Computer Graphics User's Guide
&
3D Computer Graphics:
A User's Guide for Artists and Designers

 

 

Computer Graphics Users Guide In the early 1980's I worked at the New York Institute of Technology Computer Graphics Lab. The NYIT lab was filled with some of the most interesting and brilliant people in computer graphics, both artistically and scientifically. I am happy to say that some of the people I met there I still count among my good friends.
Computer Graphics Users Guide in Japanese

While I was there I saw several new artists struggle with the difficulty of learning computer graphics. The only book that was available at the time was "Principles of Interactive Computer Graphics" by Newman and Sproull. And though that book did a great job for scientists and engineers, it wasn't of much value to people who didn't want to write the programs, but simply to use them.

For those who have worked in graphics for a while, the idea of a "surface normal" or a "Phong-shaded polygon" may be familiar ideas, but in the early 80's these terms might as well have been in Sanskrit for all the meaning they conveyed to artists.

I thought that there was a need for a book that communicated the basic ideas of computer graphics without mathematics or programming - a book that talked about the ideas, not the implementation detais. Then someone could speak the language, and start to learn how to create images and animations.

While an undergraduate in 1983 I wrote Computer Graphics User's Guide. The book was published by Howard W. Sams. Woo-hoo, my first book! A few months later it was translated into Japanese. The Japanese publisher chose their own (strange) image for the cover.

The book had a good life and reputation, but I wasn't maintaining it in any active way. Then in 1988 I was approached by a publisher who was interested in a second edition. Things had progressed so far in just those few years that I knew a second edition of CGUG wasn't going to do: we needed a whole new book.

 

3D Computer Graphics At this point I'd finished undergraduate and graduate school and was now working as a Researcher at the Xerox Palo Alto Research Center (PARC). I made time in the evenings and weekends for writing, and using the terrific Tioga word-processing program at PARC, dug into writing a new edition of my book from start to finish.
3D Computer Graphics in Japanese

 

The figures were created at Digital Arts using their modeling and rendering systems. The cover was created for me by Eric Grant of UNC-CH, using his dynamic waterfall and erosion programs. The book was then translated into Japanese, with a cover that I find kind of abstract, but still nice.

Here's a table of contents for the second book:

 

Preface
1. Basic Concepts and Hardware
2. Geometry and Color
3. Computer Graphics Hardware
4. Surfaces and Materials
5. Lighting and Shading
6. Polygons and Polygonal Meshes
7. Textures
8. Fractals
9. Curved Surfaces
10. Basic Modeling
11. Principles of Rendering
12. Rendering Algorithms
13. Advanced Modeling
14. Computer-Assisted Animation
15. Production Techniques
Bibliography
Index

 

Both of these books are out of print now, but they hold a special place in my heart.