## 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. |

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### Contents

1 | |

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 |

721 | |

Back Cover | 745 |

### Other editions - View all

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 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 isosurface light sources line segment linear matrix mesh motion mouse object OpenGL operations parameter perspective pixel plane polygon polynomial position primitives random raster ray tracing reflectance rendering result rotation sample scale scene scene graph Section service routines shading shown in Figure spatial specific specular spline stored surface normal techniques texture texture maps tion transform triangle values vector velocity vertex vertex shader vertices view volume z-buffer zero