- 768 pages
- English
- ePUB (mobile friendly)
- Available on iOS & Android
About This Book
Drawing on an impressive roster of experts in the field, Fundamentals of Computer Graphics, Fifth Edition offers an ideal resource for computer course curricula as well as a user-friendly personal or professional reference.
Focusing on geometric intuition, this book gives the necessary information for understanding how images get onto the screen by using the complementary approaches of ray tracing and rasterization. It covers topics common to an introductory course, such as sampling theory, texture mapping, spatial data structure, and splines. It also includes a number of contributed chapters from authors known for their expertise and clear way of explaining concepts.
HIGHLIGHTS
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- Major updates and improvements to numerous chapters, including shading, ray tracing, physics-based rendering, math, and sampling
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- Updated coverage of existing topics
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The absorption and reworking of several chapters to create a more natural flow to the book
The fifth edition of Fundamentals of Computer Graphics continues to provide an outstanding and comprehensive introduction to basic computer graphic technology and theory. It retains an informal and intuitive style while improving precision, consistency, and completeness of material, allowing aspiring and experienced graphics programmers to better understand and apply foundational principles to the development of efficient code in creating film, game, or web designs.
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Table of contents
- Cover
- Half Title
- Title Page
- Copyright Page
- Table of Contents
- Preface
- Acknowledgments
- Authors
- 1 Introduction
- 2 Miscellaneous Math
- 3 Raster Images
- 4 Ray Tracing
- 5 Surface Shading
- 6 Linear Algebra
- 7 Transformation Matrices
- 8 Viewing
- 9 The Graphics Pipeline
- 10 Signal Processing
- 11 Texture Mapping
- 12 Data Structures for Graphics
- 13 Sampling
- 14 Physics-Based Rendering
- 15 Curves
- 16 Computer Animation
- 17 Using Graphics Hardware
- 18 Color
- 19 Visual Perception
- 20 Tone Reproduction
- 21 Implicit Modeling
- 22 Computer Graphics in Games
- 23 Visualization
- References
- Index