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GRAPHICS AND MULTIMEDIA BOOKS

Posted in Graphics and Multimedia (Wednesday, August 20, 2008)

Written by Changfeng Ge. By Schroff Development Corporation. Sells new for $59.95. There are some available for $107.05.
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No comments about Package Structure & Mechanism Design with SolidWorks 2007.



Posted in Graphics and Multimedia (Wednesday, August 20, 2008)

Written by Liz Faber and Helen Walters. By Collins Design. The regular list price is $40.00. Sells new for $13.68. There are some available for $14.00.
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4 comments about Animation Unlimited: Innovative Short Films Since 1940.
  1. With over 500 images, ANIMATION UNLIMITED is a visual feast. It's also a selected survey of some of the most significant works and artists of the past and present, including some fresh new talent. For many, the book will be a source of discovery, revelation, and inspiration. With a 2-hour DVD included, it's more of a curated exhibition of innovative works rather than an exhaustive history of the art form. It leaves you wanting more - but that's a good thing. For those active in, aware of, or curious about experimental or independent animation, ANIMATION UNLIMITED is affirmation that there is another world and history of animated images as exciting and valid any other more familiar or popular genre. Each of the concise artist profiles included in the book's four sections is a mini-profile of personal commitment, unique style, technical invention, creative drive, and visionary exploration. Pure abstraction and digital forms share attention and space with traditional handmade approaches, character animation, and narrative. ANIMATION UNLIMITED should, at the very least, serve as a primer to a rich and unique form of artistic inquiry and visual expression. It opens a door to animation of unlimited possibilities.


  2. Excellent book and great selection of films. But beware - the DVD is in PAL so unless you are playing it on a computer or have a DVD player that converts between NTSC/PAL, you won't be able to view it.


  3. First, to add a detail to something mentioned by another reviewer... Only DVDs with a Region 1 encoding will play in N. America, the "Unlimited" DVD is Region 2. Most consumer DVD players will not play the disk. However, all of the home computers I have tried the disk in play it just fine.

    As for the book and DVD content, if you're looking for cute Pixar style, Toy Story type shorts this will disappoint you. If you're an animation enthusiast who likes to puzzle out how someone accomplished their work, there's plenty here for you to sink your teeth into. Mostly it's non-narrative works of moving non-representational art. Pretty cool if you're prepared for it before you press "play".


  4. Excellent book, with a DVD of the artists work. The book incorporates both narrative and abstract animations. I used this book and some of the examples to show my advanced animation class what is possible if one is willing to work hard and think creatively. The examples in the book and the text illustrate how animation is used as a medium for self experession.


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Posted in Graphics and Multimedia (Wednesday, August 20, 2008)

Written by Sadri Hassani. By Springer. The regular list price is $54.95. Sells new for $31.53. There are some available for $23.82.
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1 comments about Mathematical Methods using Mathematica.
  1. I found the book to be very clear, and gives just enough of an explanation and examples to get one started and exploring. It certainly does not lead you by the hand, yet the author manages to pack in a lot of information. I found it to be one of the best introductions to Mathematica and higly recommend it to any science or math major.


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Posted in Graphics and Multimedia (Wednesday, August 20, 2008)

Written by David C. Planchard and Marie Planchard. By Schroff Development Corp.. The regular list price is $59.95. Sells new for $59.94. There are some available for $14.99.
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3 comments about SolidWorks 2004: The Basics--A Working Knowledge of SolidWorks.
  1. It is very confusing when you are new to a software package to decide on the correct book to purchase. I did a search on Amazon.com and found over 75 hits on books using or teaching SolidWorks. I also went to the SolidWorks website. Are the basic books that basic? Are the advance books only for an advance user? What is the definition of an advance user?

    I saw this book, The Basics: A working knowledge of SolidWorks and the title interested me. I saw that Planchard and Planchard has numerous SolidWorks books and has been writing them since 1998 and they are Solution Partners with SolidWorks. I purchased two of their books, this one and the Engineering Design with SolidWorks 2004. Both are great books, but I am using this one now, and will use the other one once I better understand the software and I have more time with it.

    This book is the easier of the two for a new user. The book provides a quick and precise introduction to SolidWorks by creating a simple flashlight model. It does not try to cover everything, this is good for a new user, this is why you need more than one book. There are clear directions and the book provides a lot of illustrations and screen shots to help a basic user for the first time. As a new user, I do not like it when the author assumes that I know things. This is why I like this book. I like the layout, it is very clear and provides an easy step-by-step environment. There are no assumptions!!! At the end of each chapter there is a section on what I did and how it will lead me to the next activity.

    The CD in the book reinforces the written text and provides additional examples for me to address. The CD is a great supplement.


  2. This the second of two good books that I have purchased from Planchard and Planchard in the past two months. I enjoy their step-by-step learning approach. They use graphic window screen shots and tool icons to help you in difficult design areas. They have you made real parts and assemblies. The book is easy to follow with the bold command logic. I would recommend this book to anyone new to SolidWorks


  3. The first line of this book's introduction reads:

    "SolidWorks 2004: The Basics, is a subset of the Engineering Design with SolidWorks 2004."

    After reading this line I chose to return this book and get the complete text. It didn't make sense to me to buy a book with one third the number of pages, when for only a few dollars more I could get the entire work.

    In terms of it's content, this book starts at chapter four of the complete book. And for me, a SolidWorks beginner at the time, those omitted first three chapters were very useful in learning the program.

    In terms of readability the larger book is very comprehensive and clear. I recommend that complete text, not this one.


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Posted in Graphics and Multimedia (Wednesday, August 20, 2008)

Written by Thomas B. Bahder. By Addison-Wesley Pub (Sd). There are some available for $12.47.
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3 comments about Mathematica for Scientists and Engineers.
  1. This book zeros in on the exact problems us technical people have solving problems with MMA. It is not introductory. After you have struggled with Wolfram's book, you can find the answer here. Example: how to get functions of functions to evaluate the way you want them too, without error messages.


  2. While Wolfram's The Mathematica Book is a necessary reference for using Mathematica, Bahder's one is an excellent and advanced guidance to use Mathematica in solving real problems. For my own experience, the Wolfram's manual is pointless and so little helpful for beginners; only after recognizing the style of Mathematica and learning it through complete and non-trivial problems I started to really enjoy Mathematica. This book is somewhat out-of-date ONLY in accompanied Mathematica version (2.2), but its great goodness is totally not disturbed. I strongly recommend this book!


  3. This books really teaches you how to work effectively with Mathematica. It helps to understand the basic ideas of Mathematica's "inner mechanics" with very carefully selected examples. I would recommend reading this book after you have read some introductory course. This book will give you a much deeper insight into Mathematica. Inspite the fact that the text relies on Mathematica 2.2 this is in no way outdated even now, when Mathematica 4.2 available.


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Posted in Graphics and Multimedia (Wednesday, August 20, 2008)

Written by David F. Rogers and J. Alan Adams. By Mcgraw-Hill College. There are some available for $7.13.
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5 comments about Mathematical Elements for Computer Graphics.
  1. Excellent coverage of matrix transformations. Some I had seen elsewhere, some not. This books real strength is the coverage of splines and patches however. Very readable w/ little procedural seggestion, i.e. implementation left to the reader.


  2. While written over 24 years ago, I was hoping this book would give me an understanding of the mathematical basis (if not the current state-of-the art;) ) of computer graphics. Despite (arguable to many) years of university math courses, I found this volume merely humbling, rather than enlightening. If you are more comfortable with fairly advanced mathematical notation and concepts than most, especially relative to geometry, you may find this book useful. I found it only marginally useful -- primarilly as a reference to some concepts I had previously been exposed. Best of luck.


  3. The cover shown is for the 1976 edition, which, incidentally
    sold originally for $9.95. The description given is for the 1990
    edition! This could very well confuse a buyer and needs to be
    corrected.

    Dave Rogers


  4. This old book is a very good programming language-independent guide to the mathematics necessary for the implementation of computer graphics. I still consult my copy regularly even now, 14 years after I first purchased it. Chapter one, on computer graphics basics in general, talks about very old hardware technology, and can largely be skipped. Who really needs to know about dot matrix printers and electrostatic plotters these days? Chapter 2 begins the meat of the book, where the 2D matrix transformations of scaling, translation, rotation, and reflection are introduced. Next the author shows how to combine these matrices to perform these operations in series. These ideas are extended to 3D in chapter 3. The latter part of chapter 3 might be of particular interest to students of computer vision, since it does an exceptional job of explaining the mathematics of perspective, vanishing points, projection, and reconstruction of 3D images that so many computer vision books tend to gloss over. Chapters 4 through 6 is where the book is truly excellent, in that it gives the clearest presentation of parametric curves, B-splines, and Bezier curves I have ever seen, and then extends these ideas to full-fledged 3D objects and surfaces. Plenty of diagrams and equations are shown throughout the book, but code implementations are left to the reader. If you are interested in more modern techniques such as quaternions, there is none of that here due to the age of the book. This same author has an entirely separate book that is also excellent, "Procedural Elements of Computer Graphics", for the less mathematical algorithmic portions of computer graphics. Amazon does not show the table of contents, so I do that here for the purpose of completeness:
    Chapter 1 Introduction To Computer Graphics 1
    1-1 Overview of Computer Graphics 3
    1-2 Representing Pictures 3
    1-3 Preparing Pictures For Presentation 5
    1-4 Presenting Previously Prepared Pictures 6
    1-5 Interacting with the Picture 9
    1-6 Description of Some Graphics Devices 18
    1-7 Storage Tube Graphics Displays 18
    1-8 Calligraphic Refresh Graphics Displays 19
    1-9 Raster Refresh Graphics Displays 24
    1-10 Cathode Ray Tube Basics 30
    1-11 Color CRT Raster Scan Basics 31
    1-12 Video Basics 32
    1-13 Flat Panel Displays 35
    1-14 Electrostatic Plotters 42
    1-15 Laser Printers 44
    1-16 Dot Matrix Plotters 47
    1-17 Ink Jet Plotters 49
    1-18 Thermal Plotters 50
    1-19 Pen and Ink Plotters 52
    1-20 Color Film Cameras 56
    1-21 Active and Passive Graphics Devices 57
    1-22 Computer Graphics Software 58
    1-23 References 59
    Chapter 2 Two-Dimensional Transformations 61
    2-1 Introduction 61
    2-2 Representation of Points 61
    2-3 Transformations and Matrices 62
    2-4 Transformation of Points 62
    2-5 Transformation of Straight Lines 65
    2-6 Midpoint Transformation 66
    2-7 Transformation of Parallel Lines 68
    2-8 Transformation of Intersecting Lines 69
    2-9 Rotation 72
    2-10 Reflection 76
    2-11 Scaling 78
    2-12 Combined Transformations 80
    2-13 Transformation of The Unit Square 83
    2-14 Solid Body Transformations 86
    2-15 Translations and Homogeneous Coordinates 87
    2-16 Rotation About an Arbitrary Point 88
    2-17 Reflection Through an Arbitrary Line 89
    2-18 Projection - A Geometric Interpretation of Homogeneous Coordinates 90
    2-19 Overall Scaling 94
    2-20 Points At Infinity 95
    2-21 Transformation Conventions 98
    2-22 References 100
    Chapter 3 Three-Dimensional Transformations 101
    3-1 Introduction 101
    3-2 Three-Dimensional Scaling 102
    3-3 Three-Dimensional Shearing 106
    3-4 Three-Dimensional Rotation 107
    3-5 Three-Dimensional Reflection 113
    3-6 Three-Dimensional Translation 115
    3-7 Multiple Transformations 115
    3-8 Rotations About an Axis Parallel to a Coordinate Axis 117
    3-9 Rotation About an Arbitrary Axis in Space 121
    3-10 Reflection Through an Arbitrary Plane 128
    3-11 Affine and Perspective Geometry 132
    3-12 Orthographic Projections 135
    3-13 Axonometric Projections 141
    3-14 Oblique Projections 151
    3-15 Perspective Transformations 157
    3-16 Techniques For Generating Perspective Views 171
    3-17 Vanishing Points 179
    3-18 Photography and The Perspective Transformation 185
    3-19 Stereographic Projection 187
    3-20 Comparison of Object Fixed and Center of Projection Fixed Projections 195
    3-21 Reconstruction of Three-Dimensional Images 200
    3-22 References 206
    Chapter 4 Plane Curves 207
    4-1 Introduction 207
    4-2 Curve Representation 207
    4-3 Nonparametric Curves 209
    4-4 Parametric Curves 211
    4-5 Parametric Representation of a Circle 215
    4-6 Parametric Representation of an Ellipse 218
    4-7 Parametric Representation of a Parabola 223
    4-8 Parametric Representation of a Hyperbola 227
    4-9 A Procedure For Using Conic Sections 231
    4-10 The General Conic Equations 231
    4-11 References 246
    Chapter 5 Space Curves 247
    5-1 Introduction 247
    5-2 Representation of Space Curves 248
    5-3 Cubic Splines 250
    5-4 Normalized Cubic Splines 267
    5-5 Alternate Cubic Spline End Conditions 271
    5-6 Parabolic Blending 278
    5-7 Generalized Parabolic Blending 284
    5-8 Bezier Curves 289
    5-9 B-spline Curves 305
    5-10 End Conditions For Periodic B-spline Curves 339
    5-11 B-spline Curve Fit 346
    5-12 B-spline Curve Subdivision 351
    5-13 Rational B-spline Curves 356
    5-14 References 375
    Chapter 6 Surface Description and Generation 379
    6-1 Introduction 379
    6-2 Surfaces of Revolution 380
    6-3 Sweep Surfaces 394
    6-4 Quadric Surfaces 400
    6-5 Piecewise Surface Representation 408
    6-6 Mapping Parametric Surfaces 411
    6-7 Bilinear Surface 414
    6-8 Ruled and Developable Surfaces 417
    6-9 Linear Coons Surface 422
    6-10 Coons Bicubic Surface 426
    6-11 Bezier Surfaces 435
    6-12 B-spline Surfaces 445
    6-13 B-spline Surface Fitting 456
    6-14 B-spline Surface Subdivision 458
    6-15 Gaussian Curvature and Surface Fairness 461
    6-16 Rational B-spline Surfaces 465
    6-17 References 477
    Appendices 481
    Appendix A Computer Graphics Software 481
    Appendix B Matrix Methods 503
    Appendix C Pseudocode 507
    Appendix D B-Spline Surface File Format 513
    Appendix E Problems 517
    Appendix F Programming Projects 527
    Appendix G Algorithms 541


  5. This was one of the coolest technology books I've read, since I loved the topic and it was well written and explained. Please buy it if you want to know the theory behind computer graphics (like how the videocard and monitor interact to draw pixils on the screen and polygons as well) otherwise save your money if you think this will help you MAKE computer graphics. This book is all interesting theory and nothing to do with actually making the graphics themselves, unless you plan on doing it with a 1970's computer or writing your own graphics card bios or driver (or maybe a rewrite of directx?)


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Posted in Graphics and Multimedia (Wednesday, August 20, 2008)

Written by Samuel Wan and Sam Wan. By lynda.com. Sells new for $19.95.
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No comments about Flash Forward Presents: Advanced Flash 5 ActionScript.



Posted in Graphics and Multimedia (Wednesday, August 20, 2008)

Written by Chrissy Rey. By Pearson Education. The regular list price is $44.99. Sells new for $1.99. There are some available for $0.01.
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5 comments about Macromedia Flash 5: Training from the Source.
  1. This book is a really great introduction to Macromedia Flash 5. It is so good, that I'm actually using it as a text book for a class on Flash I am teaching.

    The amount of information jammed into this tiny book is very impressive. The author simplifies very complex topics and makes it very easy for people with no or little Flash experience to learn a great deal about the program very quickly.

    I highly recommend this book. Last semester, I had to require two books to get the same information that this one is providing. It is just excellent, anyone saying otherwise is just crazy.



  2. After following word for word each instruction in the book, as I reached the half-way point I realized that I really hadn't learned enough to make my own Flash movies without constantly going back to the book as a reference. Indeed, I did in fact make the Flash movies provided as learning examples in the lessons.......but at the expense of having to almost constantly stop and figure out what it was I was doing for explanations were brief. I understand that many of the graphics were already created to save me time, but when most of an entire site was completed for me already.......it just seems that I now know bits and pieces of information about Flash but not enough to feel like I've got a handle on the program. The book does, however, cover many advanced topics that I may choose to learn in the future. However, I think this book should have been 150 pages longer to better explain itself and also to help the user develop a better feel for the program before moving on to more advanced lessons.


  3. After trying and returning a couple of other Flash books I bought the Training from the Source book and loved it right from the start. I do have a problem in lesson three and am looking for an eratta on the book if there is one. I found one typo so far that makes lesson 2 look funny. (Pg 58 #7 the Height and Width are reversed.)
    In lesson 3 I can't find the Neptune Logo Symbol in the common library.


  4. I am quite familiar with other Macromedia products such as Dreamweaver and Fireworks. Luckily that experience helped me get through some of the lessons in this book. I am teacher who teaches teachers how to design web pages, and because of my experience with total beginners I know this book is ABSOLUTELY NOT for beginners.
    There is too much assumption that people will know how to do things or where to find object, palettes or whatever is necessary for the lesson. At the end of the lessons we are told what we have learned but there is no rhyme or reason to it because there is no explanation of WHY we have learned it, and how it will be useful in the future. Finally, at the end of each chapter you save a half done movie that you never get to work on again in the book. Instead in the successive lesson you open up one in which many changes have been made, which you don't understand since you are not the one who made it and with which you are not familiar. So you begin each successive lesson with something kind of familiar, but not really, making it even harder for beginners.
    I expected more out of book published by Macromedia for Macromedia.


  5. This book has many typos and incorrect descriptions. It's disheartening to see such a half...attempt at writing. Especially, one that has the Macromedia logo on it. They have the right idea, but they need a MORE QUALIFIED AUTHOR.


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Posted in Graphics and Multimedia (Wednesday, August 20, 2008)

Written by Bill Pitzer. By Que. The regular list price is $59.99. Sells new for $17.40. There are some available for $4.23.
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3 comments about Special Edition Using Groove 2.0 (Special Edition Using).
  1. This book significantly reduces the learning curve and helps junior team members to get up to speed quickly. A great supplement to the vendor provided documentation and good coverage on developing your own custom tools.


  2. this book really helped our team with understanding the framework of groove. The documentation provided with groove is horrible and cryptic. Bill spells everything out simply so that anyone, no matter what their experience, can learn. I highly recommend!


  3. This book is well written, straight to the point and provides many easy-to-follow and use examples.

    We were able to get our team up and running - especially young developers - in half the time we expected.



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Posted in Graphics and Multimedia (Wednesday, August 20, 2008)

Written by Mark Walmsley. By Springer. The regular list price is $59.95. Sells new for $19.99. There are some available for $11.99.
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4 comments about Graphics Programming in C++: Writing Graphics Applications for Windows 98.
  1. The great strength of Walmsley's book is that it covers writing a graphical application under Windows, from start to finish. The reader is taken on a whistle stop tour of Windows GDI programming, vector and sprite based graphics, the mathematics of 3D translations, and even some assembly language tricks for speeding things up. It's a good place for a beginner to get into computer graphics, as the writing is clear and accessible throughout.

    The trouble is that the breadth of material covered is at the expense of the depth of information. Programming with DirectX is conspicuous by its absence, and the theory doesn't go any further than 3D transformations. More advanced readers would be advised to purchase Foley and van Dam's "Computer Graphics: Principles and Practice" instead, though, to be fair, the books are aimed at different markets.



  2. This is a very well written book on designing your own graphics applications for Windows, no matter what type of application you are wanting to do. Mark Walmsley goes into good detail about designing many different types of applications from simple display program to advanced subjects such as 3D modeling. Mr. Walmsley address many common errors and pitfalls with the included examples. The only downside to this book is that you must have a good working knowledge of C++ and Windows to be able to fully understand all of the concepts he describes. Being a relativly new person to C++ I found on many occasions having to look through many other resources to understand some items that the book takes for granted that you should already know.

    I would reccomend this book to anyone who is interested in writing a graphics application, but I would say that if you are a beginning programmer you either will want to keep other books handy or try one of the other titles that is available first.



  3. Well, there's my opinion in the title. This book covers a lot of different things from dialog boxes to sprites to 3d rendering. However, beware, if you are a beginner, you WILL need more than this. It covers dialog boxes in less than one page. It gives maybe one example program per major concept and just describes the rest. This book gives you a good basic understanding of the Windows programming environment. However, if you think you can just sit down on a Saturday, start typing up the source, and get it to run, think again. It may just be my horrible typing or my compiler, but I had some major problems with the examples used here and eventually had to borrow a larger one with more examples from a friend. Again, its a great overview, but it won't help if you have little idea what you are doing.


  4. Well, there's my opinion in the title. This book covers a lot of different things from dialog boxes to sprites to 3d rendering. However, beware, if you are a beginner, you WILL need more than this. It covers dialog boxes in less than one page. It gives maybe one example program per major concept and just describes the rest. This book gives you a good basic understanding of the Windows programming environment. However, if you think you can just sit down on a Saturday, start typing up the source, and get it to run, think again. It may just be my horrible typing or my compiler, but I had some major problems with the examples used here and eventually had to borrow a larger one with more examples from a friend. Again, its a great overview, but it won't help if you have little idea what you are doing.


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Package Structure & Mechanism Design with SolidWorks 2007
Animation Unlimited: Innovative Short Films Since 1940
Mathematical Methods using Mathematica
SolidWorks 2004: The Basics--A Working Knowledge of SolidWorks
Mathematica for Scientists and Engineers
Mathematical Elements for Computer Graphics
Flash Forward Presents: Advanced Flash 5 ActionScript
Macromedia Flash 5: Training from the Source
Special Edition Using Groove 2.0 (Special Edition Using)
Graphics Programming in C++: Writing Graphics Applications for Windows 98

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Last updated: Wed Aug 20 13:28:28 EDT 2008