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.

Great for a classThis text is great for a class on graphics. The reader may find it challenging to do a self-study however as it assumes a lot of prior mathematics… some of which the reader would not have unless he/she has studied the field of graphics before. While the book does cover most of the math in it either directly or in an appendix in the back, the book’s treatment of the material is decidedly utilitarian and lacks the depth or breadth that a true mathematical text would have on such material. It is for this reason that it receives only 4 out of 5 stars. As an aid to lectures in class, this book is very good, provided one’s professor covers the requisite math needed in order to understand it.the book has some pages damaged butgenerally, the condition is not that badthe content is the most important thingi enjoy this book a lot with pictures

This is a nice book. I got an A in the computer graphics course and then sold it to a classmate.