
Computer Graphics Principles and Practice
by Hughes, John F.; van Dam, Andries; McGuire, Morgan; Sklar, David F.; Foley, James D.; Feiner, Steven K.; Akeley, KurtBuy New
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Summary
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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