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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...

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Autores principales: Hughes, John F, Dam, Andries van, McGuire, Morgan, Sklar, David F., Foley, James D., Feiner, Steven K., Akeley, Kurt
Lenguaje:eng
Publicado: Addison-Wesley 2013
Materias:
Acceso en línea:http://cds.cern.ch/record/1530821
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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.
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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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