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Computer graphics: principles and practice
Computer Graphics: Principles and Practice, Third Edition, remains the most authoritative introduction to the field. The first edition, the original “Foley and van Dam,” helped to define computer graphics and how it could be taught. The second edition became an even more comprehensive resource for...
Autores principales: | , , , , , , |
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Lenguaje: | eng |
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Addison-Wesley
2013
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Materias: | |
Acceso en línea: | http://cds.cern.ch/record/1530821 |
_version_ | 1780929586716999680 |
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author | Hughes, John F Dam, Andries van McGuire, Morgan Sklar, David F. Foley, James D. Feiner, Steven K. Akeley, Kurt |
author_facet | Hughes, John F Dam, Andries van McGuire, Morgan Sklar, David F. Foley, James D. Feiner, Steven K. Akeley, Kurt |
author_sort | Hughes, John F |
collection | CERN |
description | Computer Graphics: Principles and Practice, Third Edition, remains the most authoritative introduction to the field. The first edition, the original “Foley and van Dam,” helped to define computer graphics and how it could be taught. The second edition became an even more comprehensive resource for practitioners and students alike. This third edition has been completely rewritten to provide detailed and up-to-date coverage of key concepts, algorithms, technologies, and applications. The authors explain the principles, as well as the mathematics, underlying computer graphics—knowledge that is essential for successful work both now and in the future. Early chapters show how to create 2D and 3D pictures right away, supporting experimentation. Later chapters, covering a broad range of topics, demonstrate more sophisticated approaches. Sections on current computer graphics practice show how to apply given principles in common situations, such as how to approximate an ideal solution on available hardware, or how to represent a data structure more efficiently. Topics are reinforced by exercises, programming problems, and hands-on projects. The revised edition features New coverage of the rendering equation, GPU architecture considerations, and importance-sampling in physically based rendering An emphasis on modern approaches, as in a new chapter on probability theory for use in Monte-Carlo rendering Concrete principles of graphics algorithm design Implementations of hardware shaders, software rendering, and graphics-intensive 3D interfaces 3D real-time graphics platforms—their design goals and trade-offs—including new mobile and browser platforms Programming and debugging approaches unique to graphics development The text and hundreds of figures are presented in full color throughout the book. Programs are written in C++, C#, or pseudocode—whichever language is most effective for a given example. The wealth of information in this book makes it the essential resource for anyone working in or studying any aspect of computer graphics. |
id | cern-1530821 |
institution | Organización Europea para la Investigación Nuclear |
language | eng |
publishDate | 2013 |
publisher | Addison-Wesley |
record_format | invenio |
spelling | cern-15308212021-04-21T22:50:16Zhttp://cds.cern.ch/record/1530821engHughes, John FDam, Andries vanMcGuire, MorganSklar, David F.Foley, James D.Feiner, Steven K.Akeley, KurtComputer graphics: principles and practiceComputing and ComputersComputer Graphics: Principles and Practice, Third Edition, remains the most authoritative introduction to the field. The first edition, the original “Foley and van Dam,” helped to define computer graphics and how it could be taught. The second edition became an even more comprehensive resource for practitioners and students alike. This third edition has been completely rewritten to provide detailed and up-to-date coverage of key concepts, algorithms, technologies, and applications. The authors explain the principles, as well as the mathematics, underlying computer graphics—knowledge that is essential for successful work both now and in the future. Early chapters show how to create 2D and 3D pictures right away, supporting experimentation. Later chapters, covering a broad range of topics, demonstrate more sophisticated approaches. Sections on current computer graphics practice show how to apply given principles in common situations, such as how to approximate an ideal solution on available hardware, or how to represent a data structure more efficiently. Topics are reinforced by exercises, programming problems, and hands-on projects. The revised edition features New coverage of the rendering equation, GPU architecture considerations, and importance-sampling in physically based rendering An emphasis on modern approaches, as in a new chapter on probability theory for use in Monte-Carlo rendering Concrete principles of graphics algorithm design Implementations of hardware shaders, software rendering, and graphics-intensive 3D interfaces 3D real-time graphics platforms—their design goals and trade-offs—including new mobile and browser platforms Programming and debugging approaches unique to graphics development The text and hundreds of figures are presented in full color throughout the book. Programs are written in C++, C#, or pseudocode—whichever language is most effective for a given example. The wealth of information in this book makes it the essential resource for anyone working in or studying any aspect of computer graphics.Addison-Wesleyoai:cds.cern.ch:15308212013-07-22 |
spellingShingle | Computing and Computers Hughes, John F Dam, Andries van McGuire, Morgan Sklar, David F. Foley, James D. Feiner, Steven K. Akeley, Kurt Computer graphics: principles and practice |
title | Computer graphics: principles and practice |
title_full | Computer graphics: principles and practice |
title_fullStr | Computer graphics: principles and practice |
title_full_unstemmed | Computer graphics: principles and practice |
title_short | Computer graphics: principles and practice |
title_sort | computer graphics: principles and practice |
topic | Computing and Computers |
url | http://cds.cern.ch/record/1530821 |
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