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Fundamentals of Computer Graphics: International Student Edition 5th edition [Kõva köide]

(Cornell University, Ithaca, New York, USA),
  • Formaat: Hardback, 700 pages, kõrgus x laius: 235x191 mm, kaal: 3890 g, 5 Tables, color; 424 Line drawings, color; 90 Halftones, color; 514 Illustrations, color
  • Ilmumisaeg: 30-Sep-2021
  • Kirjastus: CRC Press
  • ISBN-10: 0367505037
  • ISBN-13: 9780367505035
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  • Formaat: Hardback, 700 pages, kõrgus x laius: 235x191 mm, kaal: 3890 g, 5 Tables, color; 424 Line drawings, color; 90 Halftones, color; 514 Illustrations, color
  • Ilmumisaeg: 30-Sep-2021
  • Kirjastus: CRC Press
  • ISBN-10: 0367505037
  • ISBN-13: 9780367505035
"The fifth edition of Fundamentals of Computer Graphics continues to provide an outstanding and comprehensive introduction to basic computer graphic technology and theory. It retains an informal and intuitive style while improving precision, consistency,and completeness of material, allowing aspiring and experienced graphics programmers to better understand and apply foundational principles to the development of efficient code in animation, visual effects, games, visualization, advertising, and other applications"--

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.



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.

Focusing on geometric intuition, the book gives the necessary information for understanding how images get onto the screen by using the complementary approaches of ray tracing and rasterization. It covers topics common to an introductory course, such as sampling theory, texture mapping, spatial data structure, and splines. It also includes a number of contributed chapters from authors known for their expertise and clear way of explaining concepts.

Highlights of the Fifth Edition Include:

  • Major updates and improvements to numerous chapters, including shading, ray tracing, physics-based rendering, math and sampling
  • Updated coverage of existing topics
  • Several chapters have been absorbed and reworked to create a more natural flow to the book

The fifth edition of Fundamentals of Computer Graphics continues to provide an outstanding and comprehensive introduction to basic computer graphic technology and theory. It retains an informal and intuitive style while improving precision, consistency, and completeness of material, allowing aspiring and experienced graphics programmers to better understand and apply foundational principles to the development of efficient code in animation, visual effects, games, visualization, advertising, and other applications

Arvustused

"Packs in discussions of the basics of computer graphics for college-level students and programmers. New chapters 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

"A nice, general introduction to the most important computer graphics topics. They don't just provide a good overview of their field; they also provide many chapters on related material, making their textbook unusually self-contained. Additional chapters are written by an outstanding roster of contributors, an uncommon feature in standard textbooks." --Fernando Berzal, Associate Professor of Computer Science and A.I., University of Granada

Preface xi
Acknowledgments xiii
Authors xv
1 Introduction
1(12)
1.1 Graphics Areas
2(1)
1.2 Major Applications
3(1)
1.3 Graphics APIs
4(1)
1.4 Graphics Pipeline
4(1)
1.5 Numerical Issues
5(2)
1.6 Efficiency
7(1)
1.7 Designing and Coding Graphics Programs
8(5)
2 Miscellaneous Math
13(1)
2.1 Sets and Mappings
13(4)
2.2 Solving Quadratic Equations
17(1)
2.3 Trigonometry
18(3)
2.4 Vectors
21(10)
2.5 Integration
31(2)
2.6 Density Functions
33(1)
2.7 Curves and Surfaces
34(15)
2.8 Linear Interpolation
49(1)
2.9 Triangles
49(5)
2.10 Discrete probability
54(2)
2.11 Continuous probability
56(1)
2.12 Monte Carlo Integration
57(6)
3 Raster Images
63(16)
3.1 Raster Devices
64(5)
3.2 Images, Pixels, and Geometry
69(5)
3.3 RGB Color
74(1)
3.4 Alpha Compositing
75(4)
4 Ray Tracing
79(18)
4.1 The Basic Ray-Tracing Algorithm
80(1)
4.2 Perspective
81(1)
4.3 Computing Viewing Rays
82(4)
4.4 Ray-Object Intersection
86(5)
4.5 Shading
91(4)
4.6 Historical Notes
95(2)
5 Surface Shading
97(10)
5.1 Point-like light sources
98(2)
5.2 Basic reflection models
100(4)
5.3 Ambient illumination
104(3)
6 Linear Algebra
107(20)
6.1 Determinants
107(2)
6.2 Matrices
109(5)
6.3 Computing with Matrices and Determinants
114(5)
6.4 Eigenvalues and Matrix Diagonalization
119(8)
7 Transformation Matrices
127(30)
7.1 2D Linear Transformations
127(14)
7.2 3D Linear Transformations
141(5)
7.3 Translation and Affine Transformations
146(4)
7.4 Inverses of Transformation Matrices
150(1)
7.5 Coordinate Transformations
151(6)
8 Viewing
157(20)
8.1 Viewing Transformations
158(6)
8.2 Projective Transformations
164(3)
8.3 Perspective Projection
167(4)
8.4 Some Properties of the Perspective Transform
171(1)
8.5 Field-of-View
172(5)
9 The Graphics Pipeline
177(28)
9.1 Rasterization
178(14)
9.2 Operations Before and After Rasterization
192(7)
9.3 Simple Antialiasing
199(1)
9.4 Culling Primitives for Efficiency
200(5)
10 Signal Processing
205(50)
10.1 Digital Audio: Sampling in 1D
206(3)
10.2 Convolution
209(14)
10.3 Convolution Filters
223(7)
10.4 Signal Processing for Images
230(9)
10.5 Sampling Theory
239(16)
11 Texture Mapping
255(36)
11.1 Looking Up Texture Values
256(2)
11.2 Texture Coordinate Functions
258(11)
11.3 Antialiasing Texture Lookups
269(8)
11.4 Applications of Texture Mapping
277(6)
11.5 Procedural 3D Textures
283(8)
12 Data Structures for Graphics
291(44)
12.1 Triangle Meshes
292(13)
12.2 Scene Graphs
305(4)
12.3 Spatial Data Structures
309(11)
12.4 BSP Trees for Visibility
320(9)
12.5 Tiling Multidimensional Arrays
329(6)
13 Sampling
335(22)
13.1 Integration
335(5)
13.2 Continuous Probability
340(4)
13.3 Monte Carlo Integration
344(3)
13.4 Choosing Random Points
347(10)
14 Physics-Based Rendering
357(26)
14.1 Photons
357(1)
14.2 Smooth Metals
358(1)
14.3 Smooth Dielectrics
359(3)
14.4 Dielectrics with Subsurface Scattering
362(1)
14.5 A Brute Force Photon Tracer
363(3)
14.6 Radiometry
366(5)
14.7 Radiometry of Scattering
371(3)
14.8 Transport Equation
374(2)
14.9 Materials in Practice
376(1)
14.10 Monte Carlo Ray Tracing
377(6)
15 Curves
383(46)
Michael Gleicher
15.1 Curves
383(6)
15.2 Curve Properties
389(3)
15.3 Polynomial Pieces
392(7)
15.4 Putting Pieces Together
399(3)
15.5 Cubics
402(7)
15.6 Approximating Curves
409(17)
15.7 Summary
426(3)
16 Computer Animation
429(32)
Michael Ashikhmin
16.1 Principles of Animation
430(4)
16.2 Keyframing
434(8)
16.3 Deformations
442(1)
16.4 Character Animation
443(7)
16.5 Physics-Based Animation
450(2)
16.6 Procedural Techniques
452(3)
16.7 Groups of Objects
455(6)
17 Using Graphics Hardware
461(42)
Peter Willemsen
17.1 Hardware Overview
461(1)
17.2 What Is Graphics Hardware
461(2)
17.3 Heterogeneous Multiprocessing
463(2)
17.4 Graphics Hardware Programming: Buffers, State, and Shaders
465(2)
17.5 State Machine
467(1)
17.6 Basic OpenGL Application Layout
468(1)
17.7 Geometry
469(2)
17.8 A First Look at Shaders
471(3)
17.9 Vertex Buffer Objects
474(2)
17.10 Vertex Array Objects
476(3)
17.11 Transformation Matrices
479(2)
17.12 Shading with Per-Vertex Attributes
481(4)
17.13 Shading in the Fragment Processor
485(6)
17.14 Meshes and Instancing
491(2)
17.15 Texture Objects
493(6)
17.16 Object-Oriented Design for Graphics Hardware Programming
499(1)
17.17 Continued Learning
500(3)
18 Color
503(22)
Erik Reinhard
Garrett Johnson
18.1 Colorimetry
505(9)
18.2 Color Spaces
514(6)
18.3 Chromatic Adaptation
520(4)
18.4 Color Appearance
524(1)
19 Visual Perception
525(44)
William B. Thompson
19.1 Vision Science
526(1)
19.2 Visual Sensitivity
527(17)
19.3 Spatial Vision
544(13)
19.4 Objects, Locations, and Events
557(9)
19.5 Picture Perception
566(3)
20 Tone Reproduction
569(26)
Erik Reinhard
20.1 Classification
572(1)
20.2 Dynamic Range
573(2)
20.3 Color
575(2)
20.4 Image Formation
577(1)
20.5 Frequency-Based Operators
577(2)
20.6 Gradient-Domain Operators
579(1)
20.7 Spatial Operators
580(2)
20.8 Division
582(1)
20.9 Sigmoids
583(5)
20.10 Other Approaches
588(3)
20.11 Night Tonemapping
591(1)
20.12 Discussion
592(3)
21 Implicit Modeling
595(28)
Brian Wyvill
21.1 Implicit Functions, Skeletal Primitives, and Summation Blending
596(8)
21.2 Rendering
604(1)
21.3 Space Partitioning
605(6)
21.4 More on Blending
611(1)
21.5 Constructive Solid Geometry
612(2)
21.6 Warping
614(2)
21.7 Precise Contact Modeling
616(2)
21.8 The BlobTree
618(2)
21.9 Interactive Implicit Modeling Systems
620(3)
22 Computer Graphics in Games
623(22)
Naty Hoffman
22.1 Platforms
623(3)
22.2 Limited Resources
626(3)
22.3 Optimization Techniques
629(1)
22.4 Game Types
630(3)
22.5 The Game Production Process
633(12)
23 Visualization
645(36)
Tamara Munzner
23.1 Background
647(1)
23.2 Data Types
648(2)
23.3 Human-Centered Design Process
650(2)
23.4 Visual Encoding Principles
652(8)
23.5 Interaction Principles
660(1)
23.6 Composite and Adjacent Views
661(6)
23.7 Data Reduction
667(5)
23.8 Examples
672(9)
References 681(8)
Index 689
Steve Marschner, Cornell University, Ithaca, New York, USA

Peter Shirley, Purity LLC