Description

Book Synopsis
Drawing on an impressive roster of experts in the field, Fundamentals of Computer Graphics, Fifth Edition offers an ideal resource for computer course curricula as well as a user-friendly personal or professional reference.

Table of Contents

IntroductionGraphics Areas
Major Applications
Graphics APIs
Graphics Pipeline
Numerical Issues
Efficiency
Designing and Coding Graphics Programs

Miscellaneous MathSets and Mappings
Solving Quadratic Equations
Trigonometry
Vectors
Curves and Surfaces
Linear Interpolation
Triangles

Raster ImagesRaster Devices
Images, Pixels, and Geometry
RGB Color
Alpha Compositing

Ray TracingThe Basic Ray-Tracing Algorithm
Perspective
Computing Viewing Rays
Ray-Object Intersection
Shading
A Ray-Tracing Program
Shadows
Ideal Specular Reflection
Historical Notes

Surface ShadingDiffuse Shading
Phong Shading
Artistic Shading

Linear AlgebraDeterminants
Matrices
Computing with Matrices and Determinants
Eigenvalues and Matrix Diagonalization

Transformation Matrices2D Linear Transformations
3D Linear Transformations
Translation and Affine Transformations
Inverses of Transformation Matrices
Coordinate Transformations

ViewingViewing Transformations
Projective Transformations
Perspective Projection
Some Properties of the Perspective Transform
Field-of-View

The Graphics PipelineRasterization
Operations Before and After Rasterization
Simple Antialiasing
Culling Primitives for Efficiency

Signal ProcessingDigital Audio: Sampling in 1D
Convolution
Convolution Filters
Signal Processing for Images
Sampling Theory

Texture MappingLooking Up Texture Values
Texture Coordinate Functions
Antialiasing Texture Lookups
Applications of Texture Mapping
Procedural 3D Textures

Data Structures for GraphicsTriangle Meshes
Scene Graphs
Spatial Data Structures
BSP Trees for Visibility
Tiling Multidimensional Arrays

SamplingIntegration
Continuous Probability
Monte Carlo Integration
Choosing Random Points

Physics-based Rendering

Photons

Smooth metals

Smooth dielectrics

Dielectrics with subsurface scattering

A brute force photon tracer

Radiometry

Radiometry of Scattering

Transport Equation

Materials in practice

Monte Carlo Ray Tracing

Curves
Curves
Curve Properties
Polynomial Pieces
Putting Pieces Together
Cubics
Approximating Curves
Summary

Computer AnimationPrinciples of Animation
Keyframing
Deformations
Character Animation
Physics-Based Animation
Procedural Techniques
Groups of Objects

Using Graphics HardwareHardware Overview
What Is Graphics Hardware
Heterogeneous Multiprocessing
Graphics Hardware Programming: Buffers, State, and Shaders
State Machine
Basic OpenGL Application Layout
Geometry
A First Look at Shaders
Vertex Buffer Objects
Vertex Array Objects
Transformation Matrices
Shading with Per-Vertex Attributes
Shading in the Fragment Processor
Meshes and Instancing
Texture Objects
Object-Oriented Design for Graphics Hardware Programming
Continued Learning

ColorColorimetry
Color Spaces
Chromatic Adaptation
Color Appearance

Visual PerceptionVision Science
Visual Sensitivity
Spatial Vision
Objects, Locations, and Events
Picture Perception

Tone ReproductionClassification
Dynamic Range
Color
Image Formation
Frequency-Based Operators
Gradient-Domain Operators
Spatial Operators
Division
Sigmoids
Other Approaches
Night Tonemapping
Discussion

Implicit ModelingImplicit Functions, Skeletal Primitives, and Summation Blending
Rendering
Space Partitioning
More on Blending
Constructive Solid Geometry
Warping
Precise Contact Modeling
The Blob Tree
Interactive Implicit Modeling Systems

Computer Graphics in GamesPlatforms
Limited Resources
Optimization Techniques
Game Types
The Game Production Process

VisualizationBackground
Data Types
Human-Centered Design Process
Visual Encoding Principles
Interaction Principles
Composite and Adjacent Views
Data Reduction
Examples

Fundamentals of Computer Graphics

Product form

£56.04

Includes FREE delivery

RRP £58.99 – you save £2.95 (5%)

Order before 4pm today for delivery by Sat 20 Dec 2025.

A Paperback / softback by Steve Marschner, Peter Shirley

15 in stock


    View other formats and editions of Fundamentals of Computer Graphics by Steve Marschner

    Publisher: Taylor & Francis Ltd
    Publication Date: 14/03/2023
    ISBN13: 9781032122861, 978-1032122861
    ISBN10: 1032122862

    Description

    Book Synopsis
    Drawing on an impressive roster of experts in the field, Fundamentals of Computer Graphics, Fifth Edition offers an ideal resource for computer course curricula as well as a user-friendly personal or professional reference.

    Table of Contents

    IntroductionGraphics Areas
    Major Applications
    Graphics APIs
    Graphics Pipeline
    Numerical Issues
    Efficiency
    Designing and Coding Graphics Programs

    Miscellaneous MathSets and Mappings
    Solving Quadratic Equations
    Trigonometry
    Vectors
    Curves and Surfaces
    Linear Interpolation
    Triangles

    Raster ImagesRaster Devices
    Images, Pixels, and Geometry
    RGB Color
    Alpha Compositing

    Ray TracingThe Basic Ray-Tracing Algorithm
    Perspective
    Computing Viewing Rays
    Ray-Object Intersection
    Shading
    A Ray-Tracing Program
    Shadows
    Ideal Specular Reflection
    Historical Notes

    Surface ShadingDiffuse Shading
    Phong Shading
    Artistic Shading

    Linear AlgebraDeterminants
    Matrices
    Computing with Matrices and Determinants
    Eigenvalues and Matrix Diagonalization

    Transformation Matrices2D Linear Transformations
    3D Linear Transformations
    Translation and Affine Transformations
    Inverses of Transformation Matrices
    Coordinate Transformations

    ViewingViewing Transformations
    Projective Transformations
    Perspective Projection
    Some Properties of the Perspective Transform
    Field-of-View

    The Graphics PipelineRasterization
    Operations Before and After Rasterization
    Simple Antialiasing
    Culling Primitives for Efficiency

    Signal ProcessingDigital Audio: Sampling in 1D
    Convolution
    Convolution Filters
    Signal Processing for Images
    Sampling Theory

    Texture MappingLooking Up Texture Values
    Texture Coordinate Functions
    Antialiasing Texture Lookups
    Applications of Texture Mapping
    Procedural 3D Textures

    Data Structures for GraphicsTriangle Meshes
    Scene Graphs
    Spatial Data Structures
    BSP Trees for Visibility
    Tiling Multidimensional Arrays

    SamplingIntegration
    Continuous Probability
    Monte Carlo Integration
    Choosing Random Points

    Physics-based Rendering

    Photons

    Smooth metals

    Smooth dielectrics

    Dielectrics with subsurface scattering

    A brute force photon tracer

    Radiometry

    Radiometry of Scattering

    Transport Equation

    Materials in practice

    Monte Carlo Ray Tracing

    Curves
    Curves
    Curve Properties
    Polynomial Pieces
    Putting Pieces Together
    Cubics
    Approximating Curves
    Summary

    Computer AnimationPrinciples of Animation
    Keyframing
    Deformations
    Character Animation
    Physics-Based Animation
    Procedural Techniques
    Groups of Objects

    Using Graphics HardwareHardware Overview
    What Is Graphics Hardware
    Heterogeneous Multiprocessing
    Graphics Hardware Programming: Buffers, State, and Shaders
    State Machine
    Basic OpenGL Application Layout
    Geometry
    A First Look at Shaders
    Vertex Buffer Objects
    Vertex Array Objects
    Transformation Matrices
    Shading with Per-Vertex Attributes
    Shading in the Fragment Processor
    Meshes and Instancing
    Texture Objects
    Object-Oriented Design for Graphics Hardware Programming
    Continued Learning

    ColorColorimetry
    Color Spaces
    Chromatic Adaptation
    Color Appearance

    Visual PerceptionVision Science
    Visual Sensitivity
    Spatial Vision
    Objects, Locations, and Events
    Picture Perception

    Tone ReproductionClassification
    Dynamic Range
    Color
    Image Formation
    Frequency-Based Operators
    Gradient-Domain Operators
    Spatial Operators
    Division
    Sigmoids
    Other Approaches
    Night Tonemapping
    Discussion

    Implicit ModelingImplicit Functions, Skeletal Primitives, and Summation Blending
    Rendering
    Space Partitioning
    More on Blending
    Constructive Solid Geometry
    Warping
    Precise Contact Modeling
    The Blob Tree
    Interactive Implicit Modeling Systems

    Computer Graphics in GamesPlatforms
    Limited Resources
    Optimization Techniques
    Game Types
    The Game Production Process

    VisualizationBackground
    Data Types
    Human-Centered Design Process
    Visual Encoding Principles
    Interaction Principles
    Composite and Adjacent Views
    Data Reduction
    Examples

    Recently viewed products

    © 2025 Book Curl

      • American Express
      • Apple Pay
      • Diners Club
      • Discover
      • Google Pay
      • Maestro
      • Mastercard
      • PayPal
      • Shop Pay
      • Union Pay
      • Visa

      Login

      Forgot your password?

      Don't have an account yet?
      Create account