Computer Graphics Principles and Practice

by ; ; ; ; ; ;
Edition: 3rd
Format: Hardcover
Pub. Date: 2013-07-10
Publisher(s): Addison-Wesley Professional
List Price: $160.00

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Summary

Computer Graphics, Third Editionis both a long-awaited revision of the "bible" of computer graphics and an adaptation specifically designed to reflect modern Microsoft tools and technologies. Four expert authors combine the newest concepts and practical applications in computer graphics, explain today's most important algorithms for 2D and 3D graphics, and thoroughly present key mathematical principles, and demonstrate essential graphics programming techniques using DirectX and other Microsoft technologies. They explore the subject of computer graphics from multiple perspectives, from user to application programmer, package implementer to hardware designer. Coverage includes: raster graphics; modeling; image synthesis; photorealistic rendering; surface modeling; state-of-the-art animation, and much more. Extensive full color images and figures thoroughly illustrate the techniques they present

Author Biography

John F. Hughes is a Professor of Computer Science at Brown University. His primary research is in computer graphics, particularly those aspects of graphics involving substantial mathematics.

 

Andries van Dam is the Thomas J. Watson, Jr. University Professor of Technology and Education and Professor of Computer Science at Brown University. Andy’s research includes work on computer graphics, hypermedia systems, post-WIMP user interfaces, including immersive virtual reality and pen- and touch-computing, and educational software.

 

Morgan McGuire is an Associate Professor of Computer Science at Williams College. He's contributed as an industry consultant to products including the Marvel Ultimate Alliance and Titan Quest video game series, the E Ink display used in the Amazon Kindle, and NVIDIA GPUs.

 

David F. Sklar is currently a visualization engineer at Vizify.com, working on algorithms for presenting animated infographics on computing devices across a wide range of form factors.

 

James D. Foley is Professor of Interactive Computing and holds the Fleming Chair in the College of Computing at Georgia Institute of Technology. He has also held faculty positions at the University of North Carolina at Chapel Hill and The George Washington University, as well as management positions at Mitsubishi Electric Research.

 

Steven K. Feiner is a Professor of Computer Science at Columbia University, where he directs the Computer Graphics and User Interfaces Lab and co-directs the Columbia Vision and Graphics Center. His research addresses 3D user interfaces, augmented reality, wearable computing, and many topics at the intersection of human-computer interaction and computer graphics.

 

Kurt Akeley is Vice President of Engineering at Lytro, Inc. Kurt is a cofounder of Silicon Graphics (later SGI), where he led the development of a sequence of high-end graphics systems, including RealityEngine, and also led the design and standardization of the OpenGL graphics system.

Table of Contents

1 INTRODUCTION

2 INTRODUCTION TO 2D GRAPHICS USING WPF

3 AN ANCIENT RENDERER MADE MODERN

4 A 2D GRAPHICS TESTBED

5 AN INTRODUCTION TO HUMAN VISUAL PERCEPTION

6 INTRODUCTION TO FIXED-FUNCTION 3D GRAPHICS AND HIERARCHICAL MODELING

7 ESSENTIAL MATHEMATICS AND THE GEOMETRY OF 2-SPACE AND 3-SPACE

8 A SIMPLE WAY TO DESCRIBE SHAPE IN 2D AND 3D

9 FUNCTIONS ON MESHES

10 TRANSFORMATIONS IN TWO DIMENSIONS

11 TRANSFORMATIONS IN THREE DIMENSIONS

12 A 2D AND 3D TRANSFORMATION LIBRARY FOR GRAPHICS

13 CAMERA SPECIFICATIONS AND TRANSFORMATIONS

14 STANDARD APPROXIMATIONS AND REPRESENTATIONS

15 RAYCASTING AND RASTERIZATION

16 SURVEY OF 3D REALTIME GRAPHICS PLATFORMS

17 IMAGE REPRESENTATION AND MANIPULATION

18 IMAGES AND SIGNAL PROCESSING

19 ENLARGING AND SHRINKING IMAGES

20 TEXTURES AND TEXTURE MAPPING

21 INTERACTION TECHNIQUES

22 SPLINES AND SUBDIVISION CURVES

23 SPLINES AND SUBDIVISION SURFACES

24 IMPLICIT REPRESENTATIONS OF SHAPE

25MESHES

26 LIGHT

27MATERIALS AND SCATTERING

28 COLOR

29 LIGHT TRANSPORT

30 PROBABILITY AND MONTE CARLO INTEGRATION

31 COMPUTING SOLUTIONS TO THE RENDERING EQUATION: THEORETICAL APPROACHES

32 RENDERING IN PRACTICE

33 SHADERS

34 EXPRESSIVE RENDERING

35MOTION

36 VISIBILITY DETERMINATION

37 SPATIAL DATA STRUCTURES

38MODERN GRAPHICS HARDWARE

 

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