Fundamentals of Computer Graphics, 5th Edition

Book description

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

  1. Cover
  2. Half Title
  3. Title Page
  4. Copyright Page
  5. Table of Contents
  6. Preface
  7. Acknowledgments
  8. Authors
  9. 1 Introduction
    1. 1.1 Graphics Areas
    2. 1.2 Major Applications
    3. 1.3 Graphics APIs
    4. 1.4 Graphics Pipeline
    5. 1.5 Numerical Issues
    6. 1.6 Efficiency
    7. 1.7 Designing and Coding Graphics Programs
  10. 2 Miscellaneous Math
    1. 2.1 Sets and Mappings
    2. 2.2 Solving Quadratic Equations
    3. 2.3 Trigonometry
    4. 2.4 Vectors
    5. 2.5 Integration
    6. 2.6 Density Functions
    7. 2.7 Curves and Surfaces
    8. 2.8 Linear Interpolation
    9. 2.9 Triangles
    10. 2.10 Discrete probability
    11. 2.11 Continuous probability
    12. 2.12 Monte Carlo Integration
  11. 3 Raster Images
    1. 3.1 Raster Devices
    2. 3.2 Images, Pixels, and Geometry
    3. 3.3 RGB Color
    4. 3.4 Alpha Compositing
  12. 4 Ray Tracing
    1. 4.1 The Basic Ray-Tracing Algorithm
    2. 4.2 Perspective
    3. 4.3 Computing Viewing Rays
    4. 4.4 Ray-Object Intersection
    5. 4.5 Shading
    6. 4.6 Historical Notes
  13. 5 Surface Shading
    1. 5.1 Point-like light sources
    2. 5.2 Basic reflection models
    3. 5.3 Ambient illumination
  14. 6 Linear Algebra
    1. 6.1 Determinants
    2. 6.2 Matrices
    3. 6.3 Computing with Matrices and Determinants
    4. 6.4 Eigenvalues and Matrix Diagonalization
  15. 7 Transformation Matrices
    1. 7.1 2D Linear Transformations
    2. 7.2 3D Linear Transformations
    3. 7.3 Translation and Affine Transformations
    4. 7.4 Inverses of Transformation Matrices
    5. 7.5 Coordinate Transformations
  16. 8 Viewing
    1. 8.1 Viewing Transformations
    2. 8.2 Projective Transformations
    3. 8.3 Perspective Projection
    4. 8.4 Some Properties of the Perspective Transform
    5. 8.5 Field-of-View
  17. 9 The Graphics Pipeline
    1. 9.1 Rasterization
    2. 9.2 Operations Before and After Rasterization
    3. 9.3 Simple Antialiasing
    4. 9.4 Culling Primitives for Efficiency
  18. 10 Signal Processing
    1. 10.1 Digital Audio: Sampling in 1D
    2. 10.2 Convolution
    3. 10.3 Convolution Filters
    4. 10.4 Signal Processing for Images
    5. 10.5 Sampling Theory
  19. 11 Texture Mapping
    1. 11.1 Looking Up Texture Values
    2. 11.2 Texture Coordinate Functions
    3. 11.3 Antialiasing Texture Lookups
    4. 11.4 Applications of Texture Mapping
    5. 11.5 Procedural 3D Textures
  20. 12 Data Structures for Graphics
    1. 12.1 Triangle Meshes
    2. 12.2 Scene Graphs
    3. 12.3 Spatial Data Structures
    4. 12.4 BSP Trees for Visibility
    5. 12.5 Tiling Multidimensional Arrays
  21. 13 Sampling
    1. 13.1 Integration
    2. 13.2 Continuous Probability
    3. 13.3 Monte Carlo Integration
    4. 13.4 Choosing Random Points
  22. 14 Physics-Based Rendering
    1. 14.1 Photons
    2. 14.2 Smooth Metals
    3. 14.3 Smooth Dielectrics
    4. 14.4 Dielectrics with Subsurface Scattering
    5. 14.5 A Brute Force Photon Tracer
    6. 14.6 Radiometry
    7. 14.7 Radiometry of Scattering
    8. 14.8 Transport Equation
    9. 14.9 Materials in Practice
    10. 14.10 Monte Carlo Ray Tracing
  23. 15 Curves
    1. 15.1 Curves
    2. 15.2 Curve Properties
    3. 15.3 Polynomial Pieces
    4. 15.4 Putting Pieces Together
    5. 15.5 Cubics
    6. 15.6 Approximating Curves
    7. 15.7 Summary
  24. 16 Computer Animation
    1. 16.1 Principles of Animation
    2. 16.2 Keyframing
    3. 16.3 Deformations
    4. 16.4 Character Animation
    5. 16.5 Physics-Based Animation
    6. 16.6 Procedural Techniques
    7. 16.7 Groups of Objects
  25. 17 Using Graphics Hardware
    1. 17.1 Hardware Overview
    2. 17.2 What Is Graphics Hardware
    3. 17.3 Heterogeneous Multiprocessing
    4. 17.4 Graphics Hardware Programming: Buffers, State, and Shaders
    5. 17.5 State Machine
    6. 17.6 Basic OpenGL Application Layout
    7. 17.7 Geometry
    8. 17.8 A first Look at Shaders
    9. 17.9 Vertex Buffer Objects
    10. 17.10 Vertex Array Objects
    11. 17.11 Transformation Matrices
    12. 17.12 Shading with Per-Vertex Attributes
    13. 17.13 Shading in the fragment Processor
    14. 17.14 Meshes and Instancing
    15. 17.15 Texture Objects
    16. 17.16 Object-Oriented Design for Graphics Hardware Programming
    17. 17.17 Continued Learning
  26. 18 Color
    1. 18.1 Colorimetry
    2. 18.2 Color Spaces
    3. 18.3 Chromatic Adaptation
    4. 18.4 Color Appearance
  27. 19 Visual Perception
    1. 19.1 Vision Science
    2. 19.2 Visual Sensitivity
    3. 19.3 Spatial Vision
    4. 19.4 Objects, Locations, and Events
    5. 19.5 Picture Perception
  28. 20 Tone Reproduction
    1. 20.1 Classification
    2. 20.2 Dynamic Range
    3. 20.3 Color
    4. 20.4 Image Formation
    5. 20.5 Frequency-Based Operators
    6. 20.6 Gradient-Domain Operators
    7. 20.7 Spatial Operators
    8. 20.8 Division
    9. 20.9 Sigmoids
    10. 20.10 Other Approaches
    11. 20.11 Night Tonemapping
    12. 20.12 Discussion
  29. 21 Implicit Modeling
    1. 21.1 Implicit Functions, Skeletal Primitives, and Summation Blending
    2. 21.2 Rendering
    3. 21.3 Space Partitioning
    4. 21.4 More on Blending
    5. 21.5 Constructive Solid Geometry
    6. 21.6 Warping
    7. 21.7 Precise Contact Modeling
    8. 21.8 The BlobTree
    9. 21.9 Interactive Implicit Modeling Systems
  30. 22 Computer Graphics in Games
    1. 22.1 Platforms
    2. 22.2 Limited Resources
    3. 22.3 Optimization Techniques
    4. 22.4 Game Types
    5. 22.5 The Game Production Process
  31. 23 Visualization
    1. 23.1 Background
    2. 23.2 Data Types
    3. 23.3 Human-Centered Design Process
    4. 23.4 Visual Encoding Principles
    5. 23.5 Interaction Principles
    6. 23.6 Composite and Adjacent Views
    7. 23.7 Data Reduction
    8. 23.8 Examples
  32. References
  33. Index

Product information

  • Title: Fundamentals of Computer Graphics, 5th Edition
  • Author(s): Steve Marschner, Peter Shirley
  • Release date: September 2021
  • Publisher(s): A K Peters/CRC Press
  • ISBN: 9781000426359