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<chapter name="Jitter Bibliography: For Your Further Reading Pleasure">

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<parent name="jitindex">Jitter Tutorials</parent>



<h1>Jitter Bibliography: For Your Further Reading Pleasure</h1>
<h2>
Jitter Reference List
</h2>
<p>
The following is a list of books, articles, and web sites you might find helpful for learning more about different Jitter-related topics.
</p>
<h2>
Video
</h2>
<p>
Jim Blinn, <i>Jim Blinn's Corner: Dirty Pixels</i> (San Francisco: Morgan Kaufmann, 1998).  ISBN: 1558604553
</p>
<p>
An excellent introduction to a diverse array of topics including analog and digital video formats, aliasing, compositing, tensor arithmetic, and the world's largest Easter Egg.
</p>
<p>
A. Bovik et al., <i>Handbook of Image and Video Processing</i> (San Diego: Academic Press, 2000).  ISBN: 0121197921
</p>
<p>
Richard Rickitt, <i>Special Effects: The History and Technique</i> (London: Virgin Books, 2000).  ISBN: 1852278005
</p>
<p>
A very readable introduction to the history and technology of special effects in film.
</p>
<h2>
Image Processing
</h2>
<p>
W. K. Pratt, <i>Digital Image Processing</i> (New York: John Wiley and Sons, 2001).  ISBN: 0-471-85766-1
</p>
<p>
A. S. Glassner, <i>Principles of Digital Image Synthesis</i> (San Francisco: Morgan Kaufmann, 1995).  ISBN: 1558602763
</p>
<h2>
Video Codecs
</h2>
<p>
Peter Symes, <i>Digital Video Compression</i> (New York: McGraw-Hill, 2003).  ISBN: 0071424873
</p>
<p>
M. Ghanbari, <i>Standard Codecs: Image Compression to Advanced Video Coding</i> (IEEE Publishing: 2004).  ISBN: 0852967101
</p>
<h2>
OpenGL and 3D Graphics
</h2>
<p>
D. Schreiner et al., <i>OpenGL Programming Guide</i> (the "Red Book") (Reading: Addison-Wesley, 1999).  ISBN: 0321335732
</p>
<p>
<a href="http://www.glprogramming.com/red/">An earlier online version of the Red Book</a>
</p>
<p>
OpenGL Architecture Review Board, <i>OpenGL Reference Manual</i> (The "Blue Book") (Reading: Addison-Wesley, 1999).  ISBN: 0201657651
</p>
<p>
<a href="http://www.glprogramming.com/blue/">An earlier online version of the Blue Book</a>
</p>
<p>
Randi J. Rost , <i>OpenGL Shading Language (aka "The Orange Book")</i> (Reading: Addison-Wesley, 2004). ISBN: 0321197895
</p>
<p>
<a href="http://www.3dshaders.com/home/">An online version of the Orange Book</a>
</p>
<p>
E. Angel, <i>OpenGL 1.2: A Primer</i> (Reading: Addison-Wesley, 2001).  ISBN: 0201741865
</p>
<p>
David S. Ebert, F. Kenton Musgrave, Darwyn Peachey, Ken Perlin, Steven Worley, <i>Texturing and Modeling: a Procedural Approach</i> (AP Professional, July 1998).  ISBN: 0122287606
</p>
<p>
This book gives the reader a working knowledge of several procedural texturing, modeling, and animation techniques, including two-dimensional texturing, solid texturing, hypertextures, volume density functions, and fractal algorithms.  Emphasis is placed on practical applications with many code examples.
</p>
<p>
A. Watt, <i>3D Computer Graphics</i> (Essex: Addison-Wesley, 2000).  ISBN: 0201398559
</p>
<h2>
Shaders
</h2>

<p>
Randima Fernando, Mark J. Kilgard , <i>Cg Tutorial: The Definitive Guide to Programmable Real-Time Graphics</i> (Reading: Addison-Wesley, 2003).  ISBN: 0321194969
</p>
<p>
Randima Fernando, <i>GPU Gems:  Programming Techniques, Tips, and Tricks for Real-Time Graphics</i> (Reading: Addison-Wesley, 2004).  ISBN: 0321228324
</p>
<h2>
Procedural Texturing and Modeling
</h2>
<p>
Ebert, Musgrave, et. al,, <i>Texturing and Modeling: A Procedural Approach</i> (San Francisco: Morgan Kaufman, 2002).  ISBN: 1558608486
</p>
<p>
Anthony A. Apodaca and Larry Gritz, <i>Advanced RenderMan: Creating CGI for Motion Pictures</i> (San Francisco: Morgan Kaufman, 1999).  ISBN: 1558606181
</p>
<h2>
2D Graphics and Vector Animation
</h2>
<p>
A. S. Glassner et al., <i>Graphics Gems</i> (San Diego: Academic Press, 1990).  ISBN: 0122861655
</p>
<p>
<a href="http://www.faqs.org/faqs/graphics/">The faqs.org graphics listing</a>
</p>
<h2>
Video Art
</h2>
<p>
Gene Youngblood, <i>Expanded Cinema</i> (New York: Dutton, 1970).  ISBN: 0525101527
</p>
<p>
An overview of "synaesthetic cinema" techniques in film and video with an introduction by R. Buckminster Fuller. Covers the work of the Whitneys, Carolee Schneeman, Jordan Belson, Stan Brakhage, Nam June Paik, Michael Snow and others. The first book on video and computer graphics as an art medium. An essential historical connection, unfortunately out of print.
</p>
<h2>
Generative Art
</h2>
<p>
<a href="http://www.red3d.com/cwr/">Craig Reynolds' website (flocking algorithms, etc.)</a>
</p>
<p>
<a href="http://abandonedart.org">Matt Pearson's website (Projects in processing and javascript, but easy to build in Jitter.)</a>
</p>

<h2>
Linear Algebra and Mathematical Matrix Operations
</h2>
<p>
G. Stephenson, <i>An Introduction to Matrices, Sets, and Groups for Science Students</i> (Toronto: Dover, 1986).  ISBN: 0486650774
</p>
<p>
<a href="http://archives.math.utk.edu/topics/linearAlgebra.html">Topics in Mathematics: Linear and Matrix Algebra</a>
</p>
<p>
<a href="http://www.math2.org/">Math Reference Tables of all kinds</a>
</p>
<p>
<a href="http://mathworld.wolfram.com/">Wolfram's Math World</a>
</p>
<p>
<a href="http://www.sosmath.com/matrix/matrix.html">SOS Math - Matrix Algebra</a>
</p>
<h2>
General Programming
</h2>
<p>
David Flanagan, <i>Javascript: The Definitive Guide</i> (Cambridge: O’Reilly and Associates, 1998).  ISBN: 1565923928
</p>
<p>
Colin Moock, <i>Actionscript for Flash MX: The Definitive Guide</i> (Cambridge: O’Reilly and Associates, 2001).  ISBN: 059600396X
</p>
<p>
David Flanagan, <i>Java in a Nutshell</i> (Cambridge: O’Reilly and Associates, 2005).  ISBN: 0596007736
</p>
<p>
Patrick Niemeyer and Jonathan Knudsen, <i>Learning Java</i> (Cambridge: O’Reilly and Associates, 2005).  ISBN: 0596008732
</p>
<h2>
Miscellaneous
</h2>
<p>
Randall Packer and Ken Jordan, eds., <i>Multimedia: From Wagner to Virtual Reality</i> (New York: Norton, 2001). ISBN: 0393049795
</p>
<p>
Stephen Wolfram, <i>A New Kind of Science</i> (Champaign: Wolfram Media, 2001).  ISBN: 1579550088
</p>
<p>
A wide-ranging exploration of the potential of cellular automata for solving problems in mathematics, biology, and theoretical physics.  Most of the concepts and algorithms illustrated in this book could be easily realized using Jitter.
</p>
<p>
<a href="http://www.sgi.com/grafica">Graphica Obscura</a>
</p>
</chapter>
