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Fundamentals of Computer Graphics, Third Edition / Edition 2

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Overview

The second edition of this widely adopted text includes a wealth of new material, with new chapters on Signal Processing (Marschner), Using graphics hardware (Willemsen), Writing graphics applications (Sung), Perception (Thompson), Curves (Gleicher), Animation (Ashikhmin), and Tone reproduction (Reinhard).

Maintaining the strengths of the first edition, 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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Editorial Reviews

From the Publisher
Fundamentals of Computer Graphics appears in its third updated edition to pack in discussions of the basics of computer graphics for college-level students and programmers. Four new chapters on implicit modeling, color, visualization and computer graphics in games have been added along with extensive revisions and updated new material, making this a 'must' for any college-level computer graphics library.
The Midwest Book Review, December 2009
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Product Details

  • ISBN-13: 9781568812694
  • Publisher: Taylor & Francis
  • Publication date: 8/1/2005
  • Edition description: Older Edition
  • Edition number: 2
  • Pages: 652
  • Product dimensions: 10.22 (w) x 9.08 (h) x 1.52 (d)

Meet the Author

Peter Shirley is a principal research scientist at NVIDIA and an adjunct professor in the School of Computing at the University of Utah. He has held positions at Indiana University and the Program of Computer Graphics at Cornell University.

Steve Marschner is an associate professor in the Computer Science Department and Program of Computer Graphics at Cornell University.

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Table of Contents

1 Introduction 1
2 Miscellaneous math 15
3 Raster algorithms 51
4 Signal processing 71
5 Linear algebra 119
6 Transformation matrices 135
7 Viewing 159
8 Hidden surface elimination 177
9 Surface shading 191
10 Ray tracing 201
11 Texture mapping 239
12 A full graphics pipeline 259
13 Data structures for graphics 269
14 Sampling 279
15 Curves 301
16 Computer animation 347
17 Using graphics hardware 379
18 Building interactive graphics applications 401
19 Light 451
20 Color 465
21 Visual perception 477
22 Tone reproduction 521
23 Global illumination 547
24 Reflection models 561
25 Image-based rendering 577
26 Visualization 583
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