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

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    £56.04

    Includes FREE delivery

    RRP £58.99 – you save £2.95 (5%)

    Order before 4pm today for delivery by Fri 12 Jun 2026.

    A Paperback / softback by Steve Marschner, Peter Shirley

    1 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

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