Encyclopedia of Graphics File Formats
by James D. Murray, William vanRyper
Publisher: O'Reilly 1996
Number of pages: 1152
This is the definitive work on file formats -- the book that will become a classic for graphics programmers and everyone else who deals with the low-level technical details of graphics files. It includes technical information on nearly 100 file formats, as well as chapters on graphics and file format basics, bitmap and vector files, metafiles, scene description, animation and multimedia formats, and file compression methods.
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From the table of contents: Mathematics and Physics for Computer Graphics; Foundations of 3D Rendering; Better, Faster, More; Advanced Techniques; Digital Imaging; Procedural Generation of Virtual Worlds. 32 lessons, 166 chapters, C++ source code.
by N. I. Badler, C. B. Phillips, B. L. Webber - Oxford University Press, USA
This volume presents the problem of providing a surrogate or synthetic human for designers and engineers. The book is intended for engineers interested in understanding how a computer surrogate human can augment their analyses of designed environments.
by Michael Abrash - Coriolis Group Books
A book for game developers and serious assembly language programmers. It explores the technology behind the popular Doom and Quake 3-D games, and explains optimized solutions to 3-D graphics problems from texture mapping, hidden surface removal, etc.
OpenGL is an API used for drawing 3D graphics. This book is aimed at beginners who are discovering OpenGL. It will assume knowledge of basic C and C++. If you know nothing about 3D graphics, we'll try to familiarize you along the way.