Hughes: Computer Graphics 3rd Edition: Principles & Practice

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.

Key Features
  • Up To Date Information - Covers today's most important 2D and 3D algorithms, mathematical principles, and graphics programming techniques.
  • Examples - Presents examples using widely-available, commonly-used Microsoft programming technologies tools.
  • New Coverage - Teach rendering equation, GPU architecture considerations, and importance-sampling in physically based rendering.
  • Full Color - Text and hundreds of figures presented in full color throughout book.
  • Programs Written in C++, C#, WPF, or Pseudocode - Whichever language is most effective for given example.
  • Instructor Resources - Solutions manual, sample syllabi, and chapter-by-chapter PowerPoint presentations.

New to This Edition
  • 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.

Contents
  • Chapter 1: Introduction 1
  • Chapter 2: Introduction to 2D Graphics Using WPF
  • Chapter 3: An Ancient Renderer Made Modern
  • Chapter 4: A 2D Graphics Test Bed
  • Chapter 5: An Introduction to Human Visual Perception
  • Chapter 6: Introduction to Fixed-Function 3D Graphics and Hierarchical Modeling
  • Chapter 7: Essential Mathematics and the Geometry of 2-Space and 3-Space
  • Chapter 8: A Simple Way to Describe Shape in 2D and 3D
  • Chapter 9: Functions on Meshes
  • Chapter 10: Transformations in Two Dimensions
  • Chapter 11: Transformations in Three Dimensions
  • Chapter 12: A 2D and 3D Transformation Library for Graphics
  • Chapter 13: Camera Specifications and Transformations
  • Chapter 14: Standard Approximations and Representations
  • Chapter 15: Ray Casting and Rasterization
  • Chapter 16: Survey of Real-Time 3D Graphics Platforms
  • Chapter 17: Image Representation and Manipulation
  • Chapter 18: Images and Signal Processing
  • Chapter 19: Enlarging and Shrinking Images
  • Chapter 20: Textures and Texture Mapping
  • Chapter 21: Interaction Techniques
  • Chapter 22: Splines and Subdivision Curves
  • Chapter 23: Splines and Subdivision Surfaces
  • Chapter 24: Implicit Representations of Shape
  • Chapter 25: Meshes
  • Chapter 26: Light
  • Chapter 27: Materials and Scattering
  • Chapter 28: Color
  • Chapter 29: Light Transport
  • Chapter 30: Probability and Monte Carlo Integration
  • Chapter 31: Computing Solutions to the Rendering Equation: Theoretical Approaches
  • Chapter 32: Rendering in Practice
  • Chapter 33: Shaders
  • Chapter 34: Expressive Rendering
  • Chapter 35: Motion
  • Chapter 36: Visibility Determination
  • Chapter 37: Spatial Data Structures
  • Chapter 38: Modern Graphics Hardware
  • List of Principles 
  • Bibliography 
  • Index

About the Authors
  • 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 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 a professor 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 Chief Technology Officer 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.

Book Details

  • Hardcover: 1264 pages
  • Publisher: Addison-Wesley Professional; 3 edition (c2014)
  • Language: English
  • ISBN-10: 0321399528
  • ISBN-13: 978-0321399526
  • Product Dimensions: 10.1 x 8.3 x 1.8 inches
  • List Price: $99.99
Tags:

Chemical Engineering

Civil Engineering

Electrical and Electronics Engineering

Industrial Engineering

Mechanical Engineering

Materials Science

Designed by Web2feel.com | Bloggerized by Lasantha - Premiumbloggertemplates.com | Affordable HTML Templates from Herotemplates.com.
Copyright 2013 EngineeringLib - All Rights Reserved.