in C and is targeted at programmers who have experience in coding yet are new to coding for OpenGL applications. The opening chapters go into descriptive detail of how OpenGL, the software interface for hardware 3-D chipsets, works and what you can expect from it, which turns out to be much more than you might have thought. Color plates are used, for example, to show how OpenGL handles such effects as motion blur and depth-of-field blur, in addition to shadows and texture mapping.
This is not a beginner's guide to programming computer graphics. Some previous knowledge of both programming in general and computer graphics in particular is required. For example, code snippets are used to describe how to implement these effects, but because OpenGL is platform-independent, some code examples may need to be modified when used with your specific compiler.
Filled with the expertise of those who standardized OpenGL, there is no better reference volume for learning and understanding this system. The examples cited are clear, commented, and explained. The only drawback to the book is that it lacks a companion CD-ROM--all examples must be either typed in or downloaded from an Internet FTP site. (The URL is listed in the preface.) --Mike Caputo [via]
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› Find signed collectible books: 'OpenGL Shading Language'
Until recently, application developers have had no choice but to use the graphics hardware as built by hardware developers. The programming interfaces (APIs) simply exposed the underlying capabilities of the hardware. If the hardware didn't do something quite the way an application wanted it done, there was no alternative but to accept what the hardware could do. More recently, graphics hardware has become more flexible. Developers have been eager to exploit this flexibility. Within the last year or so, it's become clear that the right answer for OpenGL is to expose the new functionality in the form of a high-level programming language - the new OpenGL Shading Language, developed by 3Dlavis, Inc., is the answer. This book is the official guide to this new language. It is both a tutorial and a reference, and is filled with many practical examples that will help developers learn the language as well as create shaders to suit their own needs. The author is at the very center of this technology, serving on the OpenGL ARB and leading the team at 3Dlabs responsible for defining and implementing the next iteration of OpenGL. This is the one book all graphics developers will need in order to learn about this important new advance in graphics programming. [via]
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› Find signed collectible books: 'The Photoshop Book for Digital Photographers'
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› Find signed collectible books: 'Photoshop Cs Down & Dirty Tricks'
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› Find signed collectible books: 'Photoshop for the Web'
This clear, helpful guide to using Photoshop for producing Web images focuses on Photoshop 4, with reference to version 3, and targets users who already know Photoshop fairly well. There's lots of thorough discussion, large screen shots, and a full-color insert illustrating several examples in the book. You first learn how to set preferences that decrease file size and how to load a browser-safe palette. Next you clean up and resize photos destined for Web output, adjust contrast levels, and improve images that you've output from video files and digital cameras. In helping you turn your existing images into Web images, the author discusses GIF and JPEG file formats, indexing, dithering, and browser-safe colors. He teaches you how to create GIFs from scratch and work with transparencies to create special effects. He also teaches you how to create JPEG images, fine-tune compression settings, work with gray-scale images, and convert GIF images to JPEG. In subsequent chapters you learn how to create backgrounds; add interesting, readable type; design buttons and other navigational elements; convert raster images to vector images; and use Photoshop to perfect Web-page layouts. Appendices discuss the Portable Network Graphics (PNG) file format and present information on third-party software programs that complement Photoshop and aid Web-image production. --Kathleen Caster [via]
› Find signed collectible books: 'Photoshop in a Nutshell: A Desktop Quick Reference'
Photoshop has set a standard that has yet to be eclipsed by other image- editing packages. As the quintessential image-editing package for graphics professionals, its users number in the millions. And with sales of products such as cameras on the rise, and billions of photographs taken each year worldwide, the need for a high-end, concise reference guide like Photoshop in a Nutshell, 2nd Edition also increases. Professional graphics designers and enthusiasts alike will turn to this book for information on the topics and tools in Photoshop 5 that they really want to know.
Photoshop 5 is poised to meet the ever-rising demands for quality image editing with the addition of key new features in an already comprehensive feature set. These new features include the History Palette, Editable Text Layers, Spot-ColorChannels, and color management support. Each is richly detailed in the second edition to the bestselling Photoshop in a Nutshell. Part of O'Reilly and Associates' outstanding series of In a Nutshell books, this book offers the reader an extensive, focused reference to Photoshop 5. Whether toiling with images for the Web, video, or print, in the home or office, this book enables Photoshop 5 users to focus their creative energies on their designs, and not on where to find a certain tool or the right combination of filters and effects.
The advent of Photoshop 5 will mean the addition of many new users. Consequently, the range of purposes for which they use Photoshop will also be more varied, increasing the need for an easy look-up reference like Photoshop in a Nutshell, 2nd Edition. This book explains and expounds on every tool, command, palette, and submenu. Each item is accompanied by a list of its most common uses and misuses. The book also includes step-by-step techniques for common uses and experience-based advice and solutions for common misuses. The information is organized in an encyclopedic format, following the structure of Photoshop itself. All topics are easy to find and fully cross-referenced, which lets the reader intuitively explore the cause-and-effect relationships of each command.
The book also includes the following:
Photoshop in a Nutshell, 2nd Edition offers its readers a comprehensive reference guide that drills down to the smallest detail to cover every aspect of version 5, including its newest features. Like other bestselling In a Nutshell books, this is a book that will be valued by both professionals and sophisticated beginners.
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› Find signed collectible books: 'Photoshop in a Nutshell: A Desktop Quick Reference'
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› Find signed collectible books: 'Photoshop Masking & Compositing'
Designers, photographers, and artists are using Photoshop to create fantastic and realistic images for illustrations, fine art, and editorial content. Whether they're landscape or portrait photographers, illustrators or fine artists, masking and compositing are essential skills to master for combining images to the extent that it is impossible to tell where one image stops and the other one begins.
Photoshop artist and educator Katrin Eismann takes readers through numerous step-by-step examples, highlighting the tools and techniques used for masking and combining images. Featuring work by leading artists and photographers, this book focuses on the techniques used to create compelling compositions, including making fast and accurate selections, mastering Photoshop's masking tools, and implementing the concept and photography from start to finish. The book addresses working with Photoshop's selection tools; selecting and maintaining fine details and edges; working with difficult image elements, such as cloth, hair, or translucent objects; and green-screen techniques. Katrin also addresses the creative aspects of image compositing, including how to start with a concept, plan and execute the photography, and seamlessly assemble the image. Combining technical direction and inspiration, this book will expand readers' imaginations, so they can fluidly and professionally create images with Photoshop.
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› Find signed collectible books: 'Png: The Definitive Guide'
PNG (Portable Network Graphics) is the next-generation graphics file format for the Web. Designed as an open-source format to replace the proprietary GIF format, PNG is better, smaller, more extensible, and free. Already supported by major software like Macromedia Fireworks, Adobe Photoshop, and Microsoft Office, as well as Netscape Navigator and Microsoft Internet Explorer, PNG is an elegant and feature-rich image format that has finally achieved broad industry support.
PNG: The Definitive Guide addresses the needs of both graphic designers who want to get the most out of the format and programmers who want to add full PNG support to their own applications.
In the "Using PNG" section, Roelofs covers Web browsers and servers, image viewers, image editors, image converters, and 3D applications, with particular attention to the level of PNG support in each. In the "Design of PNG" section, he includes detailed information on compression and filtering, gamma correction and precision color, PNG options and extensions. In the "Programming PNG" section, he steps through three sample programs that implement PNG with the libpng C library.
PNG: The Definitive Guide is the first book devoted exclusively to teaching and documenting this important new image format. It is an indispensable compendium for Web content developers and programmers and is chock full of examples, sample code, and practical hands-on advice.
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› Find signed collectible books: 'Political Control of the Economy'
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› Find signed collectible books: 'Postscript Language Reference Manual'
Programmers who specialize in PostScript, the page-description language, now have a newly updated reference guide for LanguageLevel 3. PostScript® Language Reference starts off with a bit of history on the language and an overview of the new version. It goes on to cover basic topics such as raster output devices, scan conversion, and page-description languages in general.
PostScript® Language Reference provides an overview of how to use the PostScript interpreter and understand the ideal structure of PostScript page descriptions. The book covers the heart of the language, including syntax, data types and objects, stacks, execution, basic operators, memory management, file input/output (I/O), functions, errors, and filtered-files and binary-encoding details. Subsequent chapters cover graphics, fonts, device control, rendering, and operators.
The appendices include a LanguageLevel feature summary, implementation limits, interpreter parameters, compatibility issues, character sets, encoding vectors, system-name encodings, and operator-usage guidelines. There's also a bibliography with additional reading recommendations. --Kathleen Caster [via]
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› Find signed collectible books: 'Preparing Web Graphics'
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› Find signed collectible books: 'Principles of Interactive Computer Graphics'
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› Find signed collectible books: 'Procedural Elements for Computer Graphics'
This text offers complete coverage of computer graphics. As a textbook, it can be used effectively in senior-level computer graphics courses or in first year graduate-level courses. It features an emphasis on rendering and in-depth coverage of all classical computer graphics algorithms. Procedural Elements of Computer Graphics also contains more than 90 worked examples, and is suitable for use by professional programmers, engineers, and scientists. [via]
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› Find signed collectible books: 'Programming Web Graphics With Perl and Gnu Software'
As a how-to book, Programming Web Graphics with Perl & GNU Software covers a narrow but powerful niche of Web development--on-the-fly graphics generation. It also focuses on the Perl language and its associated free code modules, making the techniques you learn in this book immediately available for free.
Author Shawn P. Wallace begins with a look at the popular image formats on the Web: GIF, PNG, and JPEG. This chapter offers a quick and fascinating demystification of these critical graphics file types. The next chapter discusses the dance between graphics and Web browsers, with a look at CGI, HTML display, color schemes, and other details.
Among the tools discussed in this book is the GD Perl module for working with GIF files, the GNU Image Manipulation Program (GIMP), GIFScript, and ImageMagick. The author uses a chessboard simulation application to illustrate how to manipulate graphics dynamically. Some sections focus on graphing, animation, and image maps to illustrate the flexibility of dynamic graphics.
Near the end of the book, the author presents a "Web graphics cookbook"--a collection of examples you can use in your sites that includes a graphical Web counter, a JavaScript rollover menu, image thumbnailing scripts, and more. The author finishes with a discussion of creating and integrating PostScript code.
This guide reads more like a brain dump from the author than a comprehensive discussion of Web graphics; however, there's much to be gleaned from his knowledge. --Stephen W Plain [via]
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› Find signed collectible books: 'Real-Time Rendering'
After three years this "wonderful all-around resource" of computer graphics, "indispensable for every serious graphics programmer", is available in a completely revised and updated edition. Nearly doubled in size, the new edition keeps pace with the astonishing developments in hardware and software that have increased the speed and quality of rendering images. The new edition includes information on the latest technology that is being released concurrently with the publication. The book's trademark--blending solid theory and practical advice--remains intact, making it mandatory for every programmer who wants to stay at the cutting edge. The book contains chapters as diverse as: - Transforms - Visual Appearance - Acceleration Algorithms - Advanced Shading Techniques (New Chapter) - Curved Surfaces (New Chapter) With Topics Including: - Pixel shaders - Subdivision surfaces - Intersection algorithms - Pipeline tuning [via]
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› Find signed collectible books: 'The Renderman Companion: A Programmer's Guide to Realistic Computer Graphics'
This important book is designed as a tutorial for graphics programmers and provides a strong introduction to using RenderManTM, software developed by Pixar, the computer graphics division of Lucasfilm, Ltd. It provides the reader with the information necessary to start generating impressive images that convincingly compete with photography. 0201508680B04062001 [via]
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› Find signed collectible books: 'Texturing & Modeling: A Procedural Approach'
Congratulations to Ken Perlin for his 1997 Technical Achievement Award from the Academy of Motion Picture Arts and Science Board of Governors, given in recognition of the development of "Turbulence", Perlin Noise, a technique discussed in this book which is used to produce natural appearing textures on computer-generated surfaces for motion picture visual effects. Dr. Perlin joins Darwyn Peachey (co-developer of RenderMan(R), also discussed in the book) in being honored with this prestigious award.
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* Written at a usable level by the developers of the techniques
* Serves as a source book for those writing rendering systems, shaders, and animations.
* Discusses the design and implementation of noise functions.
* Contains procedural modeling of gases, hypertextures, mountains, and landscapes.
* Provides a toolbox of specific procedures and basic primitive functions for producing realistic images.
* Procedures are presented in C code segments or in Renderman shading language.
* 3.5" disk contains the code from within the book for easy implementation
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› Find signed collectible books: 'Understanding Comics'
216 page paperback written in comic book form about the world's most misunderstood artform. [via]
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› Find signed collectible books: 'Understanding Comics: The Invisible Art'
As all good card-carrying comic-book fans know, their sheer passion will never overcome narrow-minded critics and their baying cries of derision. There is far more to this perpetually underrated medium than a mix of art and prose. With this indispensable, spellbinding tome, writer/artist Scott McCloud rises to the challenge of dissecting what remains the most enigmatic of art forms. After all, says McCloud, "No other art form gives so much to its audience while asking so much from them as well". Over the course of 215 impeccably formed pages, McCloud joyously exposes and deconstructs a hidden world of icons in a most literate and valid manner. His charming guidance finds a place where Time and Space is effortlessly malleable and the reader is both a willing accomplice and necessary vessel for comics' singular magic. Cunningly presented in comic form, McCloud (or his comic equivalent) conducts a journey that spans thousands of years, taking in art from Prehistoric Man to the Egyptians to Van Gogh to Jack Kirby. Never has psychological and cultural analysis been so understandably clear, beautifully aided by clever visuals and his truly infectious love for the medium. By the end of this funny, charming, rare and exciting book, you'll not doubt the notion that a comic book "...is a vacuum into which our identity and awareness are pulled ... an empty shell that we inhabit which enables us to travel to another realm". A fine exchange for a little faith and a world of imagination. --Danny Graydon [via]
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› Find signed collectible books: 'Visual & Statistical Thinking: Displays of Evidence for Decision Making'
This booklet meant for students of quantitative thinking, reproduces chapter 2 of his other book Visual Explanations, Here we see two complex cases of the analysis and display of evidence--the celebrated investigation of a cholera epidemic by Dr. John Snow and the unfortunate decision to launch the space shuttle Challenger. [via]
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› Find signed collectible books: 'The Visual Display of Quantitative Information'
A timeless classic in how complex information should be presented graphically. The Strunk & White of visual design. Should occupy a place of honor--within arm's reach--of everyone attempting to understand or depict numerical data graphically. The design of the book is an exemplar of the principles it espouses: elegant typography and layout, and seamless integration of lucid text and perfectly chosen graphical examples. Very Highly Recommended. [via]
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› Find signed collectible books: 'Visual Explanations: Images and Quantities, Evidence and Narrative'
With Visual Explanations, Edward R. Tufte adds a third volume to his indispensable series on information display. The first, The Visual Display of Quantitative Information, which focuses on charts and graphs that display numerical information, virtually defined the field. The second, Envisioning Information, explores similar territory but with an emphasis on maps and cartography. Visual Explanations centers on dynamic data--information that changes over time. (Tufte has described the three books as being about, respectively, "pictures of numbers, pictures of nouns, and pictures of verbs.")
Like its predecessors, Visual Explanations is both intellectually stimulating and beautiful to behold. Tufte, a self-publisher, takes extraordinary pains with design and production. The book ranges through a variety of topics, including the explosion of the space shuttle Challenger (which could have been prevented, Tufte argues, by better information display on the part of the rocket's engineers), magic tricks, a cholera epidemic in 19th-century London, and the principle of using "the smallest effective difference" to display distinctions in data. Throughout, Tufte presents ideas with crystalline clarity and illustrates them in exquisitely rendered samples. [via]
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› Find signed collectible books: 'Web Design in a Nutshell'
Are you still designing web sites like it's 1999? If so, you're in for a surprise. Since the last edition of this book appeared five years ago, there has been a major climate change with regard to web standards. Designers are no longer using (X)HTML as a design tool, but as a means of defining the meaning and structure of content. Cascading Style Sheets are no longer just something interesting to tinker with, but rather a reliable method for handling all matters of presentation, from fonts and colors to the layout of the entire page. In fact, following the standards is now a mandate of professional web design.
Our popular reference, Web Design in a Nutshell, is one of the first books to capture this new web landscape with an edition that's been completely rewritten and expanded to reflect the state of the art. In addition to being an authoritative reference for (X)HTML and Cascading Style Sheets, this book also provides an overview of the unique requirements of designing for the Web and gets to the nitty-gritty of JavaScript and DOM Scripting, web graphics optimization, and multimedia production. It is an indispensable tool for web designers and developers of all levels.
The third edition covers these contemporary web design topics:
Organized so that readers can find answers quickly, Web Design in a Nutshell, Third Edition helps experienced designers come up to speed quickly on standards-based web design, and serves as a quick reference for those already familiar with the new standards and technology.
There are many books for web designers, but none that address such a wide variety of topics. Find out why nearly half a million buyers have made this the most popular web design book available.
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› Find signed collectible books: 'Web Design in a Nutshell: A Desktop Quick Reference'
Are you still designing web sites like it's 1999? If so, you're in for a surprise. Since the last edition of this book appeared five years ago, there has been a major climate change with regard to web standards. Designers are no longer using (X)HTML as a design tool, but as a means of defining the meaning and structure of content. Cascading Style Sheets are no longer just something interesting to tinker with, but rather a reliable method for handling all matters of presentation, from fonts and colors to the layout of the entire page. In fact, following the standards is now a mandate of professional web design.
Our popular reference, Web Design in a Nutshell, is one of the first books to capture this new web landscape with an edition that's been completely rewritten and expanded to reflect the state of the art. In addition to being an authoritative reference for (X)HTML and Cascading Style Sheets, this book also provides an overview of the unique requirements of designing for the Web and gets to the nitty-gritty of JavaScript and DOM Scripting, web graphics optimization, and multimedia production. It is an indispensable tool for web designers and developers of all levels.
The third edition covers these contemporary web design topics:
Organized so that readers can find answers quickly, Web Design in a Nutshell, Third Edition helps experienced designers come up to speed quickly on standards-based web design, and serves as a quick reference for those already familiar with the new standards and technology.
There are many books for web designers, but none that address such a wide variety of topics. Find out why nearly half a million buyers have made this the most popular web design book available.
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› Find signed collectible books: 'When Pancakes Go Bad: Optical Delusions With Adobe Photoshop'
This book is for readers who find themselves looking at funny images and thinking "Hey, how'd they do that?" Readers will learn how to have fun with photos, such as taking still images and making the characters in them invisible while leaving the clothes untouched and combining images of animals to produce unrealistic characters. With the growing use of digital cameras, this kind of photographic humor is commonly desired by a large audience-both average digital camera users who like cartoon collections as well as those looking to learn Adobe Photoshop. This book is meant to be funny, but it's also very educational. The end-of-chapter tutorials are tongue-in-cheek, yet contain useful, easy to understand information. Organized into chapters by the general theme of the images, this book is packed with fun and interesting photos that will keep readers entertained until the end. [via]
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