3D Books
Related Subjects: VRML 3DS DXF AC3D ASE
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It got me programmingReview Date: 2007-10-31
Best documentation for a software architecture ever written?Review Date: 2005-04-26
Why are there so few good contenders? Well, the genre of documentation for software architecture is a demanding one, because you need to master of so many skills in order to do it right. What makes it even harder is that the codebase is always changing in response to bugfixes and enhancements, which puts the documentation in continual jeopardy of drifting away from the codebase it describes.
Yes, this volume is a bit more plodding than Eberly's usual effortless writing style, but remember, he's documenting a software architecture, which is an inherently plodding task. Its ploddinghood is therefore a feature, not a bug. Moreover, he is never gratuitously plodding.
f you want to be a great documentor of software architectures, then pay close attention to the techniques Eberly uses here. Notice how, by casting the documentation in a tutorial form, he simultaniously makes it (1) a much more interesting read, and (2) makes it a dual-use document, invaluable both to newbies getting up to speed and to old pro's wanting to refresh their memory.
Budding game engine developers will find this book invaluable, but they are not the only ones who would benefit from reading it. This book could be profitably used in a general software architecture class, as an example of how to really document a software architecture.
In addition, a game engine's architecture is a superset of many other software architectures. For example, someone who is building a large-scale CAD system, or an EDA package, or an event-driven simulation package, or a physics simulation package, would also save themselves from many unanticipated "gotchas" by giving this book a close read.
Good software engineering bookReview Date: 2006-01-03
3d Game Engine ArchitectureReview Date: 2005-06-03
Acceptable book with some significant failingsReview Date: 2005-11-09
The most significant criticism I have of the book is its repeated digression of topics into a documentation of the Wild Magic engine. If you intend to use the Wild Magic engine, I highly recommend the book, but for anyone not using it, this book saves far too few pages for discussions of general engine architecture.
For example, the entire second chapter is basically a documentation of the basic types defined for the Wild Magic engine. If you are architecting a large scale project, you do not want to start the discussion with talk of a smart pointer class. Or an array class. Unfortunately, this is exactly how the book begins.
Throughout the book, the reader is constantly forced to shift through documentation for each Wild Magic class. While the author does use the engine to illustrate points, often the point is so heavily mixed with the documentation that it is tedious to pick out the general discussion.
My secondary criticism of the book is that too many words are used in specific (but uncommon) ways - making it hard to follow at times. The sad part is that the author acknowledges this for some words (which helps the reader) but fails to for others. An example of the latter is when the author concedes that he uses the word `animation' to mean any event that happens over a period of time. You will not find that definition in any dictionary, but at least he specifies his intent, which is slightly forgivable. What is not forgivable is the other phrases/words that are not acknowledged as being uncommonly used, such as `world bounds' and `local bounds'. Too often I found myself carefully following discussions not because I found the material difficult, but because I needed to extract the context for which the author is using a word or phrase. In this sense it makes it hard for anyone to simply use the book for reference purposes.
This book deserves three stars because it is a good (although sometimes short) treatment of the many subjects that are part of a 3D game engine. It loses one star for trying to combine two related, but what should be separate discussions - general engine architecture and documenting Wild Magic. It loses another for being overly verbose and dry (see my secondary criticism). It has so few competitors that you might just have to accept its failings and shift through the material to dig out the general architecture nuggets that are dispersed throughout the book.

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Classic textbookReview Date: 2007-10-07
The only downside is the price, but it's worth the money.
It is a text book!Review Date: 2007-09-08
Nice intro. to Spanish literatureReview Date: 2006-11-10
From a future literary criticReview Date: 2000-01-14
Spanish literature made easyReview Date: 2001-05-19

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Good practise materialReview Date: 2005-09-09
This book focuses mostly on the modelling side of lightwave, with a few forways into actual animation - if you need a guide to learning complex animation tools and skills in lightwave, you'll need another book to support you.
I do recommend this book as a very good way to get your toes wet when it comes to Lightwave, though if you can afford it, nab the 8.0 version as it doubtless has lots more new and useful material. I studied multimedia at university and this book did save me a few times when I was lacking in inspiration for how to get my models to be the shapes I needed.
It was OKReview Date: 2004-09-14
Format too smallReview Date: 2004-10-23
A well written bookReview Date: 2004-04-28
If you want to model this is the bookReview Date: 2004-03-14

Used price: $40.00

OutstandingReview Date: 2008-05-02
I found this book to be an outstanding reference for math related to game programming.
I think the authors are very good at explaining and focus on the core concepts instead of getting mired in the details.
I particularly liked the sections on rigid Body Dynamics - I needed a good overview to conceptually understand the implementation.
Great introduction and specificsReview Date: 2008-04-12
Fabulous teaching!Review Date: 2005-07-25
One note though, I tried to email one of the authors to find out about errata for the book and never got a response. I did eventually find it though. Don't expect the authors to be available. They do not have a message board.
Very DifficultReview Date: 2006-03-15
a grab bag of germane maths topicsReview Date: 2007-06-12
Much of the book is like this. Though perhaps with concepts more readily apparent than quaternions. Ideas drawn from three dimensional analysis. But with topics that are not typically in maths courses, relating specifically to graphical displays. Like different types of tesselations, different shaders and texture maps.
Some physics also shows up in the book. Often related to ray tracing and approximating the effects of light on a surface.
Nothing too hard, despite some remarks by other reviewers. The really advanced and specialised material, like applying Monte Carlo methods, has been omitted. This is essentially a basic text. You should have mastery of this material to do useful contributions in graphics.

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Unrelieved drearinessReview Date: 2005-11-21
Riveting Read...A Wonderful Book!!!!Review Date: 2007-07-17
Not Her BestReview Date: 2003-12-24
Excellent quality of writingReview Date: 2004-07-27
Three Novellas Describe a Woman's Path through LifeReview Date: 2004-02-11
A Garden of Earthly Delights looks at life's challenges as seen by an exploited, powerless woman who lacks a religious foundation . . . but has a crude beauty and appeal that are irresistible to men. Through her eyes, we see the importance of being self-confident and focusing on the main chance . . . whatever that might be. In the process, her heart is darkened and her life damaged by the hard choices she has had to make. That darkness and damage seep out of her to contaminate those around her. In the end, a fresh young beauty leaves behind her a morass of rotting vegetation.
The book has three parts. In the first part, we meet Clara Walpole who is the much-loved daughter of her father, Carleton Walpole, who is a rough and tumble migrant farm worker who drags his wife and family behind him like torn cobwebs as he focuses on his own pleasure. The family gradually disintegrates under the pressure of the hard living and Carleton's inability to provide loving support. In the second part, Clara develops relationships with two other men as a teenager after she leaves her family. In the third part, Clara devotes her life to her son, Swan (aka Steven), who must stake a life for himself in Clara's husband's family. Each of these parts is written like a novella, but the three are connected through Clara.
The first part struck me as extremely fine writing of the sort that reminded me of John Steinbeck's novels about migrant farm workers. Unlike Mr. Steinbeck, Ms. Oates has a way of capturing only moments and events that crystallize our understanding of her characters and their lives. To me, reading this part was like occasionally glimpsing through a peephole into someone's life . . . but only at the most revealing moments. Interestingly, Clara often doesn't quite know what's happening since she has had both a deprived childhood and is a child. You as the reader have to interpret what is happening, which makes for a story element that makes the book read a little like detective fiction. This aspect of the book reminded me of William Faulkner's writing about the Snopes. If the book stopped with part one, I would have rated it as five stars and praised the book to the heavens. But I would have wondered what happened next to Clara.
In the second part, we find out how a young teenager builds a life for herself through the aid of Lowry, the man who helps her escape from her family. To me, Lowry is the most interesting character in the book. Ms. Oates reveals his nature very slowly, and he brings many surprises to the story. Although deeply flawed as a person, he tries to do the right things for Clara . . . and ends up leaving her at a very difficult crossroads. From her experiences with him, she learns the duality of love/hate that comes to dominate her life. This part of the book is very fine and I highly recommend it.
In the third part of the book, Ms. Oates seems to fall into clichés. Everything is so foreshadowed that I felt like I could have written out the plot in detail before reading it. There were few surprises, and those were unimportant. I would have enjoyed the book much more if I had skipped this part. I would rate the third part as a two star book if it were a stand-alone. Unless you feel compelled to find out what happens to Clara and her son, I suggest that you consider skipping this part. Perhaps you could read the first 25 pages to see how it sits with you.
As I finished the book, I came away thinking how important it is that those who are deprived of love and care receive attention from everyone else. One of the book's lessons, however, is that such attention must be effective . . . rather than simply well-meaning . . . or it will do more harm than good.
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God's ChildReview Date: 2006-02-03
God's ChildReview Date: 2004-01-29
God's ChildReview Date: 2005-10-29
God's ChildReview Date: 2004-02-03
Can't wait to read more.
Jam.
My Love Donýt Cost a ThingReview Date: 2004-03-30
One of the sub-plots included the growing pains of the three daughters as they navigated through different stages of their lives; school, romances, and careers. Another storyline involved the interracial romance of Ray's mother-in-law after being a widow for many years. When his youngest daughter becomes ill, Ray's deficiently as an attentive husband and father becomes a stark reality. But is it too late to change this workaholic?
Though the author does a fair job with characterization, the writing seems to lack a sense of depth. Moore wrote this as a screenplay and I can see how this could work effectively in that format. I feel this author has potential and would read his next offering.
Dera Williams
APOOO BookClub

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Bored to the endReview Date: 2008-06-21
Useful Book, No Matter The Skill LevelReview Date: 2008-06-10
Finally... the missing link!!!Review Date: 2008-05-30
very comprehensiveReview Date: 2008-05-29
appendage to Maya. Not really realizing how much it stood on it's own two feet. I really didn't bother to learn much past what it could do for my Maya models, so I'm really glad I picked up this book. Because I only knew a very narrow vision of Zbrush, it was interesting and informative right from the get go. The first tutorial alone touching on aspects I hadn't ever dealt with. I must asume it would be great for beginners as well, as the tutorial are very detailed, and progressively build on each other. Anyhow, it's a great investment for someone who wants to learn ZBrush, and has never used it. Or for someone who uses it as a "plug in", but has never really gotten to know it. It's also worth the price just to get your hands on the great harryhausen Medusa head that's on the DVD. Oh, that's another thing, the DVD is more then a bunch of Zbrush scenes saved at various stages. There are movie files that actually show the sculpting process, macros that play back within ZBrush, as well as a trial version of Zbrush.
A good book to haveReview Date: 2008-06-29

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Not all I'd hopedReview Date: 2007-04-11
LightWave 3D 8 Cartoon Character Creation by Jonny GordenReview Date: 2007-02-17
I highly recommand this Book to anyone who's thinking about 3D animation. I hope that Volume 2 will bring me the same value but I strongly belief that I will love that Book even more.
[...]
The is the best Character Creation book I've found.Review Date: 2006-07-05
I was very interested in and loved cartooning and character creation in 3D. So I purchased Jonny Gorden's "Cartoon Character Creation-Volume 2". If ya don't know and wanna learn Rigging right, get this book. Jonny be getting off with his techniques in this bad boy. Loved the book.
(Jonny's book covers A through Z in Rigging and Animation mostly plus overviews on general knowledge stuff as well. But since I already learned the basics with "Getting Started" I was able to get deep into Jonny's techniques.)
Great must-have book!Review Date: 2005-03-28
It's great reading and chock full of information, includes a disc with all the files and screen shots to help you along the way.
Excellent guide to creating your own toons!Review Date: 2005-08-04
I found the book itself to be great. It de-mystifies the entire process of creating a cartoon character from bulbous head to stubby toe. The sections on texturing were particularly nice, going over all the ins and outs of UV mapping, when, where and how.
Now here is the thing that makes this book great. When I purchased this book I was deciding whether to upgrade my LightWave to version 8 or buy SoftImage|XSI. I ended up going with SoftImage and I used this book several times to model entire characters in SoftImage. This made it apparent to me how clear and concise the steps by step processes and detailed images are. I later upgraded LightWave just to model the pig-boy toon featured inside, among other things.
While much of the lessons covered can be found in online tutorials or videos about character modeling, this book is an invaluable reference. I highly recommend it.

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Great (introduction) 3D Graphics Programming bookReview Date: 2003-07-06
1) Some books simply discuss the concepts behind 3D graphics without providing incite into actually implementing them, i.e. accessing the screen, creating offscreen buffers, which data structures are best suited for a task. This books, aimed toward novices, does both.
2) The author starts out by giving an introduction to graphics under Linux, with background on software as well as hardware rendering (using OpenGL/Mesa as well as the aging Glide API). This is great for those who aren't yet familiar with graphics under the Linux operating system.
3) The code is object oriented - the author dedicates a section to explain the benefits of an object oriented approach in creating a graphics library.
4) Software rendering is stressed, althrough hardware rendering is covered as well. Very important in creating a 3d engine - using OpenGL without understanding how it does the things it does will only get you so far.
5) The book is NOT just Linux specific. Linux is the author's choice of implementation but all the concepts can be applied to other operating system. The object oriented approach allows for the graphics library to be implemented in other OS's - the appendix even discusses compilation under Windows.
6) All tools to get started are available on the companion cd-rom as well as free on the internet. The source code used in the book, the Debian distribution of Linux, the compiler tools and libraries, and the modelling software Blender (for use in the chapter that discusses modelling) are all included.
7) The author is very knowledgable in Linux and is clearly a advocate for the operation system :).
The author assumes you are sufficient in C/C++ programming. This is a fair assumption as you really have to be in order to do graphics programming. Be warned however, that the source code may not compile right away under other Linux distributions besides Debian and newer versions of gcc. Some modifications in the source code (very minor) may be required in order for the code to compile correctly - something you should be able to do. If not, perhaps you should hold off on graphics programming and get some more programming experience first (harsh but true). All in all, Linux 3D Graphics Programming is an excellent introductory book.
Excellent ReadReview Date: 2001-07-28
This is a great book.
1) It actually goes into the detail of X11 pixel formats and xshm. As an xlib programmer the generic class to determine pixel formats is great. It is superior is a number of ways to the evil O'Reily books in its dealing with XImage and graphics under linux.
2) It ALSO goes over the basic foundations of 3d programming, and software rendering; as well as introducing the concepts of interfaces using c++ classes (factories, etc).
For anyone who has not done this before, this is an excellent book. For anyone who has: It is probably still worth a read. Unless you are truely a master at linux graphics programming, there's probably something to be gleaned from this book. And if you are a master, why would you buy it?
However, fair warning: This is not a trivial topic. Reading the book end to end will achieve nothing. I have highlighted (in bright yellow marker ;) about 1/2 the book. And spent a lot of time drawing pictures and trying understand what it said. This book requires a fair bit of study. I took me what? About 3 weeks to work through the whole thing.
Having said so, it wasn't hard. I just haven't done much of this before, so I spent a lot of time programming examples to prove that the actually worked. =P
Anyhow: I enjoyed the book. I thought it was worth while. :) My regards to the author!
A+ for effort, B+ resultsReview Date: 2002-04-20
His writing and explanations on the topics at hand are very well written, and whenever the reader needs a diagram to make sense of something, there's invariably just the right one at hand to help him through it.
It's really amazing, when you step back, to see just what is covered in these books. Not only are all major 3D graphics programming issues dealt with, but the author also takes time to discuss programming topics such as design patterns and why he uses them in his code.
Having said all this, I did find some problems with the books, problems which kept me from giving 5 stars:
1. Some of the code is difficult to follow. Really difficult. The polygon engine created by the author uses double-pointers indexed by arrays, and folks, that gets tough to read after a bit. In particular, I couldn't follow his polygon clipping code very well at all, nor his screen creation code, which involved a lot of bit-shifting, none of which was really explained all that well in the text. A bit of a lapse from the author I thought, very atypical.
2. The author wanted his code to work with fixed and floating point math, and for that purpose he created macros for doing things like multiplication and division. All well and good, but again it hurts readablity to have all of those macros in the code when all you're trying to do is multiply two numbers together. Almost any CPU made in the past five years can handle floating point math very well, and so I don't see the need for fixed-point adjustments in the code. Just an opinion, others can disagree.
3. The sample programs seem a bit lacking. After 300 pages, your reward is to see a program with a few flat-shaded polygons spinning around. It's hard to work up enthusiasm and bull through the book when that's your reward. Sorry if that sounds too harsh!
4. The world editor was written with Perl, and... well, it adds another layer of complexity that maybe didn't need to be there. The syntax gets very scary very quickly.
I could also say something about the fact that the author seems hot to trot for free development tools (Blender for modeling, xxgdb compiler, etc.), when maybe using some low-priced commercial products would have allowed for quicker progress and better results. I'm talking about expensive... tools here, not 3D Studio Max. Again, only one man's opinion here.
Overall, it's a fine two-volume set, and if you want to see a 3D engine built from scratch, take a gander at this and prepare to learn how the magic works. Just don't expect to skate through it with no effort on your part.
Excellent read.Review Date: 2001-07-27
This is a great book.
1) It actually goes into the detail of X11 pixel formats and xshm. As an xlib programmer the generic class to determine pixel formats is great. It is superior is a number of ways to the evil O'Reily books in its dealing with XImage and graphics under linux.
2) It ALSO goes over the basic foundations of 3d programming, and software rendering; as well as introducing the concepts of interfaces using c++ classes (factories, etc).
For anyone who has not done this before, this is an excellent book. For anyone who has: It is probably still worth a read. Unless you are truely a master at linux graphics programming, there's probably something to be gleaned from this book. >However, fair warning: This is not a trivial topic. Reading the book end to end will achieve nothing. <
Anyhow: I enjoyed the book. I thought it was worth while. My regards to the author!
Good bookReview Date: 2002-12-05
But for beginners its a good place tro get started

Used price: $7.97

Eye funReview Date: 2008-07-08
It's fun enough for me.Review Date: 2008-05-03
Some see where others can only look!Review Date: 2007-03-17
The last book like this that I reviewed was Magic Eye II ;which I reviewed on May 25,2004. That book was published in 1994 ,several years after we first became familiar with these 3-D or Stereograms. This book was published in 2004 and we can see that there has been considerable advances in this artform.The one characteristic of these pictures has been that thay are easy to identify because of the repeatibility of about 6 panels or bands. This has always been a dead giveway.
The thing most noticeable is that the bands are much less obvious.The picture on page 11 is so good that one would hardly suspect as having floating beans within it.The picture on page 33 is very obviously a 3-D picture but at the same time is an excellent "floater".Of all the pictures,the one of the gravel on page 39 was the most interesting to me. It is so good,that one would likely not even suspect it to be a 3-D picture,unless it was in a book like this.I guess the ultimate would be when a picture is created that shows no signs of repeatibility at all. At that point you would have the perfect "hidden picture".
By far the biggest difference with this book in in the claims of how these images can be used to improve vision and all other sorts of things. The book is sprinkled with many testimonials from people who have experienced great things.I have considerable problem with accepting this stuff without the research and science to back it up.Otherwise;it has to remain in the area of "alternative medicine".It does not surprise me that there is a Disclaimer to the claims on page 2.
Nonetheless this is a good book showing how much 3-D pictures have improved since the early 90's.
It really does ease eye strain.....Review Date: 2006-02-05
good pictures, bad textReview Date: 2005-08-28
Related Subjects: VRML 3DS DXF AC3D ASE
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None the less the code could use more documentation and clarity. For instance in the simple drawmesh program the LoadBmp24 routine returns Hight and Width as a side-effect of the call. I tried my own odd shaped bitmap and the routine kept failing. These two comment lines would have been really helpful:
// OpenGL prior to 2.1 requires textures be in 2d arrays
// whose dimensions are multples of 2.
After spending hours tracking that down it was easy to adjust the routines to actually work with arbitrary bitmaps and triangle meshes.