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Computer Graphics: Principles and Practiceby John Hughes
Synopses & Reviews
For decades, Computer Graphics has been the authoritative “bible” in the field. Now, it has been completely rewritten to offer the most thorough, authoritative, and up-to-date coverage of modern algorithms, technologies, and applications.
Authored by eight leading experts, Computer Graphics, Third Edition, addresses topics ranging from the theory of the rendering equation to modern GPU architecture. It promotes experimentation by quickly introducing techniques you need to create real images. Then, the authors step back to illuminate broader issues, identify related problems, and present incrementally more sophisticated approaches. Each topic is reinforced by up-to-date exercises, problems, and hands-on projects.
The revised edition includes
The authors illuminate modern techniques with hundreds of full-color figures. They explore topics from multiple perspectives—from user and application programmer to hardware designer—and present extensive C++, C#, and pseudocode to support readers at all levels of experience.
Computer Graphics: Principles and Practice, Third Edition, remains the most authoritative introduction to the field. The first edition, the original “Foley and van Dam,” helped to define computer graphics and how it could be taught. The second edition became an even more comprehensive resource for practitioners and students alike. This third edition has been completely rewritten to provide detailed and up-to-date coverage of key concepts, algorithms, technologies, and applications.
The authors explain the principles, as well as the mathematics, underlying computer graphics–knowledge that is essential for successful work both now and in the future. Early chapters show how to create 2D and 3D pictures right away, supporting experimentation. Later chapters, covering a broad range of topics, demonstrate more sophisticated approaches. Sections on current computer graphics practice show how to apply given principles in common situations, such as how to approximate an ideal solution on available hardware, or how to represent a data structure more efficiently. Topics are reinforced by exercises, programming problems, and hands-on projects.
This revised edition features
The text and hundreds of figures are presented in full color throughout the book. Programs are written in C++, C#, WPF, or pseudocode–whichever language is most effective for a given example. Source code and figures from the book, testbed programs, and additional content will be available from the authors' website (cgpp.net) or the publisher's website (informit.com/title/9780321399526). Instructor resources will be available from the publisher. The wealth of information in this book makes it the essential resource for anyone working in or studying any aspect of computer graphics.
Computer Graphics, Third Edition is both a long-awaited revision of the "bible" of computer graphics and an adaptation specifically designed to reflect modern Microsoft tools and technologies. Four expert authors combine the newest concepts and practical applications in computer graphics, explain today's most important algorithms for 2D and 3D graphics, and thoroughly present key mathematical principles, and demonstrate essential graphics programming techniques using DirectX and other Microsoft technologies. They explore the subject of computer graphics from multiple perspectives, from user to application programmer, package implementer to hardware designer. Coverage includes: raster graphics; modeling; image synthesis; photorealistic rendering; surface modeling; state-of-the-art animation, and much more. Extensive full color images and figures thoroughly illustrate the techniques they present
About the Author
John F. Hughes is a Professor of Computer Science at Brown University. His primary research is in computer graphics, particularly those aspects of graphics involving substantial mathematics.
Andries van Dam is the Thomas J. Watson, Jr. University Professor of Technology and Education, and Professor of Computer Science at Brown University. Andy’s research includes work on computer graphics, hypermedia systems, post-WIMP user interfaces, including immersive virtual reality and pen- and touch-computing, and educational software.
Morgan McGuire is an Associate Professor of Computer Science at Williams College. He's contributed as an industry consultant to products including the Marvel Ultimate Alliance and Titan Quest video game series, the E Ink display used in the Amazon Kindle, and NVIDIA GPUs.
David F. Sklar is a visualization engineer at Vizify.com, working on algorithms for presenting animated infographics on computing devices across a wide range of form factors.
James D. Foley is a professor and holds the Fleming Chair in the College of Computing at Georgia Institute of Technology. He has also held faculty positions at the University of North Carolina at Chapel Hill and The George Washington University, as well as management positions at Mitsubishi Electric Research.
Steven K. Feiner is a Professor of Computer Science at Columbia University, where he directs the Computer Graphics and User Interfaces Lab and co-directs the Columbia Vision and Graphics Center. His research addresses 3D user interfaces, augmented reality, wearable computing, and many topics at the intersection of human-computer interaction and computer graphics.
Kurt Akeley is Chief Technology Officer at Lytro, Inc. Kurt is a cofounder of Silicon Graphics (later SGI), where he led the development of a sequence of high-end graphics systems, including RealityEngine, and also led the design and standardization of the OpenGL graphics system.
Table of Contents
About the Authors
Chapter 1: Introduction
Chapter 2: Introduction to 2D Graphics Using WPF
Chapter 3: An Ancient Renderer Made Modern
Chapter 4: A 2D Graphics Testbed
Chapter 5: An Introduction to Human Visual Perception
Chapter 6: Introduction to Fixed-Function 3D Graphics and Hierarchical Modeling
Chapter 7: Essential Mathematics and the Geometry of 2-Space and 3-Space
Chapter 8: A Simple Way to Describe Shape in 2D and 3D
Chapter 9: Functions on Meshes
Chapter 10: Transformations in Two Dimensions
Chapter 11: Transformations in Three Dimensions
Chapter 12: A 2D and 3D Transformation Library for Graphics
Chapter 13: Camera Specifications and Transformations
Chapter 14: Standard Approximations and Representations
Chapter 15: Raycasting and Rasterization
Chapter 16: Survey of 3D Realtime Graphics Platforms
Chapter 17: Image Representation and Manipulation
Chapter 18: Images and Signal Processing
Chapter 19: Enlarging and Shrinking Images
Chapter 20: Textures and Texture Mapping
Chapter 21: Interaction Techniques
Chapter 22: Splines and Subdivision Curves
Chapter 23: Splines and Subdivision Surfaces
Chapter 24: Implicit Representations of Shape
Chapter 25: Meshes
Chapter 26: Light
Chapter 27: Materials and Scattering
Chapter 28: Color
Chapter 29: Light Transport
Chapter 30: Probability and Monte Carlo Integration
Chapter 31: Computing Solutions to the Rendering Equation: Theoretical Approaches
Chapter 32: Rendering in Practice
Chapter 33: Shaders
Chapter 34: Expressive Rendering
Chapter 35: Motion
Chapter 36: Visibility Determination
Chapter 37: Spatial Data Structures
Chapter 38: Modern Graphics Hardware
List of Principles
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