Fundamentals of Computer GraphicsWith contributions by Michael Ashikhmin, Michael Gleicher, Naty Hoffman, Garrett Johnson, Tamara Munzner, Erik Reinhard, Kelvin Sung, William B. Thompson, Peter Willemsen, Brian Wyvill. The third edition of this widely adopted text gives students a comprehensive, fundamental introduction to computer graphics. The authors present the mathematical foundations of computer graphics with a focus on geometric intuition, allowing the programmer to understand and apply those foundations to the development of efficient code. New in this edition: |
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Fundamentals of Computer Graphics Peter Shirley,Michael Ashikhmin,Steve Marschner Limited preview - 2009 |
Fundamentals of Computer Graphics Peter Shirley,Michael Ashikhmin,Steve Marschner Limited preview - 2009 |
Common terms and phrases
algorithm angle animation application array B-splines ball barycentric coordinates Bézier curves BRDF camera chapter component Computer Graphics control points convolution coordinate system create cubic curve data structure dataset defined density derivative direction discussed display dot product dynamic range edge encoding Equation event service event-driven programming example filter FLTK function geometry graphics hardware graphics pipeline HeroBall Image courtesy implementation implicit implicit surface input integral Interactive interpolation intersection light sources line segment linear matrix mesh motion mouse object OpenGL operations parameter perception perspective pixel plane polygon polynomial position primitives properties random raster ray tracing reflectance rendering representation result rotation sampling scale scene Section service routines shading shown in Figure SIGGRAPH spatial specific specular spline stored surface normal techniques Texture Mapping tion tone reproduction transform triangle values vector velocity vertex vertex shader vertices z-buffer zero