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Fundamentals of Computer Graphics Peter Shirley

Fundamentals of Computer Graphics By Peter Shirley

Fundamentals of Computer Graphics by Peter Shirley


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Summary

An introductory computer graphics text. It features chapters that provide coverage of implicit modeling and of two important graphics applications: games and information visualization.

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Fundamentals of Computer Graphics Summary

Fundamentals of Computer Graphics by Peter Shirley

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 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.

New in this edition:

  • Four new contributed chapters, written by experts in their fields: Implicit Modeling, Computer Graphics in Games, Color, Visualization, including information visualization
  • Revised and updated material on the graphics pipeline, reflecting a modern viewpoint organized around programmable shading.
  • Expanded treatment of viewing that improves clarity and consistency while unifying viewing in ray tracing and rasterization.
  • Improved and expanded coverage of triangle meshes and mesh data structures.
  • A new organization for the early chapters, which concentrates foundational material at the beginning to increase teaching flexibility.
  • Fundamentals of Computer Graphics Reviews

    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

    About Peter Shirley

    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.

    Table of Contents

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

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

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

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

    Linear Algebra
    Determinants
    Matrices
    Computing with Matrices and Determinants
    Eigen values and Matrix Diagonalization

    Transformation Matrices
    2D Linear Transformations
    3D Linear Transformations
    Translation and Affine Transformations
    Inverses of Transformation Matrices
    Coordinate Transformations

    7. Viewing
    Viewing Transformations
    Projective Transformations
    Perspective Projection
    Some Properties of the Perspective Transform
    Field-of-View

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

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

    Surface Shading
    Diffuse Shading
    Phong Shading
    Artistic Shading

    Texture Mapping
    3D Texture Mapping
    2D Texture Mapping
    Texture Mapping for Rasterized Triangles
    Bump Textures
    Displacement Mapping
    Environment Maps
    Shadow Maps

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

    More Ray Tracing
    Transparency and Refraction
    Instancing
    Constructive Solid Geometry
    Distribution Ray Tracing

    Sampling
    Integration
    Continuous Probability
    Monte Carlo Integration
    Choosing Random Points

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

    Implicit Modeling
    Implicit 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 Animation
    Principles of Animation
    Key framing
    Deformations
    Character Animation
    Physics-Based Animation
    Procedural Techniques
    Groups of Objects
    Notes

    Using Graphics Hardware
    What Is Graphics Hardware
    Describing Geometry for the Hardware
    Processing Geometry into Pixels

    Building Interactive Graphics Applications
    The Ball Shooting Program
    Programming Models
    The Model view-Controller Architecture
    Example Implementations
    Applying Our Results
    Notes
    Exercises

    Light
    Radiometry
    Transport Equation
    Photometry

    Color
    Colorimetry
    Color Spaces
    Chromatic Adaptation
    Color Appearance
    Notes

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

    Tone Reproduction
    Classification
    Dynamic Range
    Color
    Image Formation
    Frequency-Based Operators
    Gradient-Domain Operators
    Spatial Operators
    Division
    Sigmoids
    Other Approaches
    Night Tone mapping
    Discussion

    Global Illumination
    Particle Tracing for Lambertian Scenes
    Path Tracing
    Accurate Direct Lighting

    Reflection Models
    Real-World Materials
    Implementing Reflection Models
    Specular Reflection Models
    Smooth Layered Model
    Rough Layered Model

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

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

    Spatial-Field Visualization
    2D Scalar Fields
    3D Scalar Fields

    References

    Additional information

    CIN1568814690VG
    9781568814698
    1568814690
    Fundamentals of Computer Graphics by Peter Shirley
    Used - Very Good
    Hardback
    Taylor & Francis Inc
    2009-07-21
    N/A
    Book picture is for illustrative purposes only, actual binding, cover or edition may vary.
    This is a used book - there is no escaping the fact it has been read by someone else and it will show signs of wear and previous use. Overall we expect it to be in very good condition, but if you are not entirely satisfied please get in touch with us

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