Murakami Sale
 
 

Recently Viewed clear list


Original Essays | August 18, 2014

Ian Leslie: IMG Empathic Curiosity



Today, we wonder anxiously if digital media is changing our brains. But if there's any time in history when our mental operations changed... Continue »
  1. $18.89 Sale Hardcover add to wish list

spacer
Qualifying orders ship free.
$99.99
New Hardcover
Ships in 1 to 3 days
Add to Wishlist
Qty Store Section
1 Burnside - Bldg. 2 Graphics- Programming
24 Remote Warehouse Graphics- General

More copies of this ISBN

Computer Graphics: Principles and Practice

by

Computer Graphics: Principles and Practice Cover

 

Synopses & Reviews

Publisher Comments:

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 

  • Core concepts: properties of light, human visual perception, rendering, and pipelines
  • Fixed-function 3D graphics and hierarchical modeling
  • 2-Space/3-Space geometries and shape descriptions
  • Integrated 2D/3D coverage that highlights their common subtleties, including an extensive discussion of transformations
  • Limitations of models in representing the real world
  • 3D realtime graphics platforms, design goals, and tradeoffs, including new mobile and browser platforms
  • Image representation, manipulation, resizing and signal processing
  • Textures and texture mapping
  • Implementing graphics-intensive 3D interfaces: arcball, trackball, Unicam, and multitouch image manipulation
  • Splines, subdivision curves/surfaces, implicit representations of shape, and meshes
  • Light, materials, scattering, and colors
  • An all-new chapter on probability theory for Monte Carlo rendering
  • A practical primer on importance-sampling for physically based rendering
  • Architecture-aware (GPU) considerations integrated throughout
  • Programming and debugging approaches unique to graphics development 

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.

Synopsis:

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

  • New coverage of the rendering equation, GPU architecture considerations, and importance- sampling in physically based rendering
  • An emphasis on modern approaches, as in a new chapter on probability theory for use in Monte-Carlo rendering
  • Implementations of GPU shaders, software rendering, and graphics-intensive 3D interfaces
  • 3D real-time graphics platforms–their design goals and trade-offs–including new mobile and browser platforms
  • Programming and debugging approaches unique to graphics development 

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.

Synopsis:

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

Preface

Acknowledgments

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

Bibliography

Index

Product Details

ISBN:
9780321399526
Author:
Hughes, John
Publisher:
Addison-Wesley Professional
Author:
Andries Van Dam
Author:
Foley, James D.
Author:
Akeley, Kurt
Author:
Sklar, David F.
Author:
McGuire, Morgan
Author:
Sklar, David
Author:
Hughes, John F.
Author:
Feiner, Steven K.
Author:
Van Dam, Andries
Subject:
Graphics-General
Subject:
Computer Graphics - General
Subject:
Computer Graphics Programming; Graphics Programming; 2D Graphics; 3D Graphics; Game Programming; Graphics Algorithms; Real-Time Graphics; Fixed-Function 3D Graphics; Renering; Renderman; Ray Casting; Rasterization; Image Manipulation; Texture Mapping; Spl
Subject:
Computer Graphics Programming; Graphics Programming; 2D Graphics; 3D Graphics; Game Programming; Graphics Algorithms; Real-Time Graphics; Fixed-Function 3D Graphics; Renering; Renderman; Ray Casting; Rasterization; Image Manipulation; Texture Mapping; Spl
Subject:
Computer Graphics Programming; Graphics Programming; 2D Graphics; 3D Graphics; Game Programming; Graphics Algorithms; Real-Time Graphics; Fixed-Function 3D Graphics; Renering; Renderman; Ray Casting; Rasterization; Image Manipulation; Texture Mapping; Spl
Subject:
Computer Graphics Programming; Graphics Programming; 2D Graphics; 3D Graphics; Game Programming; Graphics Algorithms; Real-Time Graphics; Fixed-Function 3D Graphics; Renering; Renderman; Ray Casting; Rasterization; Image Manipulation; Texture Mapping; Spl
Copyright:
Publication Date:
20130712
Binding:
HARDCOVER
Language:
English
Pages:
1264
Dimensions:
10.25 x 8.25 x 1.902 in 2268 gr

Related Subjects

Computers and Internet » Computer Languages » C
Computers and Internet » Graphics » General
Computers and Internet » Graphics » Programming
Science and Mathematics » Mathematics » General

Computer Graphics: Principles and Practice New Hardcover
0 stars - 0 reviews
$99.99 In Stock
Product details 1264 pages Addison-Wesley Professional - English 9780321399526 Reviews:
"Synopsis" by ,

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

  • New coverage of the rendering equation, GPU architecture considerations, and importance- sampling in physically based rendering
  • An emphasis on modern approaches, as in a new chapter on probability theory for use in Monte-Carlo rendering
  • Implementations of GPU shaders, software rendering, and graphics-intensive 3D interfaces
  • 3D real-time graphics platforms–their design goals and trade-offs–including new mobile and browser platforms
  • Programming and debugging approaches unique to graphics development 

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.

"Synopsis" by , 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
spacer
spacer
  • back to top
Follow us on...




Powell's City of Books is an independent bookstore in Portland, Oregon, that fills a whole city block with more than a million new, used, and out of print books. Shop those shelves — plus literally millions more books, DVDs, and gifts — here at Powells.com.