Computer Graphics Principles and Practice: Foley, van Dam, Fiehner, Hughes
ISBN: 0-201-12110-7
This is a college level textbook that covers MANY different areas of computer graphics. This
is the standard reference, and have given me many inspirations. Bad side: costs around $70.
Graphics Gems I-V: Andrew Glassner
Although not immediately applicable to a problem, these books are goldmines of "Gems". Everything
from fast math to grid-line intersections, to triangle grids to BSP trees, these books have it
all. Unfortunately, these being so comprehensive are also expensive to get the set, therefore,
I only have one. But already, it has proven to be worth it's cover.
Zen of Graphics Programming: Michael Abrash
ISBN: 1-883577-08-X
Michael Abrash is the one who introduced the world to Mode-X. He started a trend that has been
continued: Mode-X for fast scrolling, multiple pages, and fast VRAM copies. Look at the game
Jazz the Jackrabbit by Epic software for an excellent example. This book covers everything from
16 color graphics through Mode-X and Mode 13h. He gets into three dimensional stuff and
animation. An excellent book for the beginner.
Computer Graphics: Donald Hearn / M. Pauline Baker
ISBN: 0-13-165382-2
This book provides a very good coverage of common graphics primitives. The authors show how and why
various algoritms works for such things as lines, flood-fills, and clipping. A good overview.
NOT Recommended:
Anything by Lee Adams.
Not that he's a bad writer, mind you, it that his code examples are TERRIBLE.
They are all in C, are provided in many differant C dialects, and have NO
local variables. Passing variables are done by setting global variables and then calling the
procedure. Very confusing, and a bad example.