Graphics Book By Sushil Goel — Computer
Based on feedback from top-performing CS students, here is a 4-week study plan using this book.
Key Concepts
Sample Problem
Derive perspective projection matrix for a point (x,y,z). computer graphics book by sushil goel
Exam Tip – Difference between parallel and perspective projection (size changes, vanishing points).
To understand the value of this book, one must first understand the educational ecosystem it was born into. While foreign authors provide encyclopedic depth, Indian university curricula (specifically for UPTU, AKTU, RGPV, and various state technical universities) require a specific algorithmic approach. Sushil Goel identified a gap: students needed a book that stripped away the excess jargon of OpenGL red books while retaining the core logic of line drawing, polygon filling, and 3D transformations. Based on feedback from top-performing CS students, here
The Computer Graphics Book by Sushil Goel is published under the Wiley India or Dreamtech Press umbrella in various editions. It is affectionately known among students as the "Goel Book"—a reference that immediately signals clarity, solved examples, and university-exam focus.
Sushil Goel is a celebrated author and academician known for distilling complex software engineering concepts into digestible, exam-friendly formats. He has authored multiple best-selling titles for UPSC, GATE, and university-level exams, often published through prominent houses like Khanna Book Publishing Co. or Dhanpat Rai Publications. Viewing pipeline
His approach to Computer Graphics is distinctly "Indian university-centric." Instead of focusing purely on cutting-edge rendering engines (like Unreal or Unity), Goel focuses on the mathematical and algorithmic core that universities test in semester exams: line drawing algorithms, polygon filling, 2D/3D transformations, and hidden surface removal.
A practical look at how only a portion of a drawing is rendered.
This book is ideally suited for:
Prerequisites: A basic understanding of coordinate geometry (Class 12 level) and elementary C/C++ programming is assumed. No prior knowledge of OpenGL or DirectX is required, as the book starts from the first principles of pixels.