Computer Graphics - Principles and Practice (3rd Ed)(gnv64)
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Computer Graphics - Principles and Practice (3rd Ed)(gnv64)
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Computer Graphics - Principles and Practice (3rd Ed)
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Description
Computer Graphics - Principles and Practice (3rd Ed)
by John F. Hughes, Andries van Dam, Morgan McGuire and David F. Sklar
Addison-Wesley Professional | July 2013 | ISBN-10: 0321399528 | PDF | 1264 pages | 19 mb
http://www.amazon.com/Computer-Graphics-Principles-Practice-Edition/dp/0321399528
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, programÂming 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
Contents at a Glance
1 Introduction ......................................................................... 1
2 Introduction to 2D Graphics Using WPF.............................. 35
3 An Ancient Renderer Made Modern .................................... 61
4 A 2D Graphics Test Bed........................................................ 81
5 An Introduction to Human Visual Perception....................... 101
6 Introduction to Fixed-Function 3D Graphics and Hierarchical Modeling................. 117
7 Essential Mathematics and the Geometry of 2-Space and 3-Space..................... 149
8 A Simple Way to Describe Shape in 2D and 3D.................... 187
9 Functions on Meshes............................................................. 201
10 Transformations in Two Dimensions..................................... 221
11 Transformations in Three Dimensions.................................. 263
12 A 2D and 3D Transformation Library for Graphics ............. 287
13 Camera Specifications and Transformations......................... 299
14 Standard Approximations and Representations.................... 321
15 Ray Casting and Rasterization ............................................. 387
16 Survey of Real-Time 3D Graphics Platforms........................ 451
17 Image Representation and Manipulation.............................. 481
18 Images and Signal Processing............................................... 495
19 Enlarging and Shrinking Images.......................................... 533
20 Textures and Texture Mapping............................................. 547
21 Interaction Techniques ......................................................... 567
22 Splines and Subdivision Curves............................................ 595
23 Splines and Subdivision Surfaces.......................................... 607
24 Implicit Representations of Shape ........................................ 615
25 Meshes.................................................................................. 635
26 Light..................................................................................... 669
27 Materials and Scattering ...................................................... 711
28 Color .................................................................................... 745
29 Light Transport.................................................................... 783
30 Probability and Monte Carlo Integration ............................. 801
31 Computing Solutions to the Rendering Equation:
Theoretical Approaches........................................................ 825
32 Rendering in Practice ........................................................... 881
33 Shaders................................................................................. 927
34 Expressive Rendering........................................................... 945
35 Motion.................................................................................. 963
36 Visibility Determination........................................................1023
37 Spatial Data Structures.........................................................1065
38 Modern Graphics Hardware.................................................1103
List of Principles ........................................................................... 1145
Bibliography ................................................................................. 1149
Index.............................................................................................1183
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