Computer Graphics and Animation Books

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We have compiled the list of Best Reference Books on Computer Graphics subject. These books are used by students of top universities, institutes and colleges. Here is the full list of best books on Computer Graphics along with reviews.

Kindly note that we have put a lot of effort into researching the best books on Computer Graphics subject and came out with a recommended list of best books. The table below contains the Name of these best books, their authors, publishers and an unbiased review of books on “Computer Graphics” as well as links to the Amazon website to directly purchase these books. As an Amazon Associate, we earn from qualifying purchases, but this does not impact our reviews, comparisons, and listing of these top books; the table serves as a ready reckoner list of these best books.

List of Computer Graphics Books with author’s names, publishers, and an unbiased review as well as links to the Amazon website to directly purchase these books.

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1. Computer Graphics

1. “CAD/CAM and Practice” by Ibrahim Zeid
2. “Mathematical Elements of Computer Graphics” by Kogin Adams
3. “Computer Graphics” by John F Hughes

“Computer Graphics” Book Review: This book provides a complete package, from theory to practice on the fundamental elements of computer graphics. It comprises a total of twenty one detailed chapters covering a vast range of topics, everything from A to Z. The coverage of the book includes Graphics Hardware, Geometrical Transformations, Viewing in 3D, Dialogue Design, Solid Modeling, The Quest for Visual Realism, Image Manipulation and Storage, Advanced Raster Graphics Architecture, Advanced Raster Graphics Algorithms etc. The book also contains detailed explanations on Advanced Modeling Techniques, Animation, Achromatic and Colored Light, User Interface Software etc. It can provide good exposure to anyone interested in learning Computer Graphics.

4. “Computer Graphics” by Desai and Apurva A

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“Computer Graphics” Book Review: This book is intended to be a course text for the B.Tech/M.Tech students of Computer Science and Engineering, the B.Tech students of Information Technology and the M.Sc. students pursuing courses in Computer Science, Information Science, and Information Technology, as well as the students of BCA and MCA courses. This book presents the fundamentals of computer graphics in an easy to understand format. This book helps the students in understanding the basic principles for the design of graphics and in developing skills in both two- and three-dimensional computer graphics systems. This book covers a range of essential and conceivable aspects of computer graphics, which gives students a solid background to create applications for their future work. This book explains some of the exciting graphics techniques such as animation, morphing, digital image processing, fractals, and ray tracing. All the concepts in this book up to two-dimensional graphics are explained through programs developed in C. Fundamentals of the topics are discussed in detail to help the students understand all the needed theory and the principles of computer graphics. It highlights the extensive use of figures to convey even the simplest concepts. This book includes Chapter-end exercises, conceptual questions, and programming problems. The concepts are explained in simple language and the text is supported by over three hundred figures. The book is divided into eleven chapters. These chapters cover the concepts from basics to advance. Concepts based on the mathematical foundation of computer graphics are also covered in great detail along with C programs for better comprehension. The other chapters present in the book include Polygons, Geometric Transformations, Viewing in Two Dimensions, Graphics in Three Dimensions, Hidden Surfaces, Colors and Shading, Graphics Standards etc.

5. “Computer Graphics” by Zhigang Xiang and Roy Plastock

“Computer Graphics” Book Review: Expert the essentials of Computer Graphics with Schaum’s – the superior investigation control. It will help you cut investigation time, sharpen critical thinking abilities and accomplish your own best on tests. The book provides readers with tools and resources to master the fundamentals of computer graphics. The coverage of the book includes the traditional 2D to the recent 3D advances, simplified explanations of the algorithmic aspects of mage synthesis, hundreds of solved problems in computer graphics, full coverage of Computer Graphics, improved on clarifications of the algorithmic parts of mage amalgamation; many tackled issues in PC designs, including bit by bit comments; models and worked issues that help you ace PC illustrations. On the off chance that you need top evaluations and an exhaustive comprehension of PC designs, this ground-breaking study apparatus is the best mentor you can have! etc. The book features step by step solutions and explanations for the given problems and a number of worked out examples. The book can serve as a self study guide for students who want to hone their problem solving skills. The book can benefit anyone who wants to attain a thorough understanding of computer graphics.

6. “Computer Graphics with OpenGL” by Hearn/Baker

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“Computer Graphics with OpenGL” Book Review: The book covers the basics to advanced concepts of computer graphics. It stresses on the basic principles needed to design, use and understand computer graphics systems. The general topics covered in the book include current hardware and software components of graphics systems, fractal geometry, ray tracing, splines, illumination models, surface rendering, computer animation, virtual reality, BSP trees etc. The book also provides an introduction on OpenGL set of graphic routines for creating computer graphic displays using programming in C/C++. The book can be used by students with no prior background in computer graphics.

7. “Computer Graphics” by Amrendra Sinha and Arun Udai

“Computer Graphics” Book Review: This book provides an introduction to computer graphics, covering all the basics, from principles and techniques to applications. Mathematical concepts pertaining to geometric relationships between lines, surfaces etc has also been covered in great detail. The coverage of the book includes topics such as Graphic Systems, Output Primitives, Two Dimensional Transformation, Plane Curves etc. The book also includes adequate explanation of programming in graphics using C/C++ for direct translation of geometric relationships into code. The book can be beneficial for first or second year’s undergraduate students and first year postgraduate students of computer science engineering. It can also be used as a self study material.

8. “Computer Graphics” by Udit Agarwal

“Computer Graphics” Book Review: This textbook on computer graphics provides a comprehensive coverage of the fundamentals and important tricks and techniques. The book comprises a total of eighteen chapters. The coverage of the book sweeps through a wide range of topics such as Graphics Primitives, Images, Mathematics for Computer Graphics, Scan Conversion, Polygons, Segments, 2-D Transformation, Windows and Clipping, 3-D Transformation, Three Dimensional Projections, Hidden Lines and Surfaces etc. It also sheds lights on Color Models, Animation, Graphical Kernel System (GKS) and Curve Generation. The book features lab programs as well as previous year question papers for extended practice.

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9. “Mathematical and Computer Programming Techniques for Computer Graphics” by Peter Comninos

“Mathematical and Computer Programming Techniques for Computer Graphics” Book Review: The book focuses on the mathematical aspects and techniques of computer graphics. It covers all important theorems and derivations to impart an easy understanding of the applications of various mathematical concepts in computer graphics. It comprises ten detailed chapters. The general topics covered in the book include number system and set theory, vector algebra, matrix algebra, 3D rendering, two dimensional clipping, vector space or linear space, three dimensional transformations etc. The book also emphasizes on the programming techniques for implementation of graphics by making use of C language. It also covers various C libraries for 3D transformations as well as 2D transformations.


2. Advanced Computer Graphics

1. “New Advances in Computer Graphics: Proceedings of CG International ’89” by Brian Wyvill and Rae Earnshaw

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“New Advances in Computer Graphics: Proceedings of CG International’89” Book Review: This volume presents the procedures of the seventh International Conference of the Computer Graphics Society, CG International ’89, held at the University of Leeds, UK, June 27-30, 1989. Since 1982 this conference has kept on drawing in excellent examination papers altogether parts of PC designs and its applications. Initially the meeting was held in Japan (1982-1987), yet in 1988 was held in Geneva, Switzerland. Future meetings are anticipated Singapore in 1990, USA in 1991, Japan in 1992, and Canada in 1993. Ongoing improvements in PC illustrations have focused on the accompanying: more noteworthy refinement of picture age procedures; propels in equipment and accentuation on the abuse of parallelism, coordination of mechanical technology and AI strategies for activity, more prominent integ­ proportion of CAD and CAM in CIM, utilization of incredible PC designs procedures to address complex actual cycles (perception), progresses in computational calculation and in the portrayal and demonstrating of complex physical and numerical articles, and improved instruments and techniques for HC!. These patterns and advances are reflected in this current volume. Various papers manage significant examination angles in a large number of these zones.

2. “Advances in Computer Graphics: Images: Synthesis, Analysis, and Interaction (Focus on Computer Graphics)” by Gerald Garcia and Ivan Herman

“Advances in Computer Graphics: Images: Synthesis, Analysis, and Interaction (Focus on Computer Graphics)” Book Review: This book is an assortment of a few instructional exercises from the EUROGRAPHICS ’90 gathering in Montreux. The meeting was held under the witticism “Pictures: Synthesis, Analysis and Interaction”, and the instructional exercises, somewhat introduced in this volume, mirror the gathering topic. Accordingly, this volume gives an interesting assortment of cutting edge messages on ‘conventional’ computer illustrations just as of instructional exercises on picture preparing and picture remaking. Likewise with all the volumes of the arrangement “Advances in Computer Graphics”, the patrons are driving specialists in their individual fields. The part Design and Display of Solid Models gives an all-encompassing prologue to intelligent illustrations procedures for configuration, quick showcase, and excellent delivering of strong models. The content spotlights on methods for Constructive Solid Geometry (CSG). The following points are treated inside and out: intelligent plan strategies (detail of bends, surfaces and solids; graphical UIs; procedural dialects and direct control) and show procedures (profundity cushion, check line and beam following methods; CSG order procedures; productivity improving techniques; programming and equipment executions).

3. “Advances in Computer Graphics V (Focus on Computer Graphics)” by Jürgen Schönhut and Werner Purgathofer

“Advances in Computer Graphics V (Focus on Computer Graphics)” Book Review: This book gathers together a few of the instructional exercises held at EUROGRAPHICS 89 in Hamburg. The meeting was held under the aphorism “Mix, Visualization, Interaction” and the instructional exercises mirror the gathering topic. The Springer arrangement EurographicS seminars with the volumes “Advances in Computer Graphics” consistently gives an expert update on current standard subjects in the field. These distributions offer perusers the chance to advise themselves altogether on the points covered. The accomplishment of the arrangement is principally founded on the ability of the contributing creators, who are perceived experts in their field. Beginning with one of the gathering’s principle subjects, the section “Perception of Scientific Data” gives an outline of strategies for showing logical outcomes in an effectively surveyable and intelligible structure. It presents calculations and techniques used to accomplish representation that brings about a structure sufficient for people. UIs for such frameworks are additionally investigated, and useful ends are drawn. The part “Shading in Computer Graphics” portrays the issues of controlling and coordinating tone in reality. After some basic proclamations about shading models and their connections, the primary accentuation is set on the issue of target shading determination for PC illustrations frameworks. It is exceptionally difficult to coordinate tones between gadgets like scanners, printers and presentations. A few proposals on the successful utilization of shading for designs are likewise made.

4. “Advances in Computer Graphics I (Focus on Computer Graphics)” by Günter Enderle and Michel Grave

“Advances in Computer Graphics I (Focus on Computer Graphics)” Book Review: This book is written for the undergraduate students of computer science engineering. It can also be used by graphics designers as a reference. This book covers the research results and surveys carried out in the field of computer graphics. It discusses the rapid increase in the use of computer graphics techniques, which is due to the low prices of hardware. It presents the algorithms and methods for presentation of graphics and pictures. This book is the 6th issue in the EurographicS seminars Series. This arrangement has been set up by Eurographics, the European Association for Computer Graphics, to spread studies and exploration results out of the field of Computer Graphics. PC Graphics comprise a ground-breaking and flexible instrument for different application territories. The quickly expanding utilization of Computer Graphics procedures and frameworks in numerous territories is brought about by the accessibility of all the more remarkable equipment at lower costs,’ by the brief determination of Computer Graphics Interfaces in commonly agreed norms, and by the invention of new and regularly bewildering strategies and calculations for composition andpreserit~ti6n of pictJres and for graphical connection. While s,o~e issues of this series contain most recent exploration results, for example the issues in the executives frameworks or UI management frameworks, this book has the personality of a best in class review on significant territories of Computer Graphics. Beginning from current practice and concurred consens, it will prompt the most recent accomplishments in this field. The commitments in this issue are to a great extent dependent on instructional exercises and classes held at the Eurographics meetings 1984 in Copen­ hagen and 1985 in Nice. It also discusses the agreed standards and latest achievements of this field. This book has included many diagrams and figures. It also has many practical examples.

5. “Computer Graphics, C Version” by Hearn

“Computer Graphics, C Version (2nd Edition)” Book Review: This ideal new form of a famous PC illustrations book includes the C language in programming guides to show the usage of designs application. These notable creators expect no earlier information on PC illustrations while introducing the fundamental standards for the plan, use, and comprehension of PC designs frameworks. Be that as it may, some information on C writing computer programs is accepted as the peruser figures out how to utilize calculations for making and controlling illustrations shows.

6. “Computer Graphics Principles and Practice in C: Principles and Practice in C” by Andries van Dam

“Computer Graphics: Principles and Practice in C” Book Review: PC Graphics: Principles and Practice is a course book composed by James D. Foley, Andries van Dam, Steven K. Feiner, John Hughes, Morgan McGuire, David F. Sklar, and Kurt Akeley and distributed by Addison–Wesley. First distributed in 1982 as Fundamentals of Interactive Computer Graphics, it is generally viewed as an exemplary standard reference book on the subject of PC designs. It is now and then known as the authoritative manual for PC designs (because of its size).

7. “Advances in Computer Graphics Hardware V: Rendering, Ray Tracing and Visualization Systems” by Arie Kaufman and Richard L Grimsdale

“Advances in Multimedia Information Systems” Book Review: The book contains research and applications in multimedia information systems. The book explains the use of right technologies for processing and delivering multimedia data. It also explains the requirement of modeling, indexing, querying, retrieving, mining and visualizing data in various multimedia information systems.

8. “Advances in Computer Graphics IV (Focus on Computer Graphics)” by E Fiume and I Herman

“Advances in Computer, Information, and Systems Sciences, and Engineering” Book Review: The book can be referred to students of industrial electronics, technology and automation, telecommunication and networking. It provides various developments in the field of computer, information and systems sciences and engineering.


3. Computer Graphics for Media

1. “Fundamentals of Computer Graphics and Multimedia” by Mukherjee

“Fundamentals of Computer Graphics and Multimedia” Book Review: This book is designed as a textbook for students of computer science and management, this study aims to bring the concept of multimedia and computer graphics into a single volume. This book sets the fundamental principles of computer graphics and provides the methodologies and algorithms, which act as building blocks of advanced animation and rendering techniques. The book covers most of the scan conversion algorithms and other necessary parts for realistic renderings, such as techniques of image clipping, illumination, and shading. This book also gives a beginning-level description of graphics and audio and video hardware, which is enough for understanding some of the complexities in these fields. This book contains pseudo-codes and problems at the end of the chapters which will encourage readers to execute some of the interesting applications of graphics.

2. “Express Learning – Computer Graphics and Multimedia” by ITL ESL
3. “Computer Graphics: A Programming Approach” by Steven Harrington

“Computer Graphics: A Programming Approach” Book Review: This book is specially designed to suit the requirements of various levels of students studying this subject. It aims to provide an excellent and user-friendly presentation of the concepts, essential for an introductory course on Computer Graphics. This book helps in the explanation of complicated ideas like two-dimensional and three-dimensional graphics, Graphics devices, Interactive and high definition graphics, curves and surfaces, Graphics software, etc. This book is illustrated with diagrams to make it interesting to the students. This book explains everything about the basic techniques for rendering 3D polygon graphics.

4. “Computer Graphics, Multimedia and Animation” by Pakhira and Malay K

“Computer Graphics, Multimedia, and Animation” Book Review: The book is primarily focused to fulfill the requirements of computer graphics and multimedia. This is for the undergraduate students of engineering and computer science. It is a combination of building concepts and providing practical knowledge. This book is fundamentally designed to meet the needs of courses in Computer Graphics and Multimedia for students pursuing studies in Computer Science and Engineering, Information Technology and Computer Applications. This book will help students build stable concepts that underlie the three discrete but related topics of Computer Graphics, Multimedia, and Animation. The approach of this book is methodical and systematic, and it covers the basic principles of computer graphics systems with a perfect balance in the presentation of theoretical and practical aspects. The second edition of this book introduces the basics of fractal geometry and includes a companion CD containing several C programs to illustrate the implementation of different algorithms of computer graphics.This book presents Algorithmic Presentation, Clear Illustrations, Advanced Topics, Solved Problems, and chapter-end exercises to help students grasp more precise details of the theory. Moreover, it includes plenty of solved examples for better understanding. As well as a huge number of unsolved questions for self-test.

5. “Digital Logic and Computer Design” by Mano

“Digital Logic and Computer Design” Book Review: This book presents the basic tool in the design of digital circuits and provides methods and procedures for the design of various digital design applications. This book is helpful for engineering students of circuit branches. The first five chapters of the book cover combinational circuits. The next three chapters deal with synchronous clocked sequential circuits. Asynchronous sequential circuits are introduced next. And the last three chapters deal with various aspects of commercially available integrated circuits. The book contains a set of problems at the end of each chapter to help students understand the concept and apply it accordingly.

6. “Introduction to Computer Graphics and Multimedia” by Arup Chattopadhyay and Anirban Mukhopadhyay

“Introduction to Computer Graphics and Multimedia” Book Review: This fundamental book is a clear, self-contained presentation of how modern graphics systems work. In this book, an illustrated explanation of the working of different graphic algorithms that form the backbone of a graphic package is also provided. This book is designed for BCA, MCA, and BE/B.Tech. students of Computer Science and Information Technology. This book covers the fundamental conceptual aspects of the plans of these courses as well as the computer graphics module of DOEACC – A and B level courses. Chapter two in this book provides knowledge of basic high school level mathematics including two and three-dimensional analytical geometry, trigonometry, vectors, and matrix operations. Numerous examples and solved problems with illustrations have been given in most of the chapters to strengthen the concepts discussed; review questions collected from various universities and institutes all over India are given at the end of each chapter which will help the students prepare well for the examination.

7. “Modeling Design Objects and Processes (Computer Graphics: Systems and Applications)” by Takaaki Yagiu

“Modeling Design Objects and Processes (Computer Graphics: Systems and Applications)” Book Review: Computer graphics is a sub-field of computer science which studies methods for digitally synthesizing and manipulating visual content. Although the term often refers to the study of three-dimensional computer graphics, it also encompasses two-dimensional graphics and image processing. The term product modeling is used to signify the construction of informational models of design objects and design processes in which it must be possible to include not a fixed set of attributes and relations, such as geometry, physical properties, part-of hierarchy, etc, but whatever aspects of design designers may desire to be included. The purpose of this book is to present the major results of the said effort, which are primarily of a theoretical or conceptual nature.

8. “Computer Graphics” by Pradeep K Bhatia

“Computer Graphics” Book Review: This book is suitable for students pursuing graduate and undergraduate courses in computer science and engineering. This book presents the fundamentals of computer graphics and their applications. This book helps the reader to understand how computer hardware interacts with computer graphics, how to draw various objects, how realistic images are formed, how we see pictures move, how different colors are generated from visible light. The new edition of the book comes with the following features: A new chapter on “Segment”, coverage of illumination models, and shading models, more discussion of algorithms, the addition of computer graphics-related mathematics. This book provides detailed experiments with suitable figures at every stage, more than 250 unsolved problems are provided at the end of chapters, and a large number of solved examples and programs in C.


4. Computer Graphics and Geometric Modeling

1. “Computer Graphics and Geometric Modeling Using Beta-splines (Computer Science Workbench)” by Brian A Barsky
2. “Geometric Modeling: Theory and Practice: The State of the Art (Focus on Computer Graphics)” by Wolfgang Strasser and Reinhard Klein

“Geometric Modeling: Theory and Practice: The State of the Art (Focus on Computer Graphics) Softcover reprint of the original 1st ed. 1997 Edition” Book Review: This book explores the newer concepts and provides directions in geometric modeling. Scientific level explanations are provided for theoretical and real life problems in industrials tasks. The book has combined lectures and discussions during the blaubeuren conference.

3. “Computer Graphics: From Pixels to Programmable Graphics Hardware (Chapman & Hall/CRC Computer Graphics, Geometric Modeling, and Animation Series)” by Alexey Boreskov and Evgeniy Shikin

“Computer Graphics: From Pixels to Programmable Graphics Hardware (Chapman & Hall/CRC Computer Graphics, Geometric Modeling, and Animation Series) 1st Edition” Book Review: This book covers all major aspects in the field of computer graphics. The book works as a base for higher performance in graphics. The book gives a mathematical background for a no. of other concepts. The main focus of the book is on OpenGL 3.3 but it also covers OpenGL 4.0 and ES 2.0. The book helps students understand the OpenGL pipeline.

4. “Computer Graphics and Geometric Modeling” by David Salomon

“Computer Graphics and Geometric Modeling 1st Edition” Book Review: This book is designed for advanced undergraduates or graduate students of computer science. It can also be used as a reference for professionals in the computer graphics field. The book explores graphic programs and newer changes and updation in computer graphics. It also contains a no. of examples and exercises for better clarity of concepts.

5. “An Integrated Introduction to Computer Graphics and Geometric Modeling (Chapman & Hall/CRC Computer Graphics, Geometric Modeling, and Animation Series)” by Ronald Goldman

“An Integrated Introduction to Computer Graphics and Geometric Modeling (Chapman & Hall/CRC Computer Graphics, Geometric Modeling, and Animation Series) 1st Edition” Book Review: This book emphasizes the concepts in the domain of graphics, modeling, and mathematical methods. Major concepts of computer graphics have also been explained in an innovative manner. The book covers topics from linear algebra to quaternions. The book does not describe the traditional graphic models and rather focuses on the well established, newer models.

6. “Computer Graphics and Geometric Modeling for Engineers” by Vera B Anand

“Computer Graphics and Geometric Modeling for Engineers 1st Edition” Book Review: This book explores computer graphics through an engineering perspective. It aims to enhance theoretical and application knowledge through geometric modeling principles. Curves, surfaces and data structures have been explained in great detail. A large no. of photographs for illustration and flow charts are also present.

7. “Modeling in Computer Graphics: Proceedings of the IFIP WG 5.10 Working Conference Tokyo, Japan, April 8–12, 1991 (IFIP Series on Computer Graphics)” by Tosiyasu L Kunii

“Modeling in Computer Graphics: Proceedings of the IFIP WG 5.10 Working Conference Tokyo, Japan, April 8–12, 1991 (IFIP Series on Computer Graphics)” Book Review: The aim of this book is to provide deeper understanding of the major aspects of computer graphics by integrating it into generalized models. The book covers the newer developments in the field. It also covers the concepts and application of this domain.

8. “Andrew Glassner’s Notebook: Recreational Computer Graphics (The Morgan Kaufmann Series in Computer Graphics & Geometric Modeling)” by Andrew S Glassner

“Andrew Glassner’s Notebook: Recreational Computer Graphics (The Morgan Kaufmann Series in Computer Graphics)” Book Review: this book presents an in-depth knowledge about the field of graphics. Concepts are well explained through 4-color illustrations. For further clarity on concepts, all of the concepts have been explained through detailed examples from different fields.

9. “Geometric Modeling: Methods and Applications (Computer Graphics: Systems and Applications)” by Hans Hagen and Dieter Roller
10. “Advances in Geometric Modeling” by Dr Muhammad Sarfraz

“Advances in Geometric Modeling 1st Edition” Book Review: This book brings together concepts and practical solutions from fields of mathematics, engineering, and physical sciences. The focus is on an interdisciplinary approach while bringing out the newer advances in the field. The integration of tools, methods, application and systems is also presented in the book.


5. Computer Graphics and Visualization

1. “Computer Graphics” by Rajiv Chopra
2. “Computer Graphics, C Version” by Donald D Hearn and M Pauline Baker

“Computer Graphics, C Version” Book Review: This book is designed for students seeking junior to graduate level courses in computer graphics and can also be used for professional self study. This book provides basic principles for design, use, and understanding of computer graphics systems which is useful in a case where a student does not have a prior engagement in the subject. Considering the rapid growth of C- programming this book covers all programming code into the C language. This book is also provided with a free open GL supplement through the texts Prentice Hall Catalogue page.

3. “Storytelling with Data: A Data Visualization Guide for Business Professionals” by Cole Nussbaumer Knaflic

“Storytelling with Data: A Data Visualization Guide for Business Professionals” Book Review: This comprehensive text is a masterful display of rare art in the business world. This book teaches you the fundamentals of data visualization and how to communicate effectively with data. The chapters in this book are grounded in theory and are made approachable with different types of real-world examples and applications. This book explains how to use your data to create an engaging, informative, compelling story. In this book, students will understand the importance of context and audience, recognize and eliminate the clutter clouding their information, think like a designer, and utilize concepts of design in data visualization. Altogether the chapters in this book will help students to turn your data into high-impact visual stories that stick with your audience. This book is a straightforward, accessible guide that will help anyone who communicates with data connect more effectively with their audience.

4. “Fundamentals of Computer Graphics” by Steve Marschner and Peter Shirley

“Fundamentals of Computer Graphics” Book Review: This book in Fundamentals of Computer Graphics comes in its third updated edition which explains the basics of computer graphics. This book is useful for college-level students and programmers. The book gives a mathematical foundation of computer graphics with a focus on geometric intuition, allowing the programmer to understand and apply those foundations to the development of efficient code. This version of the book contains revised material on the graphics pipeline, reflecting a modern viewpoint organized around programmable shading, improved and expanded coverage of triangle meshes and mesh data structures, expanded treatment of viewing that improves clarity and consistency while unifying viewing in ray tracing and rasterization, a new organization for the early chapters, which concentrates foundational material at the beginning to increase teaching flexibility. The four new chapters in the book concentrate on Implicit Modeling, Computer Graphics in Games, Color, Visualization, including information visualization.

5. “Schaum’s Outline of Computer Graphics 2/E (Schaum’s Outlines)” by Zhigang Xiang and Roy A Plastock

“Schaum’s Outline of Computer Graphics 2/E (Schaum’s Outlines)” Book Review: This book helps master the fundamentals of computer graphics. In this book, you will find: full coverage of Computer Graphics, from the traditional 2D to the recent 3D advances; simplified explanations of the algorithmic aspects of image synthesis; hundreds of solved problems in computer graphics, including step-by-step annotations; and examples and worked problems that help you with the core concepts of computer graphics. The chapters include Image Representation, Scan Conversion, Two-Dimensional Transformations, Two-Dimensional Viewing and Clipping, Three-Dimensional Transformations, Mathematics of Projection, Three-Dimensional Viewing and Clipping, Geometric Representation, Hidden Surfaces, Color and Shading Models, and Ray Tracing. This book provides a lot of practice exercises to test the understanding. This book is suitable for graduate and professional level exams.

6. “Mathematical Elements for Computer Graphics” by David F Rogers and J Alan Adams

“Mathematical Elements for Computer Graphics” Book Review: This book is designed for junior, senior, and graduate-level courses in computer graphics and computer-aided design. Useful for departments of mechanical and aeronautical engineering and computer science. This book gives in a unified manner an introduction to the mathematical theory underlying computer graphic applications. This book covers topics of determining interest to students in engineering and computer science: transformations, projections, 2-D and 3-D curve definition schemes, and surface definitions. It also includes techniques, such as B-splines, which are included as part of the software in advanced engineering workstations. Basic knowledge of vector and matrix algebra and calculus is required to properly understand the subject.

7. “Computer Graphics: Principles and Practice in C: United States Edition (Systems Programming Series)” by James D Foley and Andries van Dam

“Computer Graphics: Principles and Practice in C: United States Edition (Systems Programming Series)” Book Review: This comprehensive text on computer graphics presents examples in the C programming language for students interested in this field. This book is provided with a unique combination of current concepts and practical applications. Important algorithms in 2D and 3D graphics are detailed for easy implementation for the students. The chapters in this book cover graphics hardware, user interface software, rendering, and a lot of other topics. The book illustrates important topics and algorithms, such as ray tracing and bump maps, and also inspires you to acquire the skills necessary to produce them. Assuming a solid background in computer science or a related field, Computer Graphics gives example programs in C and provides exercises at the end of each chapter to test your understanding of the material.

8. “Pattern Recognition and Machine Learning (Information Science and Statistics)” by Christopher M Bishop

“Pattern Recognition and Machine Learning (Information Science and Statistics)” Book Review: The book is intended for advanced undergraduates, Ph.D. students, and researchers and practitioners, primarily in the machine learning or allied areas. The book presents approximate inference algorithms that allow fast approximate answers in situations where exact answers are not feasible. It uses graphical models to describe probability distributions. No previous knowledge of pattern recognition or machine learning concepts is expected to study this book. This book requires familiarity with multivariate calculus and basic linear algebra, and some experience in the use of probabilities would be helpful though not necessary as the book includes a self-contained introduction to basic probability theory. The book appears to have been designed for course teaching, but contains material that readers interested in self-study can use. This book contains numerous exercises to test the reader’s understanding of the concept.

9. “Mathematical Foundations of Scientific Visualization, Computer Graphics, and Massive Data Exploration (Mathematics and Visualization)” by imusti
10. “Perceptual Issues in Visualization (IFIP Series on Computer Graphics)” by Georges Grinstein and Haim Levkowitz


6. Computer Animation

1. “Creativity Inc.” by Ed Catmull

“Creativity Inc.” Book Review: This book is suitable for anyone who wants to be creative and original. It is a book about creativity and expression of the ideas that makes one best possible.

2. “The Animator’s Survival Kit” by Richard E Williams

“The Animator’s Survival Kit” Book Review: This book provides the principles of animation that every animator- from beginner to expert, classic animator to computer animator needs. It focuses on fulfilling the needs of animators. It also depicts the link between the golden age of hand cartoons to computer animation. The book contains hundreds of drawings, animal action, invention and realism with sophisticated animation examples. This book acts as a reference for professionals, students and fans. This book concentrates on actions of animals, inventions and other animation examples.

3. “Computer Animation: Theory and Practice (Computer Science Workbench)” by Nadia Magnenat-Thalmann and Daniel Thalmann

“Computer Animation: Theory and Practice (Computer Science Workbench)” Book Review: The book is all about computer science. It provides in-depth knowledge about current scenarios of developments in computer technologies. The book gives practical knowledge of building computer systems by self. Some examples are computer tools, computer animation, database management systems etc.

4. “Introducing Autodesk Maya 2014” by Dariush Derakhshani

“Introducing Autodesk Maya 2014” Book Review: This book is particularly about an autodesk 3D application software named Maya. It elaborates the usage of Maya in modelling, animating, texturing and adding visual effects. It consists of a lot of interesting and challenging tutorials. These tutorials allure those who are new to 3D or have shifted to this recently.

5. “Mastering CryEngine” by Sascha Gundlach and Michelle K Martin

“Mastering CryEngine” Book Review: This book is specially designed for developers with basic concepts about cryengine. It acts as a guide covering tasks with plenty of examples explaining about the features. It also includes lua scripting language and several illustrations for enhancing knowledge.

6. “CryEngine 3 Cookbook” by Dan Tracy and Sean Tracy

“CryEngine 3 Cookbook” Book Review: The book is specifically for the developers using cryengine 3. It can be useful to both professionals as well as beginners. It is designed in a cookbook style which allows anyone to start from anywhere without any order. This book contains in-depth knowledge about the application. Also, acts as an useful guide to explore cryengine 3. Moreover, the book includes a lot of examples for enhancing practical knowledge.

7. “SVG Animations” by Sarah Drasner

“SVG Animations” Book Review: The book is for animators. Either beginners or professionals, anyone can find it useful. It is useful for problem solving. It can help solve problems with stability, performance and creativity in mind. This book can help learn how to make SVG cross-browser compatible. Optimize, plan, debug animation and make sites responsive.

8. “E-Learning with Camtasia Studio” by David B Demyan

“E-Learning with Camtasia Studio” Book Review: This book focuses on educating people using video learning techniques. It can be useful to anyone from a teacher, designer to any corporate staff. It guides step wise in creating high quality e-learning videos. The book also includes tips and tutorials for recording, editing, designing and others for e-learning videos. Moreover, it has information about special effects, edits timing and audio. There are various step by step illustrations to start with. Beginners can gain better knowledge following these examples.

9. “Creating Web Animations: Bringing Your UIs to Life” by Kirupa Chinnathambi

“Creating Web Animations: Bringing Your UIs to Life” Book Review: The book is focused for web developers and designers. This book is designed for providing knowledge on web animations. It will help not only theoretically but also in solving real world scenarios. It consists of topics elaborating how to create animations, CSS animations and understanding the use of easing. This book tries to solve problems with web animations and UI problems.

10. “The Computer Animation Dictionary: Including Related Terms Used in Computer Graphics, Film and Video, Production, and Desktop Publishing” by Robi Roncarelli

“The Computer Animation Dictionary: Including Related Terms Used in Computer Graphics, Film and Video, Production, and Desktop Publishing” Book Review: This book can be used by the individuals learning animation technology. This book gives an idea about the many different subjects like geometry, computer graphics, video, painting, conventional animation, film, computer science and publishing. It also helps in the identification of nascent industries and understanding computer animation newsletters. It also mentions several different authors.


7. Animation Techniques

1. “Animation from Pencils to Pixels: Classical Techniques for the Digital Animator” by Tony White

“Animation from Pencils to Pixels: Classical Techniques for the Digital Animator” Book Review: This digital animation book provides legendary techniques, with information relevant to today’s capable, state-of-the-art technologies. The book covers from conceptions to creation and through the many stages of the production pipeline to distribution. The book contains fundamentals, key classical techniques and professional advice to strengthen the work. This book acts as a guide to both a new animator or a very experienced digital animator. It presents secrets of professional animation. The book includes a CD Rom which covers classic moments from animation’s history, author’s personal homage to traditional drawn animation, “Endangered Species.” The book also provides step disorder guides called “mega hurts”, movie clips and scene by scene descriptions.

2. “The Complete Digital Animation Course: The Principles, Practice, and Techniques of Successful Digital Animation” by Andy Wyatt

“The Complete Digital Animation Course: The Principles, Practice, and Techniques of Successful Digital Animation” Book Review: This book provides arts and practice of digital animation. The book is beneficial for the students interested in the creative side of the industry. The book explains the entire animation process and helps us to understand new techniques and processes. Step by step tutorials, practice tasks and assignments are mentioned in the book. This book is suitable for television, film, computer games, web sites, cell phones and mp3 players.

3. “How to Cheat in Maya 2014: Tools and Techniques for Character Animation” by Kenny Roy

“How to Cheat in Maya 2014: Tools and Techniques for Character Animation” Book Review: This book provides the secrets of all professional animators that gives them an edge in a production environment. This book covers time and energy saving techniques in cinemas, jam packed screenshots and scene files designs. From menus to modeling, lip sync to lighting, the book mentions all the latest versions of Maya. The book acts as a guide for amateur and professional 3D animators. Gold-mine coverage, expanded sections on production workflow, l new chapters covering rigging cheats, Maya’s referencing tools, and brand new project files are highlighted in this book.

4. “Cartoon Animation (Collector’s Series)” by Preston Blair

“Cartoon Animation (Collector’s Series)” Book Review: The book describes animation as the process of drawing and photographing a character in successive positions to create lifelike movement. The book shows how to construct original cartoon characters developing a character’s shape, personality, features, and mannerisms. It also explains how to create movements such as running, walking, dancing, posing, skipping and strutting. The book discusses the finer points of animating a character, including creating key character poses. The book also shows how to create realistic mouth, body movements, and facial expressions while the character is speaking. Some helpful diagrams in this book show mouth positions, along with a thorough explanation of how sounds are made using the throat, tongue, teeth, and lips. The book also covers explanations on a variety of technical topics, tinting and spacing patterns, background layout drawings, cartoon storyboard, and the synchronization of camera, background, characters, sound, and music.

5. “Animation: The Whole Story” by Howard Beckerman

“Animation: The Whole Story” Book Review: This book includes drawings of Popeye, Heckle & Jeckle and even Mickey Mouse. The book offers a road map to the complex art of making an animated feature. Vivid sketches, screenshots and step-by-step illustrations are highlighted in this book. The book shows how to make a drawing picture come to life, create storyboards, use form and colour, and develop a soundtrack. The book contains a well-chosen portfolio of 437 visual examples and step-by-step instructions. Latest trends of digital technology are highlighted in the book.

6. “Models and Techniques in Computer Animation (Computer Animation Series)” Models and Techniques in Computer Animation (Computer Animation Series)

“Models and Techniques in Computer Animation (Computer Animation Series)” Book Review: This book contains many invited papers and research papers.There is a workshop organised by computer graphics society, the university of Geneva, and the swiss federal institute of technology in Lausanne. The book covers motion control, visualization, human animation and rendering techniques. The book highlights original research results and applications experience to the various areas of computer animation.

7. “Computer Animation: Algorithms and Techniques” by Rick Parent

“Computer Animation: Algorithms and Techniques” Book Review: The book is written to teach the fundamentals of animation programming. The book covers current techniques and high-level computation. Topics such as fluids, hair and crowd animation have been mentioned and extensive new coverage of clothes and cloth has been added. The book includes chapter projects and exercises. It also covers simulation, spline coverage, video compression and formats (iTunes). The book discusses the key mathematical and algorithmic foundations of animation, contemporary examples and example code. New topics on fluids and clouds, cloth and clothes, hair and crowd animation are also included in this book. The book explains the algorithms used for path following, hierarchical kinematic modelling, rigid body dynamics, flocking behaviour, particle systems and collision detection.

8. “The Nine Old Men: Lessons, Techniques, and Inspiration from Disney’s Great Animators” by Andreas Deja

“The Nine Old Men: Lessons, Techniques, and Inspiration from Disney’s Great Animators” Book Review: This book provides a thoughtful analysis on the techniques that include figure drawing, acting, story structure, and execution. Rare sequential drawings from Disney are also shown in the book to give insight into the most creative minds. The book also includes Disney’s most famous works and 12 basic principles of animation. The book gives the students behind-the-scenes access into Disney animation history by showing original drawings. Instruction and analysis on the works of each of the Nine Old Men are mentioned in the book. The book also highlights the foundation of timeless characters and scenes from some of Disney’s most memorable short films.

9. “Elemental Magic, Volume I: The Art of Special Effects Animation” by Joseph Gilland

“Elemental Magic, Volume I: The Art of Special Effects Animation” Book Review: This book has amazing animated effects such as fiery blazes, rippling water and magical transformations. The book provides step-by-step diagrams and explanations to create the amazing and compelling images on the big screen. The book has original illustrations to explain the technique, philosophy and approach behind classical hand drawn animated effects. It helps the students to make digital projects by using their animation skills.


8. Character Animation for Production

1. “Character Animation Crash Course!” by Eric Goldberg

“Character Animation Crash Course!” Book Review: This book is like a Genie’s lamp that includes all the concepts a beginner needs to learn animation. This book explains how to dream of characters and how to make their personality strong. This unique book analyses the classic animation techniques.

2. “They Drew as They Pleased: The Hidden Art of Disney’s Golden Age” by Didier Ghez and Pete Docter

“They Drew as They Pleased: The Hidden Art of Disney’s Golden Age” Book Review: This book is written by “concept artists’ of Disney whose sole mission was to explore ideas and inspire their fellow animators. This book consists of projects like Snow White and the Seven Dwarfs, Pinocchio, Alice in Wonderland and Peter Pan. This book offers the most inspiring work created by the best Disney artists during the studio’s early golden age. This book introduces the biographical material about the artists and includes largely unpublished artwork from the Walt Disney Archives and the Disney Animation Research Library.

3. “Animation Development: From Pitch to Production” by David B Levy

“Animation Development: From Pitch to Production” Book Review: This book serves as a go-to guide for all those people who are curious about the cartoon production process, or for a professional who just wants to gain some extra information. This book consists of some valuable experiences on industry and process. This book helps the readers to find their creative side and create something personal and also universal. It also helps them to push projects through collaborations and partnerships and get legal representation and agents.

4. “The Art of Gears of War 3 (Art of the Game)” by Ballistic Publishing and Ronnie Gramazio

“The Art of Gears of War 3 (Art of the Game)” Book Review: This book tells us about the behind the scenes of one of the Epic Games’ biggest releases. It covers the character, environment, monster, weapons, and vehicle concept art and production art in detail. This book covers about the unseen art because of which Gears of War 3 one of history’s most anticipated games.

5. “Animation: From Concept to Production” by Hannes Rall

“Animation: From Concept to Production” Book Review: This book includes the concept of how to create animation from detail. By understanding the process of animation production, talented animators can learn how to make better films. To understand the pre production process topics like script, storyboarding, character and production design are included in the book. This book explains how to apply the production process to different animation techniques 2D animation, 3D computer animation and stop motion. This book is the collection of practical advice, illustrations and case studies, useful for animators.

6. “Your Career in Animation: How to Survive and Thrive” by David Levy

“Your Career in Animation: How to Survive and Thrive” Book Review: This book is useful for those people who are beginning to learn animation or looking for a job. This book is packed with useful information and vision. It contains information about how a beginner can enter into the animation industry, stay there and can get a growth. The resources section of the book consists of animation schools, film festivals, studios, Web sites, and publications so that it can come in handy for animators who want to start their career.

7. “Action!: Acting Lessons for CG Animators” by John Kundert–Gibbs and Kristin Kundert–Gibbs

“Action!: Acting Lessons for CG Animators” Book Review: This book is beneficial for animators so that they can have a solid understanding of acting principles. This understanding of principles helps the animators in creating a character with a strong personality. The emphasis is given on the character’s motions and movements. This book covers basic elements of acting for CG animation and then more advanced topics are included such as internal intent and motivation.

8. “Directing Animation” by David Levy

“Directing Animation” Book Review: This book is for aspiring and experienced animators. With the help of this book they can understand the director’s creative role in managing the entire animation process. An animation director directs the people who animate and must be equally able to relate to the crew, producers, writers, creators, and clients. This book will help readers how to direct commercials, TV series, Web series etc. It also gives tips and tricks on how to maintain good relations with producers, creators, writers, and network executives.

9. “Animated Performance: Bringing Imaginary Animal, Human and Fantasy Characters to Life (Required Reading Range)” by Nancy Beiman

“Creating Animated Cartoons with Character: A Guide to Developing and Producing Your Own Series for TV, the Web, and Short” Book Review: This book shows how a character can ‘come to life’ when their action reflects emotions. The book provides many tips, examples and exercises from the experience of the animation industry. These tips help the readers to create a limitless number of characters and ensure that no characters are the same.

10. “Creating Animated Cartoons with Character: A Guide to Developing and Producing Your Own Series for TV, the Web, and Short” by Joe Murray

“Creating Animated Cartoons with Character: A Guide to Developing and Producing Your Own Series for TV, the Web, and Short” Book Review: This a very useful and detailed guide for people who can learn how to create successful animated series for TV, short films or web. This book will tell you how to tap into your creative side and bring out the characters which can be commercially produced. This book is packed with behind the scene stories and advice from such highly successful contemporaries as Steve Hillenburg (SpongeBob Squarepants), Everett Peck (Duckman), and Craig McCracken (The Powerpuff Girls and Foster’s Home for Imaginary Friends). This book is a must have for an aspiring cartoonist or simply for a person who likes to draw.


9. Dynamics for Effects Animation

1. “Maya Manual (Springer Professional Computing)” by Daniel Lavender

“Maya Manual (Springer Professional Computing)” Book Review: This book gives a broad overview of Maya. It explains how to understand the framework fundamentals of Maya, create 3D objects, work with models and surfaces, animate objects, use colors, lighting, and rendering. It contains examples and illustrations.

2. “Physics for Game Developers: Science, math, and code for realistic effects” by David M Bourg and Bryan Bywalec

“Physics for Game Developers: Science, math, and code for realistic effects” Book Review: This book explains the physics principles applicable to game development. It also talks about collisions, explosions, sound, projectiles, and other effects used in games on Wii, PlayStation, Xbox, smartphones, and tablets. It also explains how to take advantage of various sensors such as accelerometers and optical tracking devices. It discusses how to model the behavior of boats, airplanes, cars, and sports balls.

3. “Autodesk 3ds Max 2015 Essentials: Autodesk Official Press” by Randi L Derakhshani and Dariush Derakhshani

“Autodesk 3ds Max 2015 Essentials: Autodesk Official Press” Book Review: This book is for artists, students, educators, and hobbyists. It explains the fundamentals of Autodesk 3ds Max. It teaches the basics of modeling, texturing, animating, and visual effects. It explains modeling, rigging, animating, rendering, architectural visualization, and other career-essential techniques. It features step-by-step tutorials, full-color screenshots and illustrations, and downloadable exercise files.

4. “After Effects for Flash / Flash for After Effects: Dynamic Animation and Video with Adobe After Effects CS4 and Adobe Flash CS4 Professional” by HARRINGTON & GEDULD

“After Effects for Flash / Flash for After Effects: Dynamic Animation and Video with Adobe After Effects CS4 and Adobe Flash CS4 Professional” Book Review: This book explains how to seamlessly exchange projects and assets between After Effects and Flash, shoot green screen material correctly, work with Keylight, and utilize embedded alpha channels, create dynamic text, vector-based animations, and animated video using the tools in Adobe Creative Suite 4, work with 3D cameras and lights and create 3D environments, convert Flash to broadcast and DVD standards with After Effects, use Adobe Media Encoder for professional results, create interactive controls and use cue points in the video, optimize video for accessibility and use Adobe Soundbooth for video transcription, and use ActionScript in the projects for more innovative animations.

5. “The Art of Fluid Animation” by Jos Stam

“The Art of Fluid Animation” Book Review: This book explains how to create fluid animations like water, smoke, fire, and explosions through computer code. It presents concepts that drive fluid animation and gives a historical background of the computation of fluids. It covers areas like stable fluid simulation, flows on surfaces, and control of flows. It includes computer code.

6. “Mastering Maya 2009” by Eric Keller and Eric Allen

“Mastering Maya 2009” Book Review: This book provides professional-level instruction on Maya Complete and Maya Unlimited. It teaches modeling, texturing, animation, and visual effects to high-level techniques for film, television, games, and more. It includes topics such as Dynamics, Maya Muscle, Stereo Cameras, Assets, rendering with mental ray, and more. It contains tutorials and real-world scenarios.


10. 2D Graphics and Animation

1. “Core HTML5 2D Game Programming” by David Geary

“Core HTML5 2D Game Programming” Book Review: This book will be useful from amateur game programmers to professional game developers. It discusses the tools and open-source resources to create video games. It provides step-by-step instruction to create arcade-style games from scratch. It explains how to build HTML5 2D games with and without frameworks. It describes flicker-free animations, graphical objects and nonlinear effects. It also discusses the particle systems that simulate natural phenomena in the game. It deals with nodes.js and socket.io that transfer real-time metrics to a server.

2. “Character Animation: 2D Skills for Better 3D” by Steve Roberts

“Character Animation: 2D Skills for Better 3D” Book Review: This book is meant for students who want to make a CG as a career. It explains the fundamentals techniques of 2D and 3d animation. It contains illustrations and animation exercise that helps to develop the skills. It provides traditional principles of 2D such as timing, birds, lip-synch and many more character animations. It includes a CD-ROM of animation package that includes 3ds Max, Maya and XSI Softimage.

3. “Mastering Unity 2D Game Development” by Ashley Godbold and Simon Jackson

“Mastering Unity 2D Game Development” Book Review: It explains how to build a 2D game using Unity 5 by developing a 2D RPG game framework. Unity UI systems are explained through C# scripts. It helps to create, manipulate and utilize 2D sprite animation. C# scripts are used to create and program animations. It also deals with the NPC conversation system, an inventory system, and random RPG map battles. It describes the addition of sound, music, monetization strategies and splash screens. It guides developers to develop, build and publish on multiple platforms. It explains in a step-by-step manner and discusses advanced topics for the performance of the game.

4. “The Animator’s Guide to 2D Computer Animation” by Hedley Griffin

“The Animator’s Guide to 2D Computer Animation” Book Review: It explains the 2D animation techniques in a step-by-step manner. It teaches different animations styles. It discusses storyboarding, animation drawings and scanning. It also deals with image processing, backgrounds, ink and paints. This book comes with a CD-ROM that includes examples and animations clips of different techniques.

5. “Create 2D Mobile Games with Corona SDK” by David Mekersa

“Create 2D Mobile Games with Corona SDK” Book Review: It explains how to create games and apps for mobile devices in the corona SDK tool. It provides fast and accurate tips to learn the programming language that is required to create games. It provides step-by-step instruction for coding and screenshots. It contains sample exercises and online examples to practise coding.

6. “OpenGL Shading Language” by Randi J Rost and Bill Licea-Kane

“OpenGL Shading Language” Book Review: It explains the programmable graphics hardware and OpenGL API. It discusses OpenGL shading language and its function calls. It deals with the syntax and semantics of this higher-level programming language. It describes the creations and manipulation of OpenGL function calls. It contains chapters on transformations, lighting, shadows and surface characteristics. It also includes image-based lighting and lighting with spherical harmonics. Ward’s BRDF model, volume shadows using deferred lighting, ambient occlusion and shadow mapping are also discussed in this book.

7. “Thinking Animation: Bridging the Gap Between 2D and CG” by Angie Jones and Jamie Oliff

“Thinking Animation: Bridging the Gap Between 2D and CG” Book Review: This book is meant for traditional 2D animators and CG animators. It provides the principle and tricks of traditional animations. It teaches how to apply traditional animations in a modern high-tech studio environment. It explains converting traditional drawing into CG. It describes story preparation and character development. It also includes rigging, animation and animated character acting.

8. “Mastering Unity 2D Game Development – Building Exceptional 2D Games with Unity” by Simon Jackson

“Mastering Unity 2D Game Development – Building Exceptional 2D Games with Unity” Book Review: It explains the features of unity 2D to create and customize games. Create your own 2D RPG from the basics of sprite animation and deploy to multiple platforms. It provides a step-by-step process for game development. Learn the latest tips and tricks for game development. It provides a complete game development lifecycle from advanced scraping to deployment. Implementation of artificial intelligence is an added feature in this book.

9. “2D Graphics Programming for Games” by John Pile

“2D Graphics Programming for Games” Book Review: Learn creating 2D games for multiple platforms such as iOS, Android and Xbox 360. It discusses the concepts and techniques to create 2D games. It covers concepts related to motion and depth that is cel animation, tilling and layering. It explains advanced graphics that include particle systems, shaders and splines. It contains sample codes and challenges to the practice. It also includes examples of creating animated films.

10. “OpenGL ES 2.0 Programming Guide” by Aaftab Munshi and Dan Ginsburg

“OpenGL ES 2.0 Programming Guide” Book Review: Learn OpenGL ES shading language. It discusses the variable, constructors, structures and many more concepts. Create shader objects, compile and attach them to the program objects. It explains the geometry in the graphics pipeline and the assembling of geometry into primitives. It also describes the vertex shaders, fragment shaders and fragment operations. It deals with advanced renderings such as environment mapping, particle systems and projective texturing. It also discusses real-world programming challenges. It contains Khronos-ratified extensions and C-based code examples.


11. 3D Graphics and Animation

1. “Understanding 3D Animation Using Maya” by John Edgar Park

“Understanding 3D Animation Using Maya” Book Review: It explains the fundamentals of Maya such as workspace, modelling and animation. It also explains the shading, lighting and rendering in Maya. It explains the 3D animation using Maya. It provides step-by-step instructions to work in Maya. It contains hands-on tutorials and chapter wise projects to aid learning. This book will be helpful for beginners as well as intermediates.

2. “Animated Storytelling: Simple Steps For Creating Animation and Motion Graphics” by Liz Blazer

“Animated Storytelling: Simple Steps For Creating Animation and Motion Graphics” Book Review: This book teaches how to create stories using animation and motion graphics. It explains step-by-step instruction and tools to design. It describes the design, development, pre-production and storyboarding of animation. It explains how to create a story using linear and nonlinear story structures. Short films or messages for broadcasting or to gain knowledge in animation this book would be valuable as a reference.

3. “Gpu Gems 2: Programming Techniques for High – Performance Graphics and General – Purpose Computation” by Matt Pharr and Randima Fernando (Series Editor)

“GPU Gems 2: Programming Techniques for High – Performance Graphics and General – Purpose Computation” Book Review: This book will be helpful for gaming engineers. It explains advanced programming techniques for graphics processing units. It describes current algorithms for advanced visual effects and image processing techniques. It also provides algorithms of strategies for managing complex scenes. It covers shading, lighting and shadows. General-purpose computation on GPUs, image-oriented computing, simulation and numerical algorithms are major topics in this book.

4. “Creating 3-D Animation: The Aardman Book of Filmmaking” by Peter Lord and Brian Sibley

“Creating 3-D Animation: The Aardman Book of Filmmaking” Book Review: This book is meant for students of animated filmmaking. It discusses the process of stop motion photography of 3D models. It deals with the history of motion picture film, cartoon animation and puppet animation. It covers the basic process from planning, model making and addition of sounds. It describes the techniques, skills and equipment for making the animation. Methods in lighting set construction, special effects and filming are elaborated in detail. It contains photos, storyboards and frame enlargement. It includes images, techniques developed and the making of film chicken run.

5. “3D Animation Essentials (Essentials (John Wiley))” by Andy Beane

“3D Animation Essentials (Essentials (John Wiley))” Book Review: This book will be useful for 3D artist and people who want to gain knowledge in 3D animation. It explains the 3D core animation concepts and the industry. It describes the language of #d and computer graphics. It deals with animation basics such as pre-production, modelling, animation and many more. It also contains core 3D topics such as design, film, video and games. It helps to create realistic 3D imagery.

6. “Exploring 3D Animation with Maya 6 (Design Exploration)” by Peter Young and Patricia Beckmann

“Exploring 3D Animation with Maya 6 (Design Exploration)” Book Review: It discusses creating animation and characters in Maya. It deals with the tools and provides a step-by-step process for creating an animation in Maya. It explains how to implement basic walking, movement, facial and hand animation. Animation curve editor, the dope sheet and the use of five-panel story structure are also described in detail. It covers the tools and features available in Maya to make a 3D animation.

7. “Blender 3D by Example” by Romain Caudron and Pierre-Armand Nicq

“Blender 3D by Example” Book Review: This book will be helpful for the one who wants to create their own 3D projects in the blender. It explains the basics of 3D and blender’s interface. Create short films or give life to a character by learning the rigging and animation process. It explains the basic modelling tool to create a 3D robot toy. It discusses advanced techniques such as array modifier, instance duplication or curves. Tuning of shot to enhance the creation, addition of texture are covered in depth. Skin mesh modifier, render engines, and paint is discussed. Learn rigging, animation, composing of advanced materials, editing and many more.

8. “Blender 3D Incredible Machines” by Christopher Kuhn

“Blender 3D Incredible Machines” Book Review: This book is meant for hobbyists who use blender 3D. It explains how to develop realistic machines for 3D projects and animation films. Learn fundamentals skills, create customized game modules and improve the quality and efficiency of the project. It describes various types of projects such as pistols, a spacecraft, a robot and many more. It discusses the modelling methods for larger objects as well as different techniques of freestyle modelling. It also covers the techniques to build low poly models such as low poly racers. It helps in developing the modelling skills in blender 3D. It provides detailed explanations of basic and advanced features.

9. “Blender 3D Basics” by Gordon Fisher

“Blender 3D Basics” Book Review: It is a beginner level book that explains the fundamentals and techniques of 3D modelling. It will be more useful for people without prior knowledge of 3D tools. It provides the foundation and step-by-step process for 3d Modelling and animation. It discusses the interface and the tools available in the blender. It describes modelling a maritime scene with boats and water. Learn to save, import and export different file formats. Rendering and compositing the final animation sequence is also included. It provides taste and challenges to boost the learning of the reader.

10. “IClone 4.31 3D Animation Beginner’s Guide” by M D McCallum

“IClone 4.31 3D Animation Beginner’s Guide” Book Review: This book will be useful for hobbyists, machinimators, and animators. It explains making an animated movie in iClone. It provides step-by-step instructions to create an animation. It discusses character modifications like clothing and deals with lip-sync for the character. It also covers advanced topics such as screen resolution, formats and codecs. It describes the addition of special effects such as fire, rain, fog and other particle driven effects. Camera setup and multiple angle shots are also covered. Tasks and challenges are provided to aid learning.

People who are searching for Free downloads of books and free pdf copies of these books on Computer Graphics – we would like to mention that we don’t have free downloadable pdf copies of these good books and one should look for free pdf copies from these Authors only if they have explicitly made it free to download and read them.

We have created a collection of best reference books on “Computer Graphics” so that one can readily see the list of top books on “Computer Graphics” and buy the books either online or offline.

If any more book needs to be added to the list of best books on Computer Graphics subject, please let us know.

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Manish Bhojasia - Founder & CTO at Sanfoundry
Manish Bhojasia, a technology veteran with 20+ years @ Cisco & Wipro, is Founder and CTO at Sanfoundry. He lives in Bangalore, and focuses on development of Linux Kernel, SAN Technologies, Advanced C, Data Structures & Alogrithms. Stay connected with him at LinkedIn.

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