The following is a list of books, articles, and web sites you might find helpful for learning more about different Jitter-related topics.
Jim Blinn, Jim Blinn's Corner: Dirty Pixels (San Francisco: Morgan Kaufmann, 1998). ISBN: 1558604553
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.
A. Bovik et al., Handbook of Image and Video Processing (San Diego: Academic Press, 2000). ISBN: 0121197921
Richard Rickitt, Special Effects: The History and Technique (London: Virgin Books, 2000). ISBN: 1852278005
A very readable introduction to the history and technology of special effects in film.
W. K. Pratt, Digital Image Processing (New York: John Wiley and Sons, 2001). ISBN: 0-471-85766-1
A. S. Glassner, Principles of Digital Image Synthesis (San Francisco: Morgan Kaufmann, 1995). ISBN: 1558602763
Peter Symes, Digital Video Compression (New York: McGraw-Hill, 2003). ISBN: 0071424873
M. Ghanbari, Standard Codecs: Image Compression to Advanced Video Coding (IEEE Publishing: 2004). ISBN: 0852967101
D. Schreiner et al., OpenGL Programming Guide (the "Red Book") (Reading: Addison-Wesley, 1999). ISBN: 0321335732
OpenGL Architecture Review Board, OpenGL Reference Manual (The "Blue Book") (Reading: Addison-Wesley, 1999). ISBN: 0201657651
Randi J. Rost , OpenGL Shading Language (aka "The Orange Book") (Reading: Addison-Wesley, 2004). ISBN: 0321197895
E. Angel, OpenGL 1.2: A Primer (Reading: Addison-Wesley, 2001). ISBN: 0201741865
David S. Ebert, F. Kenton Musgrave, Darwyn Peachey, Ken Perlin, Steven Worley, Texturing and Modeling: a Procedural Approach (AP Professional, July 1998). ISBN: 0122287606
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.
A. Watt, 3D Computer Graphics (Essex: Addison-Wesley, 2000). ISBN: 0201398559
Randima Fernando, Mark J. Kilgard , Cg Tutorial: The Definitive Guide to Programmable Real-Time Graphics (Reading: Addison-Wesley, 2003). ISBN: 0321194969
Randima Fernando, GPU Gems: Programming Techniques, Tips, and Tricks for Real-Time Graphics (Reading: Addison-Wesley, 2004). ISBN: 0321228324
Ebert, Musgrave, et. al,, Texturing and Modeling: A Procedural Approach (San Francisco: Morgan Kaufman, 2002). ISBN: 1558608486
Anthony A. Apodaca and Larry Gritz, Advanced RenderMan: Creating CGI for Motion Pictures (San Francisco: Morgan Kaufman, 1999). ISBN: 1558606181
A. S. Glassner et al., Graphics Gems (San Diego: Academic Press, 1990). ISBN: 0122861655
Gene Youngblood, Expanded Cinema (New York: Dutton, 1970). ISBN: 0525101527
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.
G. Stephenson, An Introduction to Matrices, Sets, and Groups for Science Students (Toronto: Dover, 1986). ISBN: 0486650774
David Flanagan, Javascript: The Definitive Guide (Cambridge: O’Reilly and Associates, 1998). ISBN: 1565923928
Colin Moock, Actionscript for Flash MX: The Definitive Guide (Cambridge: O’Reilly and Associates, 2001). ISBN: 059600396X
David Flanagan, Java in a Nutshell (Cambridge: O’Reilly and Associates, 2005). ISBN: 0596007736
Patrick Niemeyer and Jonathan Knudsen, Learning Java (Cambridge: O’Reilly and Associates, 2005). ISBN: 0596008732
Don Ritter, E's for Artists: a handbook for New Media Artists (forthcoming, publisher to be determined.)
Randall Packer and Ken Jordan, eds., Multimedia: From Wagner to Virtual Reality (New York: Norton, 2001). ISBN: 0393049795
Stephen Wolfram, A New Kind of Science (Champaign: Wolfram Media, 2001). ISBN: 1579550088
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.