Fundamentals of Computer Graphics

Front Cover
CRC Press, Jul 21, 2009 - Computers - 804 pages
With 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:

  • Four new contributed chapters, written by experts in their fields: Implicit Modeling, Computer Graphics in Games, Color, Visualization, including information visualization
  • Revised and updated material on the graphics pipeline, reflecting a modern viewpoint organized around programmable shading.
  • Expanded treatment of viewing that improves clarity and consistency while unifying viewing in ray tracing and rasterization.
  • Improved and expanded coverage of triangle meshes and mesh data structures.
  • A new organization for the early chapters, which concentrates foundational material at the beginning to increase teaching flexibility.
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    Contents

    1 Introduction
    1
    2 Miscellaneous Math
    13
    3 Raster Images
    53
    4 Ray Tracing
    69
    5 Linear Algebra
    91
    6 Transformation Matrices
    111
    7 Viewing
    141
    8 The Graphics Pipeline
    161
    17 Computer Animation
    413
    18 Using Graphics Hardware
    445
    19 Building Interactive Graphics Applications
    467
    20 Light
    517
    21 Color
    531
    22 Visual Perception
    553
    23 Tone Reproduction
    597
    24 Global Illumination
    623

    9 Signal Processing
    185
    10 Surface Shading
    233
    11 Texture Mapping
    243
    12 Data Structures for Graphics
    261
    13 More Ray Tracing
    303
    14 Sampling
    317
    15 Curves
    339
    16 Implicit Modeling
    385
    25 Reflection Models
    637
    26 Computer Graphics in Games
    653
    27 Visualization
    675
    28 SpatialField Visualization
    709
    References
    721
    Back Cover
    745
    Copyright

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    About the author (2009)

    Peter Shirley is a principal research scientist at NVIDIA and an adjunct professor in the School of Computing at the University of Utah. He has held positions at Indiana University and the Program of Computer Graphics at Cornell University.

    Steve Marschner is an associate professor in the Computer Science Department and Program of Computer Graphics at Cornell University.

    Bibliographic information