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CG 101 : A Computer Graphics Industry Reference

CG 101 : A Computer Graphics Industry Reference

List Price: $39.99
Your Price: $29.10
Product Info Reviews

<< 1 2 >>

Rating: 5 stars
Summary: Computer Graphics and how it all started
Review: CG 101: A computer Graphics Industry Reference Terrence Masson: PUBLISHER: New Riders REVIEWED BY: Barbara Rhoades

BOOK REVIEW: CG 101 is a great reference guide. Forgotten what a particular term means? No problem! Just Open CG 101 and look it up. The first 208 pages and a few more inbetween are jam-packed with terminology and what they mean. There are side bar "blurbs" that contain factoids and quotes. This provides great bits of trivia.

The next 148 pages tell about the history of the graphics industry and how it has progressed from the start to what we know today. CG 101 tells about the companies and the people who use computer graphics to provide us with entertainment in movies and much more.

The 22-page index provides an easy way to find items, people and companies you want to know about. And just in case you wanted to know more than the book has to offer, there are URLs and telephone numbers to give you added places to glean information.

Rating: 5 stars
Summary: Computer Graphics and how it all started
Review: CG 101: A computer Graphics Industry Reference Terrence Masson: PUBLISHER: New Riders REVIEWED BY: Barbara Rhoades

BOOK REVIEW: CG 101 is a great reference guide. Forgotten what a particular term means? No problem! Just Open CG 101 and look it up. The first 208 pages and a few more inbetween are jam-packed with terminology and what they mean. There are side bar "blurbs" that contain factoids and quotes. This provides great bits of trivia.

The next 148 pages tell about the history of the graphics industry and how it has progressed from the start to what we know today. CG 101 tells about the companies and the people who use computer graphics to provide us with entertainment in movies and much more.

The 22-page index provides an easy way to find items, people and companies you want to know about. And just in case you wanted to know more than the book has to offer, there are URLs and telephone numbers to give you added places to glean information.

Rating: 5 stars
Summary: The Book Every Animator+Effects Artist Has Been Waiting For!
Review: Having heard about the book, CG 101: A Computer Graphics Industry Reference and knowing it has been written by Terrence Masson (ILM). There was no doubt that it would be an excellent book to have.

When it arrived I very quickly saw that I was not going to be disappointed in any way!

The book covers so many useful topics including milestones of CG back to 1940, comprehensive descriptions of CG "tools of the trade", company profiles, behind-the-scenes stories, etc. Also you can find invaluable information such as CG job descriptions, demo reel guidelines, etc

It is setout in a very comprehensive way, breaking topics down into distinct areas such as Modeling, Compositing, Animating, etc. Each section then contains huge amounts of information on that relevant subject, broken down in alphabetical order, making it very easily to pick up and read and also find things quickly.

In choose weather to buy this book I would ask my self these few questions. 1. Am I serious about my CG & FX?

2. Do I work in the CG or FX business?

3. Do I enjoy CG & FX as either a hobby or interest?

4. Am I thinking of starting a career in the CG or FX business?

5. Do I want to know as much as possible about these industries?

If the answer to any of these question are "Yes" then buy the book, if the answer is "No" then buy the book anyway, you will love it!

I have been so impressed with this book that I have writing this review to encourage you to buy it. If you have a list of CG & FX book you planing to buy, like I did, I recommend buying this one first simply because it answers so many of the question that I was unable to find answered else where.

I personally would say this book has become on of the most valuably resources I have as a CG & FX artist.

... so what are you waiting for, add it your shopping cart, before there all sold out!

(Matt D. Leonard, Digital Dreams & Visions)

Rating: 5 stars
Summary: Essentail Computer Graphic foundation.
Review: I bought this book for Computer Graphic Course for Animator class, and I found it really valuable because I wanted to learn much about history of computer softwares like painter, photoshop,and Maya. Anyways, this book is superb! This book is highly recommended for anyone who is interested in working in Entertainment industry.

Rating: 5 stars
Summary: Essentail Computer Graphic foundation.
Review: I bought this book for Computer Graphic Course for Animator class, and I found it really valuable because I wanted to learn much about history of computer softwares like painter, photoshop,and Maya. Anyways, this book is superb! This book is highly recommended for anyone who is interested in working in Entertainment industry.

Rating: 5 stars
Summary: Tons of cool facts and details
Review: I really enjoyed reading the book from beginning to end. It's probably not very interesting an expert but for someone with a strong interest in computer grahics and visual effects this book is a must.

Rating: 5 stars
Summary: Tons of cool facts and details
Review: I really enjoyed reading the book from beginning to end. It's probably not very interesting an expert but for someone with a strong interest in computer grahics and visual effects this book is a must.

Rating: 4 stars
Summary: Great history, great glossary
Review: It's not as full featured about technique and practice as I had hoped, but certainly a fantastic reference for the terminology, and techology employed in Digital Production today. By far my favorite parts of the book are the historical references that help really put my daily work into perspective.

Rating: 4 stars
Summary: Great history, great glossary
Review: It's not as full featured about technique and practice as I had hoped, but certainly a fantastic reference for the terminology, and techology employed in Digital Production today. By far my favorite parts of the book are the historical references that help really put my daily work into perspective.

Rating: 5 stars
Summary: Essential CG historical data!
Review: Superficially subdued by a bland title that reads like a basic, frills-free "Introduction to Computer Graphics" course, Terrence Masson's CG 101: A Computer Graphics Industry Reference, by New Riders Publishing, nevertheless dispatches preconceived notions with its exquisitely detailed history of digital art production. A visual effects director and the founder of Digital Fauxtography, the author has spent at least two stints with Industrial Light & Magic and once served as a technical director at Digital Domain.

An amalgam of CG terminology (pp. 1-209), impactful corporate industry presences (pp. 210-347), programming and mathematics terms (pp. 348-361), fundamental and miscellaneous terms (pp. 362-385), a computer graphics timeline (pp. 385-437) and other mini-sections on CG FAQ (pp. 438-451), job descriptions (pp. 452-461), previsualization (pp. 462-467) and the analog computer era (pp. 468-476), this unique text probably represents the definitive chronology of computer graphics' evolution. The resource's 500 pages belie the mundane name and cover by chronicling numerous advances marking the historic progression of computer graphics-from the pre-mechanical days of the 1940s to the archaic, punch card-based leviathan units of the 1950s and '60s, to the sleek and potent desktop workstations of the late '90s. (The book was published in 1999.)

With the ambitious aid of 97 other industry sources, Masson begins the book by defining "color and light," "painting and graphic design," "modeling," "animation," "rendering," "compositing" and "input & output" terms alphabetically, per section. Processes, programs, properties, rules, companies and more are clearly defined during this first section, accompanied by applicable screenshots, diagrams, quotes and informational tidbits. For the purely artistic members of the digital art community, this material doubtless will prove dry and unpalatable. But for those having more of a technical and scientific bent, this comprehensive industry reference is a fascinating excursion into the intricacies that help materialize the eventual pretty, pixelated pictures so many of us enjoy producing and admiring. Learn what "pixel" denotes ... who invented the Phong shading method ... what "pixmap" means ... the origin of the omnipresent teapot icon ... the beginnings of morphing ... who started Atari ... the conception of ILM ... the significance of SuperPaint ... and much more. It's all here.

Section 8, "Historically Significant Companies," really is the beginning of the salivating learning experience, though, introducing readers to pioneering companies and people whose prosperous contributions have nursed CG through its proverbial growing pains. Some of today's popular and recognized field leaders appear, such as Industrial Light & Magic and Robert Greenberg and Associates, and they're graced by numerous lesser-known but equally essential precursors. Remember the 1979 feature film The Black Hole? Think Abel Image Research and Robert Abel & Associates. Recall 1984's The Last Starfighter? Think Digital Productions. The list and sundry, voluminous details are phenomenal.

The second portion comprising stellar, historically intensive reading, Section 11, "Computer Graphics Timeline," lists and delineates all key advances in the industry, throughout the 20th Century's final half.

On the downside, some of the quotes by CG experts seem to ramble, are inapplicable or just plain too long, but they appear to represent Masson's method for best expressing these individuals' contributions to the digital art community-or just relating arguably interesting events. (Besides, art often is about storytelling, anyway.) The text also is somewhat outdated, having been printed three years ago. But this does not diminish the paperback's essential overall value.

As for the seemingly innumerable industry term definitions, these provide industry professionals -and interested hobbyists-with a valuable reference resource. They also remind the reader that, despite all the creativity involved in generating digital art, CG's undergarments are math and science. It's always technicality before imagination.

Quite simply, if you're genuinely interested in computer graphics as an artistic medium, and you value the learning experience, CG 101: A Computer Graphics Industry Reference is a must-read. All told, this undoubtedly is among the most interesting titles-of any kind-this reviewer has ever read. (No kidding.) Assuming you possess the technical interest in these details, you'll find yourself perusing this gem night after night, until you've marked your last highlight with a neon felt tip and a corner page fold. (I tallied 14 page folds and 39 blue highlight markings in my copy.)


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