
Fundamentals of Computer Graphics
CRC Press
3rd Edition
Published on 21. July 2009
804 pages
978-1-4987-6046-1 (ISBN)
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Description
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With contributions by Michael Ashikhmin, Michael Gleicher, Naty Hoffman, Garrett Johnson, Tamara Munzner, Erik Reinhard, Kelvin Sung, William B. Thompson, Peter Willemsen, Brian Wyvill. The third edition of this widely adopted text gives students a comprehensive, fundamental introduction to computer graphics. The authors present the mathematical fo
Reviews / Votes
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
More details
Edition
3rd edition
Language
English
Place of publication
London
United Kingdom
Publishing group
Taylor & Francis Ltd
Target group
College/higher education
Edition type
New edition
File size
25,17 MB
ISBN-13
978-1-4987-6046-1 (9781498760461)
Copyright in bibliographic data and cover images is held by Nielsen Book Services Limited or by the publishers or by their respective licensors: all rights reserved.
Schweitzer Classification
Other editions
Additional editions

Peter Shirley | Michael Ashikhmin | Steve Marschner
Fundamentals of Computer Graphics
Book
07/2009
3rd Edition
A K Peters
€112.84
Article exhausted; check for reprint
Persons
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.
Steve Marschner is an associate professor in the Computer Science Department and Program of Computer Graphics at Cornell University.
Content
Introduction. Miscellaneous Math. Raster Images. Ray Tracing. Linear Algebra. Transformation Matrices. Viewing. The Graphics Pipeline. Signal Processing. Surface Shading. Texture Mapping. Data Structures for Graphics. More Ray Tracing. Sampling. Curves. Implicit Modeling. Computer Animation. Using Graphics Hardware. Building Interactive Graphics Applications. Light. Color. Visual Perception. Tone Reproduction. Global Illumination. Reflection Models. Computer Graphics in Games. Visualization. Spatial-Field Visualization.
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