Desktop Books
Related Subjects: Microsoft Macintosh
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Used price: $0.82

Virtual Classroom ... the SimplifierReview Date: 2001-11-20
PerfectReview Date: 2004-01-27
Superb!Review Date: 2003-11-07
An effective and "user friendly" learning experienceReview Date: 2001-10-15
FrontPage 2002 Virtual ClassroomReview Date: 2002-01-15

Used price: $19.33

Excellent ReferenceReview Date: 2008-06-05
Great mixture of theories, old-school practices, and new-school techniques.
Great bookReview Date: 2008-02-17
good book for educational useReview Date: 2006-06-03
Not programming, Not Graphics, Overall Game DesignReview Date: 2005-04-14
The authors of this book have a great deal of experience in both designing games and teaching how to design games. This has given them an understanding of how beginning designers grasp the structured elements of games, common traps they fall into, and certain developmental exercises that help the student learn to make better games.
Note that this is not a programming manual, nor is it a graphics design manual. It is on game design. What are the characteristics that make a game, how can you prototype and play test the game without a horrendous programming expense, and finally some input on the game industry and how to decide on how you might like to be employeed in that industry.
Excellent Practical Book of Game DesignReview Date: 2007-07-18
The chapter on prototyping did a great job in showing how to go ahead and create a prototype from a game idea, while keeping it simple and concentrating on the "core gameplay mechanism."
The chapter on "Playtesting" and "Functionality, Completeness, and Balance" builds on the prototype chapter by emphasizing the iterative nature of design where one go aheads and evaluates, tries new things, identify problems and keep evolving.
The next chapter following is maybe the most important chapter that discusses whether you game is fun, goes in to some theory of what makes a game fun, and relates various techniques of improving player's choices so as to make the game fun.
This is a great book that gives you the necessary tools to go ahead and be able to at the very least create a viable prototype of a game that is possibly fun and playable.

Used price: $19.80

The best beginning GIMP book I've seen.Review Date: 2000-11-01
Wonderful book!Review Date: 2000-05-11
Good but already outdatedReview Date: 2001-08-11
Excellent and complete introduction.Review Date: 2000-08-05
Finally a GIMP book that's easy to use!Review Date: 2000-05-27

Used price: $48.00

Half way through the book, RecommendedReview Date: 2006-08-03
The book is very colorful, well laid out and full of useful information. What is comphrehensive is that it covers all aspects of what designers or artists would face and be challenged at work or in classrooms. Each lesson is written by an professional designers and artists with years of experience and I highly enjoyed reading the chapters so far.
The projects in the book are fairly challenging and somewhat time consuming which is good since it makes you explore the software to its full potential if you're feeling ambious.
For inspirations, I recommend you checkout other students work in the book or on their website. It really challenges you to come up with your best work and experiment with different ideas and creative concepts.
Great for getting your feet wet!Review Date: 2006-03-20
Easy reading... lots of hands on pratice, which is also worded in an easy to understand language... Comes with a FREE membership to basically a webgroup website, but if you choose to take advantage of the service, the very authors of the book will critique and help you develop your projects, VERY HELPFUL/VERY COOL
CONS:
You have to have photoshop and illustrator in order to take advantage of this product
This book is fantastic!Review Date: 2007-04-10
Projects to be Reviewed by Professional DesignersReview Date: 2005-09-24
As you might well guess from the sub-title, these projects are oriented to Adobe Photoshop and Illustrator. This is not exactly a beginners course in these software package. You should have at least some beginning understanding of how to use these packages. The concentration hers is on improving your design skills, not on the details of the software.
Some great ideas for students and those redoing a portfolioReview Date: 2006-07-27

Used price: $3.59

Illustrator CS: Not Just For Print AnymoreReview Date: 2004-02-23
"The Hidden Power of Illustrator CS: Web Graphics Techniques", by author Steve Kurth, focuses on many features that Adobe has bestowed to its latest version of Illustrator. What the book does very well is elaborate on important Web graphics features that Adobe sparingly describes in its Illustrator CS users manual, or omits all together.
Prior to reading "The Hidden Power of Illustrator CS: Web Graphics Techniques" I've been creating navigation buttons, banners, and most other Web page visual components in PhotoShop. If I've needed to slice a graphic or create a button roll-over effect, I have relied on PhotoShop's integrated companion ImageReady. Thanks to this book I'm now much better informed about what Illustrator CS can offer, and it's going to change the way I create Web graphics.
I wouldn't recommend this book for the person who hasn't spent some time using Adobe Illustrator. The author attempts to address many of the application's basic features in the first two chapters. However, it's not going to be adequate for beginners, although users already experienced with Macromedia FreeHand or CorelDraw may find these two chapters quite useful for understanding and adapting their acquired knowledge into effectively using Illustrator CS.
Chapter Three begins explaining what makes Illustrator CS such a great tool for creating Web graphics. The author, Steve Kurth, has more than 10 years experience as a graphics professional. His "how-to's" with Illustrator CS are peppered with explanations of time-saving techniques for increasing workflow productivity when creating Web graphics with Adobe Illustrator. This is particularly the case in chapters five and six "Preparing The Work Environment" and "Preparing Single Graphics".
In Chapter Eight, "Creating Complete Pages", Steve Kurth explains and shows (with sample screen shots) how an entire Web page can be an Illustrator graphic sliced into sections that lessen the apparent wait of screen loading for dial-up users. He also explains how links can be created with specific bits of HTML code embedded into Illustrator Web graphics. Additionally, there are good explanations and examples throughout the chapter explaining how important Cascading Style Sheets (CSS) embedded code can be for precise placement and alignment of graphics in a Web page (better than HTML code instructions), and for creating fancy functional items such as drop-down menus.
With Adobe having given Illustrator CS 3-D graphics creation abilities, the possibilities for making sophisticated Web animations are exciting. Chapter Nine provides some easy-to-follow examples that certainly fueled a number of animation ideas I will be trying. Sequential frames created in Illustrator layers can be exported as a series of GIF graphics, or they can be exported to Macromedia Flash, Adobe AfterEffects or LiveMotion to create quick-loading vector graphics animations.
Chapter Ten is devoted to explaining the features, advantages, and the hopes for the Scaled Vector Graphics (SVG) format. Similar to SWF Flash files, SVG is also a quick-loading vector format that displays well in Web browsers-as long as you have the free plug-in that must be downloaded from Adobe and installed. Unlike the proprietary Flash format, SVG is an open standard. The descriptions given of SVG makes it seem considerably more versatile for website designers than SWF. The Flash plug-in, however, was introduced well before SVG and now enjoys a much larger market share. SVG's ultimate success (and survival) may hinge on developers writing future versions of Web browsers that will natively display the SVG format the way they currently support JPEG, GIF, and PNG.
"The Hidden Power of Illustrator CS: Web Graphics Techniques" is a treasure of information. If you use Illustrator and have not moved up to CS (v. 11), the book will likely motivate an upgrade.
Tom Shackle is a freelance media professional and a member of the Alaskan Apple Users Group
Sheading new light on IllustratorReview Date: 2004-09-22
An amazing book about Illustrator for webReview Date: 2004-02-10
Kurth presents a comprehensive training course in the efficient use of Illustrator and aspects that especially apply to web creation. The "Save for Web Reference" gave an excellent overview of file formats and optimizing for web.
Some features were new to me, such as exporting to CSS layers for creating motion animation and more complex design effects. Pixel dimensions when transferring art to GoLive and Dreamweaver was a very useful reference. I found the detailed color discussion most informative.
In the section on creating browser templates. Steve Kurth walks us through constructing an Illustrator template for creating a full web page, something I had never thought of doing before.
All in all, I would highly recommend this book to anyone interested in fully and efficiently using Illustrator to design for web. It will definitely increase your production knowledge.
Express instructions, screenshots, tutorials, & moreReview Date: 2004-01-12
Good - and Not Just Web StuffReview Date: 2004-02-19
The part that came as a surprise is that I learned a lot I didn't know about Illustrator in general while reading it. I was surprised at that. I especially liked the animation section. A good book for any Illustrator user.

Used price: $0.92

Good reference bookReview Date: 2005-09-11
I would highly recommend it to anyone else that needs a book for the same purpose...If you are learning Illustrator for the first time or need something to really go deep into the program you might be better off with another book
Ideal for the beginning noviceReview Date: 2004-07-09
Very powerful resource for beginners to Adobe IllustratorCSReview Date: 2005-03-14
Very Helpful Guide to Illustrator CSReview Date: 2005-09-27
Visual QuickStart - Illustrator CS Review Date: 2005-07-21

Used price: $0.88

A pleasureReview Date: 2003-02-25
"Book of the Year" AWARD for 2002Review Date: 2002-12-27
More, more, more!Review Date: 2002-11-11
Not the usual corporate history.Review Date: 2002-10-01
It answered many questions that came up in my 10+ years of experience as a graphic design professional. Why Adobe this and how Adobe that.
The great thing about the book that it made me re-live my experiences; the advent of the mac and the LaserWriter, early releases of the software (it is quite touching to see pictures of the first, say, Illustrator), the successes and the failure the company went through. Those of us (graphic designers) who have pasted photostated type on the blue outline grid by hand will relate.
The book is about what and how things happened to allow us (graphic designers) to work the way we do today; it is, however, also about how Adobe changed the publishing world and global communication altogether.
Thumbs up on this one. Thank you Pamela Pfiffner for a great piece of research and writing. Thank you Adobe for the perseverance in bringing it all together towards the age of Network Publishing.
Belongs in every designer's library!Review Date: 2002-09-20
While most people recognize the contributions Apple and Microsoft made to computers, few realize how much Adobe was right in there with those other companies.
This book tells that story--and does so with humor, behind-the-scenes gossip, and inside information. What were the "Font wars" of 1989? What were Adobe's original plans for Photoshop? What was the original purpose for the Acrobat PDF format?
Even better the quotes from industry greats. What did Steve Jobs think the first time he saw PostScript added to a printer? How did designers such as Roger Black and Louis Fishauf feel about products such as Illustrator and Photoshop?
The book is filled with tons of candid photos of those early days. You'll gasp as you see the much-younger versions of today's famous speakers and industry giants. My favorite is the extremely young Steve Jobs (in a tie and jacket!) at the debut of the PostScript LaserWriter.
The author must have been given quite a bit of leeway with the writing because she also describes those times Adobe didn't get it exactly right. What were the mistakes Adobe made in their first Web page-creation program? What was the problem with the original distribution of Acrobat Reader? And who was the only person at Adobe who could easily use the original Illustrator Pen tool?
And in an age of trade paperbacks, this book is a physical joy--a beautifully bound embossed-hardcover book with a varnish-coated dust jacket. The inside pages are exquisitely designed, with full-color photos throughout the book.
This is the sort of book you pick up and read, then pick up again, then again, then again. There's always one more little tidbit to laugh or smile over.

Used price: $0.01

Little missing in this manualReview Date: 2004-02-15
One of the things I like about Apple's iApps is that they hide a great deal of complexity behind a simple interface; they do indeed make the complex simple. The drawback to this is that I often find myself ignoring the more powerful aspects of the application and never using it to its full. It was here that the Missing Manual came to my help.
The target audience for this book would probably be a little less technical than myself, however when I find myself in a field I don't understand well I don't mind a little stuff for the absolute newbie. This book has an entire first section that deals with photography and digital photography in particular that may be a total repeat for some, I found it a welcome reminder of how to get a good photograph along with some extremely useful hints about the new technology and choosing a camera. It covers such topics as composition and lighting for a host of different situations such as landscapes, night, portraits, children and sports.
It then goes on to a section of similar size on the basics that covers getting the photos from your camera to the Mac, organising the photos using albums and keywords and then editing your shots.
A third section covers the various ways of publishing and showing your photos such as printing, CD, and web pages, and a final section with some tricks and tips on things like managing your libraries. There are two appendices: one very useful troubleshooting guide, and a menu-by-menu look at iPhoto 2.
I particularly appreciated the thorough treatment of how to get the most out of iPhoto when printing photo books and creating web pages in the third section; it was here that I really discovered how little I knew from just `playing' with the application. The book is peppered with useful information and tips that take you beyond the level that most of us discovered when we ran and used the program. The authors have also provided some marvelous explanations of what is going on, the "why" as well as the "what."
The book is well written with a readable, light, almost witty style that somehow deceives the reader as to the depth of the material being covered. It is only when I reflected back on how much the book taught me that I realised how well it had done the job.
O'Reilly have their usual web page for the book with a sample chapter, Table of Contents and Index. Pogue Press have a neat idea - they have a page that features all the software mentioned in the book. A neat idea that I liked a lot.
In conclusion, I would recommend this book to everyone who is serious about digital photography on their Mac. If you have used iPhoto for a long time you may think the book a waste, but I'd be surprised if even long-time users didn't get their money's worth out of this book. I much preferred the style of this volume to IDG's iPhoto 2 for Dummies, the only other real competitor for this volume was iPhoto 2 for Mac OS X: A Visual Quickstart Guide, and that is a shorter volume with less depth and less advice for photography and nothing on the camera technology, though I think Engst's writing seems a bit clearer at times.
I wouldn't buy a "Missing Manual" for every iApp or the operating system, but if you take the slogan for the series seriously, "The book that should have been in the box" (for the box is entirely devoid of books), I think they are a marvelous help for becoming a true `power user.
From a "new to this stuff" perspective - great bookReview Date: 2003-11-26
I'm new to Mac and iPhoto. Some things come easily but the details are often evasive. The Missing Manual fills in the blanks. I was hooked from the first chapter. The discussion of digital cameras and their use has opened my eyes and was a terrific intro to using iPhoto.
The Missing Manual is a reference book that's enjoyable to use.
Great book!Review Date: 2003-06-17
An afternoon and this book means you'll master the programReview Date: 2004-02-21
The first section is on how to take better pictures. As I've never taken a photography class, this section was particularly useful for me. It breaks down the different types of pictures (portraits, action shots, close-ups, night shots, etc...) and tells you how to get the best shot.
The meat of the book is in the second section though - that part details how to use iPhoto, from importing pictures to touching them up and eliminating red eye. I primarily use my photos for my website. As such, I wanted to crop them, touch them up, and eliminate red eye. All three of those functions are easy to use after reading this book. It takes me a minute or so to turn my original, off-centered, dark, photo into something worthy of going online.
The Missing Manual goes through each function in order, explains what it does, and what the potential drawbacks are. It also goes into file management - I had no idea that iPhoto stored a copy of the original of any image I altered, even if it was just to rotate it. I followed a suggestion in the book, downloaded a piece of freeware, and was able to open up a lot of space on my hard drive by eliminating these unnecessary duplicates.
The Missing Manual also details how to edit photos in other programs (such as Adobe Photoshop) without causing problems in iPhoto. As I occasionally have to resize pictures based on the DPI, this information was quite useful.
The third section describes how to show off your photos. As I usually just upload them to my website, I only perused this section. It looks to contain some useful information though - how to make a slideshow with a soundtrack, turn the slideshow into a QuickTime video, back up your photos on a DVD, upload them as a photo album to a website, print out a photo album, e-mail them, and more.
Another Great Missing ManualReview Date: 2003-08-07
With iPhoto2, for example, images (scanned or from a digital camera) can be easily imported into the computer, viewed, printed, burned to CD or DVD, emailed, posted to websites, or composed in professional quality albums with only a handful of clicks. Other than acquiring the images themselves, iPhoto2 and the Mac can facilitate an enormous depth and breadth of enjoyment of photo images without great effort or computer knowledge. The iLife idea is to have the computer aspects work seamlessly and near sub-consciously in the background allowing the user to enjoy his or her photos.
In essence, Apple has designed and created a hardware-software combination which, in itself, does virtually everything a non-professional needs to fully enjoy photo imaging. All of the iLife applications are designed with the "hub" concept - put all the tools needed into one easily learned and implemented application; - in other words, think of what people need and give that to them in an integrated and elegantly-designed package.
As easy as the iLife applications are to use, like all computer aspects, ease of use is relative - there is no real "easy" computer or application - it's an issue of something only more or less easy to use than another thing. Consequently, there is still a need for focused documentation and instruction to allow users to better and more fully utilize the features and power of the applications. This is where "iPhoto2: The Missing Manual" becomes useful. "iPhoto2" is part of the acclaimed "Missing Manual" series published by Pogue Press/O'Reilly & Associates, Inc. Like all of the other "Missing Manuals" it is a comprehensive, systematic, well-written paper manual where Apple provides none.
Whether intentionally designed, or not, "iPhoto2" mimics the "hub" concept - bringing together into one elegant unit all the information and tools needed to productively enjoy digital imagery. "iPhoto2" contains five parts - an opening section on how to select and buy a digital camera, and sections on
how to use a digital camera, iPhoto2 basics, how to create and produce photo projects like slideshows, prints, web galleries, photo CDs, etc., and a section on how to take advantage of specialized iPhoto2 features like making screensavers and desktop images and using Applescript. Also included is a separate set of appendices about trouble shooting, a menu-by-menu description of iPhoto2 features and commands, and a small section describing where to find additional digital photo resources.
The trio of authors are David Pogue, noted writer, NY Times computer columnist, and wit; Joseph Schorr, established Macworld writer and author of "Macworld MacSecrets"; and Derrick Story, author of "The Digital Photos Pocket Guide" (which was reviewed here favorably a number of months ago).
This book is structured into two overarching themes - as an iPhoto2 manual and as basic instruction in near-professional quality photography. Overlapping some material from "The Digital Pocket Guide", part one of this book covers basic digital camera concepts: resolution, memory cards, batteries, controls, etc. It then continues with guides on image composition and tips and tricks on how to obtain good quality photos in a large set of situations: portraits, travel, sports, night scenes, and the like. It does no good to have the ability to easily view, print, and e-mail bad photos. Learn how to take a good shot. These sections of the book will help a lot.
The iPhoto2 parts describe how to get your "good" images into the application, how iPhoto2 is structured on the hard drive with its designated Library, for example, and its organizing concepts - "Albums" and "Rolls." Other application features like editing, copying, and archiving images are well- explained and detailed.
The most interesting chapters are 7-12 detailing how to get quality and efficient production from the program.Features like the "One-click Slideshow" and how to make Quicktime movies from a folder of images are highlighted.
All in all, this is another well-done publication from Pogue/O'Reilly.

Used price: $24.50

This is one of the best technique books I have ever readReview Date: 2008-05-14
I love this book. I strongly recommand this book.
Outstanding book. Valuable for every type of iText development.Review Date: 2007-11-19
iText saved me!Review Date: 2006-12-15
Good bookReview Date: 2007-05-27
Excellent book on a great open source software project...Review Date: 2007-04-08
Contents:
Part 1 - Introduction: iText - when and why; PDF engine jump-start; PDF - why and when
Part 2 - Basic Building Blocks: Composing text elements; Inserting images; Constructing tables; Constructing columns
Part 3 - PDF Text and Graphics: Choosing the right font; Using fonts; Constructing and painting paths; Adding color and text; Drawing to Java Graphics2D
Part 4 - Interactive PDF: Browsing a PDF document; Automating PDF creation; Creating annotations and fields; Filling and signing AcroForms; iText in web applications; Under the hood
Appendixes: Class diagrams; Creating barcodes; Open parameters; Signing a PDF with a smart card; Dealing with exceptions; Pdf/X, Pdf/A, and tagged PDF; Resources; index
Lowagie starts off with a brief background of how iText came into being, along with a scenario of where the ability to programmatically create PDF files could dramatically change the way a college would run a department. Then after a short Hello World example that involves creating a simple document, he delves into all the different features and capabilities. The book at this point starts to change from tutorial to reference manual, but it's done in such a way that you could just keep working through the material in tutorial fashion with little effort (and good results). The example code in all the chapters are extensively annotated and explained, so you're not left to your own devices to try and figure out what the logic is trying to accomplish. In fact, I would say that the code annotation and commentary is some of the best I've seen in a book of this type. Great job...
The main target audience for this book is the Java developer, as the iText project is Java-based. There are .NET ports for J# and C#, and knowing how close those languages are to Java, this book should work pretty well for those development efforts with a little bit of thought and modification. Other languages should be able to use the iText toolkit if they have some way to call Java code modules from within their programs. As a Notes/Domino developer, I should be able to utilize all of this package in any Java agents I write, and the LS2J feature of LotusScript might also work well. After reading this book, I know I have some things I need to try...
If you have any sort of need involving the creation of PDF files from within your own system, iText is a great alternative to explore. And if that seems to be the way to go, I don't know of any better book to get than this one...

Used price: $12.87

Top Book, Opaque OrganisationReview Date: 1998-05-12
What can you say about Jim Blinn?Review Date: 1999-10-15
His books have these sort of 'GEMS' that you might use the week you get it.
Still a classicReview Date: 2004-04-02
Great grab-bag of computer graphics topicsReview Date: 2006-03-12
1. How Many Ways Can You Draw a Circle?
For people who can program and who can draw points and lines on some system this is a splendid introduction to the way math is used in computer graphics. The "exercises" range from easy to medium hard.
2. What, Teapots Again?
Martin Newell's Teapot is the trademark of computer graphics. The GLUT library for OpenGL has a pre-computed object called the teapotahedron, right along with the dodecahedron and the icosahedron. Here are the coordinates if you want a teapotahedron of your very own in whatever graphics system you want.
3. Nested Transformations and Blobby Man
This is a classic exercise in how matrix algebra makes articulation trees easy to program. It basically uses a set of scaled and translated geometric primitives such as spheres to "build up" the crude figure of a man. This chapter might be useful to robotics students looking for a project.
4. Platonic Solids
The platonic solids are widely used as sample objects. They are the tetrahedron, hexahedron, octahedron, icosahedron, and dodecahedron. Blinn intends this to be a "hip pocket" program for the five platonic solids, something you can tuck away in your memory. OpenGL+GLUT has all these solids as primitives, so this is something you should study once as part of your general computer graphics education.
5. How to Write a Paper for SIGGRAPH
Chapters 5,7,12 and 20 are more about programmers than about programming. It makes for amusing reading, and if you take Blinns advice to heart now, you may improve your technical writing style in other areas too.
6. Me and My (Fake) Shadow
It should be mentioned beforehand that this methods merely allows shadows to be cast on flat ground. This means two things: it can only be used to cast a shadow on a flat surface AND it can only cast the shadow of one object. Blinn admits to having first attempted a hack approach to solve the problem in an unintuitive but slightly quicker way. He also presents his revised methodical approach and shows problems with it.
7. Things I Hope Not to See or Hear at SIGGRAPH
Talks about what makes a bad presentation - Talks read verbatim, illegible slides, micro-sized text, magenta lines on a cyan background, the entire talk echoed on slides, the fading voice, "I'm Almost Out of Time so I'll Just Run Through the Rest of These Slides Real Fast.", "Uh, I Guess That's All I Have to Say."
8. Where Am I? What Am I Looking At?
A generalization of the lookat transformation that Blinn used in space movies. This is pretty advanced unless you've had a course in linear algebra.This chapter is also a very compact summary of what you know after you have worked with the graphics pipeline for a while.
9. The Three-Dimensional Kaleidoscope
Some playing with 3D groups to make related polyhedra and other interesting shapes. This is an interesting entry portal to the whole subject of symmetry. It goes with the Platonic Solids chapter, but can be done independently. This article encourages greater artistic experimentation and free-form design for a smaller investment of effort than the other chapters so far.
10. Fractional Invisibility
A way to remove most of the singuarites in quantitative invisibility types of hidden line algorithms, this is definitely an advanced subject. OpenGL provide a z-buffer which makes the techniques described here necessary only for special parts of computational solid geometry (CSG).
11. Optimal Tubes
A simple modelling primitive for long cylinders that takes into account the viewpoint, this is also an advanced subject. If you ever get a job designing chemical structures or space stations you may need to digest this material, although programming tools are generally available which incorporate this wisdom.
12. The Ultimate Design Tool
This is a more serious piece of advice than it might first seem. Unless a computer graphics programmer can visualize and sketch with pencil and paper there is little chance for fluency and efficiency in their work. This is essential reading.
13. Line Clipping
This is a chapter from a regular course on computer graphics. This is good example of what people do in the field of computational geometry, which is one of the abstract or technical fields behind the applied field of computer graphics.
14. Pixel Coordinates
Mapping the continuous range -1...+1 to pixel coordinate values and how it is usually done wrong.
15. Subpixelic Particles
How to map sub-pixels to regular pixels for subsampling. Chapters 14 and 15 are definitely advanced. A cursory reading will give you an idea of what happens at the very end of the pipeline, the part most computer graphics courses skip.
16. Grandpa, What Does "Viewport" Mean?
The matter treated in this chapter is at the heart of all modern windowing systems. Despite all the things "windows" systems can do, be they Apple, Microsoft, or Sun, they can't help you do anything original, like non-rectangular windowing.
17. Hyperbolic Interpolation
Discusses how to interpolate colors and texture indices onto objects viewed in perspective. This chapter is really about homogeneous coordinates, and those are at the heart of the geometry pipeline. This is definitely advanced, because it requires an understanding of matters discussed in the next chapter.
18. The Homogeneous Perspective Transform
How the perspective transform works in homogeneous coordinates.
19. Backface Culling Snags
More on drawing solids quickly. Rather more computerish than mathematical.
20. Farewell To FORTRAN
This chapter is largely out of date. It is only a part of what Jim Blinn had to say about the "language wars" back in 1994. Of course, now nobody really needs to be coaxed from FORTRAN to C++.
THE graphics pipeline book.Review Date: 2001-03-13
Related Subjects: Microsoft Macintosh
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I really like the approach and the presentation. The teaching style is casual and encouraging with a welcome absence of jargon. Don't get me wrong, if you follow the chapters you will get a FP site up and running, you just won't have to suffer a barrage of technical details to do it. Why utilize FrontPage in the first place if you are excited about the all the nuts and bolts of how web site programing works?
The included CD helps tremendously ... the combination of reading it and seeing the author go through the steps just further demystifies the process. Between the two presentations, you're bound to "get it." I watched some of the how to's, that I didn't even want to do yet. It got me interested and curious and gives you a sense of all the things you can do with FP2002.
I already had the FP Bible 2002 by this author. Did I "needed" the Virtual Classroom? ... Yes! The Bible is great for digging deep into the FP world, but the Virtual Classroom is clearly the right way to get yourself up to speed and in the running as a web site designer, painlessly. My advice, if you asked me, would be to get yourself a copy.