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Series: The Morgan Kaufmann Series in Computer Graphics

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Works (28)

TitlesOrder
Advanced Graphics Programming Using OpenGL by Tom McReynolds
Advanced RenderMan: Creating CGI for Motion Pictures by Anthony A. Apodaca
Andrew Glassner's Notebook: Recreational Computer Graphics by Andrew S. Glassner
The Art and Science of Digital Compositing: Techniques for Visual Effects, Animation and Motion Graphics by Ron Brinkmann
Complete Maya Programming, Vol. II: An In-Depth Guide to 3D Fundamentals, Geometry, and Modeling by David Gould
Complete Maya Programming: An Extensive Guide to MEL and C++ API by David Gould
Computer Animation, Second Edition: Algorithms and Techniques by Rick Parent
Computer Animation: Algorithms and Techniques by Rick Parent
Digital Video and HDTV: Algorithms and Interfaces by Charles Poynton
Foundations of Multidimensional and Metric Data Structures by Hanan Samet
Geometric Algebra for Computer Science: An Object-Oriented Approach to Geometry by Leo Dorst
Geometric Tools for Computer Graphics by Philip J. Schneider
High Dynamic Range Imaging: Acquisition, Display, and Image-Based Lighting by Erik Reinhard
Introduction to Implicit Surfaces by Jules Bloomenthal
An Introduction to NURBS: With Historical Perspective by David F. Rogers
An Introduction to Ray Tracing by Andrew S. Glassner
Level of Detail for 3D Graphics by David Luebke
MEL Scripting for Maya Animators by Mark R. Wilkins
Mobile 3D Graphics: with OpenGL ES and M3G by Kari Pulli
Non-Photorealistic Computer Graphics: Modeling, Rendering and Animation by Thomas Strothotte
Point-Based Graphics by Markus Gross
Principles of Digital Image Synthesis (2-volume set) by Andrew S. Glassner
Radiosity and Global Illumination by François X. Sillion
Radiosity and Realistic Image Synthesis by Michael F. Cohen
Subdivision Methods for Geometric Design: A Constructive Approach by Joe Warren
Visual Effects in A Digital World: A Comprehensive Glossary of over 7,000 Visual Effects Terms by Karen Goulekas
Warping & Morphing of Graphical Objects by Jonas Gomes
Wavelets for Computer Graphics by Eric J. Stollnitz

Related tags

Recommendations

  1. Graphics Gems by Andrew S. Glassner (1990)
  2. Real-Time Rendering (2nd Edition) by Tomas Moller (1999)
  3. Advanced Animation and Rendering Techniques by Alan Watt (1992)
  4. 3D Game Engine Design : A Practical Approach to Real-Time Computer Graphics by David H. Eberly (2001)
  5. Texturing and Modeling: A Procedural Approach by David S. Ebert (1994)
  6. GPU Gems: Programming Techniques, Tips and Tricks for Real-Time Graphics by Randima Fernando (2004)
  7. Computer Graphics: Principles and Practice by James D. Foley (1990)
  8. Realistic Image Synthesis Using Photon Mapping by Henrik Wann Jensen (2001)
  9. 3D Computer Graphics (3rd Edition) by Alan H. Watt (1993)
  10. Non-Photorealistic Rendering by Bruce Gooch (2001)
  11. The Cg Tutorial: The Definitive Guide to Programmable Real-Time Graphics by Randima Fernando (2003)
  12. Andrew Glassner's Other Notebook: Further Recreations in Computer Graphics by Andrew Glassner (2002)
  13. Advanced Global Illumination by Philip Dutre (2004)
  14. Jim Blinn Corner Dirty Pixels by Jim Blinn (1998)
  15. The RenderMan Companion: A Programmer's Guide to Realistic Computer Graphics by Steve Upstill (1990)

Series description

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Series?!

How do series work?

To create a series or add a work to it, go to a "work" page. The "Common Knowledge" section now includes a "Series" field. Enter the name of the series to add the book to it.

Works can belong to more than one series. In some cases, as with Chronicles of Narnia, disagreements about order necessitate the creation of more than one series.

Tip: If the series has an order, add a number or other descriptor in parenthesis after the series title (eg., "Chronicles of Prydain (book 1)"). By default, it sorts by the number, or alphabetically if there is no number. If you want to force a particular order, use the | character to divide the number and the descriptor. So, "(0|prequel)" sorts by 0 under the label "prequel."

What isn't a series?

Series was designed to cover groups of books generally understood as such (see Wikipedia: Book series). Like many concepts in the book world, "series" is a somewhat fluid and contested notion. A good rule of thumb is that series have a conventional name and are intentional creations, on the part of the author or publisher. For now, avoid forcing the issue with mere "lists" of works possessing an arbitrary shared characteristic, such as relating to a particular place. Avoid series that cross authors, unless the authors were or became aware of the series identification (eg., avoid lumping Jane Austen with her continuators).

Also avoid publisher series, unless the publisher has a true monopoly over the "works" in question. So, the Dummies guides are a series of works. But the Loeb Classical Library is a series of editions, not of works.

Helpers

AnnaClaire (25), gilroy (4)
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