Fundamentals of Computer Graphics, 3rd Edition

Book description

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.
  • Table of contents

    1. Front Cover
    2. Title Page
    3. Copyright
    4. Contents (1/2)
    5. Contents (2/2)
    6. Preface
    7. 1. Introduction (1/3)
    8. 1. Introduction (2/3)
    9. 1. Introduction (3/3)
    10. 2. Miscellaneous Math (1/8)
    11. 2. Miscellaneous Math (2/8)
    12. 2. Miscellaneous Math (3/8)
    13. 2. Miscellaneous Math (4/8)
    14. 2. Miscellaneous Math (5/8)
    15. 2. Miscellaneous Math (6/8)
    16. 2. Miscellaneous Math (7/8)
    17. 2. Miscellaneous Math (8/8)
    18. 3. Raster Images (1/4)
    19. 3. Raster Images (2/4)
    20. 3. Raster Images (3/4)
    21. 3. Raster Images (4/4)
    22. 4. Ray Tracing (1/5)
    23. 4. Ray Tracing (2/5)
    24. 4. Ray Tracing (3/5)
    25. 4. Ray Tracing (4/5)
    26. 4. Ray Tracing (5/5)
    27. 5. Linear Algebra (1/4)
    28. 5. Linear Algebra (2/4)
    29. 5. Linear Algebra (3/4)
    30. 5. Linear Algebra (4/4)
    31. 6. Transformation Matrices (1/6)
    32. 6. Transformation Matrices (2/6)
    33. 6. Transformation Matrices (3/6)
    34. 6. Transformation Matrices (4/6)
    35. 6. Transformation Matrices (5/6)
    36. 6. Transformation Matrices (6/6)
    37. 7. Viewing (1/4)
    38. 7. Viewing (2/4)
    39. 7. Viewing (3/4)
    40. 7. Viewing (4/4)
    41. 8. The Graphics Pipeline (1/5)
    42. 8. The Graphics Pipeline (2/5)
    43. 8. The Graphics Pipeline (3/5)
    44. 8. The Graphics Pipeline (4/5)
    45. 8. The Graphics Pipeline (5/5)
    46. 9. Signal Processing (1/12)
    47. 9. Signal Processing (2/12)
    48. 9. Signal Processing (3/12)
    49. 9. Signal Processing (4/12)
    50. 9. Signal Processing (5/12)
    51. 9. Signal Processing (6/12)
    52. 9. Signal Processing (7/12)
    53. 9. Signal Processing (8/12)
    54. 9. Signal Processing (9/12)
    55. 9. Signal Processing (10/12)
    56. 9. Signal Processing (11/12)
    57. 9. Signal Processing (12/12)
    58. 10. Surface Shading (1/2)
    59. 10. Surface Shading (2/2)
    60. 11. Texture Mapping (1/4)
    61. 11. Texture Mapping (2/4)
    62. 11. Texture Mapping (3/4)
    63. 11. Texture Mapping (4/4)
    64. 12. Data Structures for Graphics (1/9)
    65. 12. Data Structures for Graphics (2/9)
    66. 12. Data Structures for Graphics (3/9)
    67. 12. Data Structures for Graphics (4/9)
    68. 12. Data Structures for Graphics (5/9)
    69. 12. Data Structures for Graphics (6/9)
    70. 12. Data Structures for Graphics (7/9)
    71. 12. Data Structures for Graphics (8/9)
    72. 12. Data Structures for Graphics (9/9)
    73. 13. More Ray Tracing (1/3)
    74. 13. More Ray Tracing (2/3)
    75. 13. More Ray Tracing (3/3)
    76. 14. Sampling (1/5)
    77. 14. Sampling (2/5)
    78. 14. Sampling (3/5)
    79. 14. Sampling (4/5)
    80. 14. Sampling (5/5)
    81. 15. Curves (1/10)
    82. 15. Curves (2/10)
    83. 15. Curves (3/10)
    84. 15. Curves (4/10)
    85. 15. Curves (5/10)
    86. 15. Curves (6/10)
    87. 15. Curves (7/10)
    88. 15. Curves (8/10)
    89. 15. Curves (9/10)
    90. 15. Curves (10/10)
    91. 16. Implicit Modeling (1/6)
    92. 16. Implicit Modeling (2/6)
    93. 16. Implicit Modeling (3/6)
    94. 16. Implicit Modeling (4/6)
    95. 16. Implicit Modeling (5/6)
    96. 16. Implicit Modeling (6/6)
    97. 17. Computer Animation (1/7)
    98. 17. Computer Animation (2/7)
    99. 17. Computer Animation (3/7)
    100. 17. Computer Animation (4/7)
    101. 17. Computer Animation (5/7)
    102. 17. Computer Animation (6/7)
    103. 17. Computer Animation (7/7)
    104. 18. Using Graphics Hardware (1/7)
    105. 18. Using Graphics Hardware (2/7)
    106. 18. Using Graphics Hardware (3/7)
    107. 18. Using Graphics Hardware (4/7)
    108. 18. Using Graphics Hardware (5/7)
    109. 18. Using Graphics Hardware (6/7)
    110. 18. Using Graphics Hardware (7/7)
    111. 19. Building Interactive Graphics Applications (1/10)
    112. 19. Building Interactive Graphics Applications (2/10)
    113. 19. Building Interactive Graphics Applications (3/10)
    114. 19. Building Interactive Graphics Applications (4/10)
    115. 19. Building Interactive Graphics Applications (5/10)
    116. 19. Building Interactive Graphics Applications (6/10)
    117. 19. Building Interactive Graphics Applications (7/10)
    118. 19. Building Interactive Graphics Applications (8/10)
    119. 19. Building Interactive Graphics Applications (9/10)
    120. 19. Building Interactive Graphics Applications (10/10)
    121. 20. Light (1/3)
    122. 20. Light (2/3)
    123. 20. Light (3/3)
    124. 21. Color (1/5)
    125. 21. Color (2/5)
    126. 21. Color (3/5)
    127. 21. Color (4/5)
    128. 21. Color (5/5)
    129. 22. Visual Perception (1/9)
    130. 22. Visual Perception (2/9)
    131. 22. Visual Perception (3/9)
    132. 22. Visual Perception (4/9)
    133. 22. Visual Perception (5/9)
    134. 22. Visual Perception (6/9)
    135. 22. Visual Perception (7/9)
    136. 22. Visual Perception (8/9)
    137. 22. Visual Perception (9/9)
    138. 23. Tone Reproduction (1/6)
    139. 23. Tone Reproduction (2/6)
    140. 23. Tone Reproduction (3/6)
    141. 23. Tone Reproduction (4/6)
    142. 23. Tone Reproduction (5/6)
    143. 23. Tone Reproduction (6/6)
    144. 24. Global Illumination (1/3)
    145. 24. Global Illumination (2/3)
    146. 24. Global Illumination (3/3)
    147. 25. Reflection Models (1/4)
    148. 25. Reflection Models (2/4)
    149. 25. Reflection Models (3/4)
    150. 25. Reflection Models (4/4)
    151. 26. Computer Graphics in Games (1/5)
    152. 26. Computer Graphics in Games (2/5)
    153. 26. Computer Graphics in Games (3/5)
    154. 26. Computer Graphics in Games (4/5)
    155. 26. Computer Graphics in Games (5/5)
    156. 27. Visualization (1/7)
    157. 27. Visualization (2/7)
    158. 27. Visualization (3/7)
    159. 27. Visualization (4/7)
    160. 27. Visualization (5/7)
    161. 27. Visualization (6/7)
    162. 27. Visualization (7/7)
    163. 28. Spatial-Field Visualization (1/3)
    164. 28. Spatial-Field Visualization (2/3)
    165. 28. Spatial-Field Visualization (3/3)
    166. References (1/5)
    167. References (2/5)
    168. References (3/5)
    169. References (4/5)
    170. References (5/5)
    171. Back Cover

    Product information

    • Title: Fundamentals of Computer Graphics, 3rd Edition
    • Author(s): Peter Shirley, Michael Ashikhmin, Steve Marschner
    • Release date: July 2009
    • Publisher(s): CRC Press
    • ISBN: 9781439865521