Computer graphics Principles and practice 3rd Edition by John Hughes, Andries van Dam, Morgan McGuire, David Sklar, James Foley, Steven Feiner, Kurt Akeley – Ebook PDF Instant Download/Delivery: 0321399528, 978-0321399526
Full dowload Computer graphics Principles and practice 3rd Edition after payment

Product details:
ISBN 10: 0321399528
ISBN 13: 978-0321399526
Author: John Hughes, Andries van Dam, Morgan McGuire, David Sklar, James Foley, Steven Feiner, Kurt Akeley
Computer Graphics: Principles and Practice, Third Edition, remains the most authoritative introduction to the field. The first edition, the original “Foley and van Dam,” helped to define computer graphics and how it could be taught. The second edition became an even more comprehensive resource for practitioners and students alike. This third edition has been completely rewritten to provide detailed and up-to-date coverage of key concepts, algorithms, technologies, and applications.
The authors explain the principles, as well as the mathematics, underlying computer graphics–knowledge that is essential for successful work both now and in the future. Early chapters show how to create 2D and 3D pictures right away, supporting experimentation. Later chapters, covering a broad range of topics, demonstrate more sophisticated approaches. Sections on current computer graphics practice show how to apply given principles in common situations, such as how to approximate an ideal solution on available hardware, or how to represent a data structure more efficiently. Topics are reinforced by exercises, programming problems, and hands-on projects.
This revised edition features
- New coverage of the rendering equation, GPU architecture considerations, and importance- sampling in physically based rendering
- An emphasis on modern approaches, as in a new chapter on probability theory for use in Monte-Carlo rendering
- Implementations of GPU shaders, software rendering, and graphics-intensive 3D interfaces
- 3D real-time graphics platforms–their design goals and trade-offs–including new mobile and browser platforms
- Programming and debugging approaches unique to graphics development
The text and hundreds of figures are presented in full color throughout the book. Programs are written in C++, C#, WPF, or pseudocode–whichever language is most effective for a given example. Source code and figures from the book, testbed programs, and additional content will be available from the authors’ website (cgpp.net) or the publisher’s website (informit.com/title/9780321399526). Instructor resources will be available from the publisher. The wealth of information in this book makes it the essential resource for anyone working in or studying any aspect of computer graphics.
Computer graphics Principles and practice 3rd Table of contents:
1. Introduction
1.1 An Introduction to Computer Graphics
1.1.1 The World of Computer Graphics
1.1.2 Current and Future Application Areas
1.1.3 User-Interface Considerations
1.2 A Brief History
1.3 An Illuminating Example
1.4 Goals, Resources, and Appropriate Abstractions
1.4.1 Deep Understanding versus Common Practice
1.5 Some Numbers and Orders of Magnitude in Graphics
1.5.1 Light Energy and Photon Arrival Rates
1.5.2 Display Characteristics and Resolution of the Eye
1.5.3 Digital Camera Characteristics
1.5.4 Processing Demands of Complex Applications
1.6 The Graphics Pipeline
1.6.1 Texture Mapping and Approximation
1.6.2 The More Detailed Graphics Pipeline
1.7 Relationship of Graphics to Art, Design, and Perception
1.8 Basic Graphics Systems
1.8.1 Graphics Data
1.9 Polygon Drawing As a Black Box
1.10 Interaction in Graphics Systems
1.11 Different Kinds of Graphics Applications
1.12 Different Kinds of Graphics Packages
1.13 Building Blocks for Realistic Rendering: A Brief Overview
1.13.1 Light
1.13.2 Objects and Materials
1.13.3 Light Capture
1.13.4 Image Display
1.13.5 The Human Visual System
1.13.6 Mathematics
1.13.7 Integration and Sampling
1.14 Learning Computer Graphics
2. Introduction to 2D Graphics Using WPF
2.1 Introduction
2.2 Overview of the 2D Graphics Pipeline
2.3 The Evolution of 2D Graphics Platforms
2.3.1 From Integer to Floating-Point Coordinates
2.3.2 Immediate-Mode versus Retained-Mode Platforms
2.3.3 Procedural versus Declarative Specification
2.4 Specifying a 2D Scene Using WPF
2.4.1 The Structure of an XAML Application
2.4.2 Specifying the Scene via an Abstract Coordinate System
2.4.3 The Spectrum of Coordinate-System Choices
2.4.4 The WPF Canvas Coordinate System
2.4.5 Using Display Transformations
2.4.6 Creating and Using Modular Templates
2.5 Dynamics in 2D Graphics Using WPF
2.5.1 Dynamics via Declarative Animation
2.5.2 Dynamics via Procedural Code
2.6 Supporting a Variety of Form Factors
2.7 Discussion and Further Reading
3. An Ancient Renderer Made Modern
3.1 A Dürer Woodcut
3.2 Visibility
3.3 Implementation
3.3.1 Drawing
3.4 The Program
3.5 Limitations
3.6 Discussion and Further Reading
3.7 Exercises
4. A 2D Graphics Test Bed
4.1 Introduction
4.2 Details of the Test Bed
4.2.1 Using the 2D Test Bed
4.2.2 Corner Cutting
4.2.3 The Structure of a Test-Bed-Based Program
4.3 The C# Code
4.3.1 Coordinate Systems
4.3.2 WPF Data Dependencies
4.3.3 Event Handling
4.3.4 Other Geometric Objects
4.4 Animation
4.5 Interaction
4.6 An Application of the Test Bed
4.7 Discussion
4.8 Exercises
5. An Introduction to Human Visual Perception
5.1 Introduction
5.2 The Visual System
5.3 The Eye
5.3.1 Gross Physiology of the Eye
5.3.2 Receptors in the Eye
5.4 Constancy and Its Influences
5.5 Continuation
5.6 Shadows
5.7 Discussion and Further Reading
5.8 Exercises
6. Introduction to Fixed-Function 3D Graphics and Hierarchical Modeling
6.1 Introduction
6.1.1 The Design of WPF 3D
6.1.2 Approximating the Physics of the Interaction of Light with Objects
6.1.3 High-Level Overview of WPF 3D
6.2 Introducing Mesh and Lighting Specification
6.2.1 Planning the Scene
6.2.2 Producing More Realistic Lighting
6.2.3 “Lighting” versus “Shading” in Fixed-Function Rendering
6.3 Curved-Surface Representation and Rendering
6.3.1 Interpolated Shading (Gouraud)
6.3.2 Specifying Surfaces to Achieve Faceted and Smooth Effects
6.4 Surface Texture in WPF
6.4.1 Texturing via Tiling
6.4.2 Texturing via Stretching
6.5 The WPF Reflectance Model
6.5.1 Color Specification
6.5.2 Light Geometry
6.5.3 Reflectance
6.6 Hierarchical Modeling Using a Scene
6.6.1 Motivation for Modular Modeling
6.6.2 Top-Down Design of Component Hierarchy
6.6.3 Bottom-Up Construction and Composition
6.6.4 Reuse of Components
6.7 Discussion
7. Essential Mathematics and the Geometry of 2-Space and 3-Space
7.1 Introduction
7.2 Notation
7.3 Sets
7.4 Functions
7.4.1 Inverse Tangent Functions
7.5 Coordinates
7.6 Operations on Coordinates
7.6.1 Vectors
7.6.2 How to Think About Vectors
7.6.3 Length of a Vector
7.6.4 Vector Operations
7.6.5 Matrix Multiplication
7.6.6 Other Kinds of Vectors
7.6.7 Implicit Lines
7.6.8 An Implicit Description of a Line in a Plane
7.6.9 What About y = mx + b?
7.7 Intersections of Lines
7.7.1 Parametric-Parametric Line Intersection
7.7.2 Parametric-Implicit Line Intersection
7.8 Intersections, More Generally
7.8.1 Ray-Plane Intersection
7.8.2 Ray-Sphere Intersection
7.9 Triangles
7.9.1 Barycentric Coordinates
7.9.2 Triangles in Space
7.9.3 Half-Planes and Triangles
7.10 Polygons
7.10.1 Inside/Outside Testing
7.10.2 Interiors of Nonsimple Polygons
7.10.3 The Signed Area of a Plane Polygon: Divide and Conquer
7.10.4 Normal to a Polygon in Space
7.10.5 Signed Areas for More General Polygons
7.10.6 The Tilting Principle
7.10.7 Analogs of Barycentric Coordinates
7.11 Discussion
7.12 Exercises
8. A Simple Way to Describe Shape in 2D and 3D
8.1 Introduction
8.2 “Meshes” in 2D: Polylines
8.2.1 Boundaries
8.2.2 A Data Structure for 1D Meshes
8.3 Meshes in 3D
8.3.1 Manifold Meshes
8.3.2 Nonmanifold Meshes
8.3.3 Memory Requirements for Mesh Structures
8.3.4 A Few Mesh Operations
8.3.5 Edge Collapse
8.3.6 Edge Swap
8.4 Discussion and Further Reading
8.5 Exercises
9. Functions on Meshes
9.1 Introduction
9.2 Code for Barycentric Interpolation
9.2.1 A Different View of Linear Interpolation
9.2.2 Scanline Interpolation
9.3 Limitations of Piecewise Linear Extension
9.3.1 Dependence on Mesh Structure
9.4 Smoother Extensions
9.4.1 Nonconvex Spaces
9.4.2 Which Interpolation Method Should I Really Use?
9.5 Discussion and Further Reading
People also search for Computer graphics Principles and practice 3rd:
computer graphics principles and practice third edition
computer science principles ap practice
borrow computer graphics principles and practice
ap computer science principles practice quiz
understanding computer graphics
Tags:
John Hughes,Andries van Dam,Morgan McGuire,David Sklar,James Foley,Steven Feiner, Kurt Akeley,Computer,graphics,Principles,practice 3rd


