FUNDAMENTALS OF COMPUTER GRAPHICS 4/E
內容簡介
Drawing on an impressive roster of experts in the field, Fundamentals of Computer Graphics, Fourth Edition offers an ideal resource for computer course curricula as well as a user-friendly personal or professional reference.
Focusing on geometric intuition, the book gives the necessary information for understanding how images get onto the screen by using the complementary approaches of ray tracing and rasterization. It covers topics common to an introductory course, such as sampling theory, texture mapping, spatial data structure, and splines. It also includes a number of contributed chapters from authors known for their expertise and clear way of explaining concepts.
Highlights of the Fourth Edition Include:
‧Updated coverage of existing topics
‧Major updates and improvements to several chapters, including texture mapping, graphics hardware, signal processing, and data structures
‧A text now printed entirely in four-color to enhance illustrative figures of concepts
The fourth edition of Fundamentals of Computer Graphics continues to provide an outstanding and comprehensive introduction to basic computer graphic technology and theory. It retains an informal and intuitive style while improving precision, consistency, and completeness of material, allowing aspiring and experienced graphics programmers to better understand and apply foundational principles to the development of efficient code in creating film, game, or web designs.
Focusing on geometric intuition, the book gives the necessary information for understanding how images get onto the screen by using the complementary approaches of ray tracing and rasterization. It covers topics common to an introductory course, such as sampling theory, texture mapping, spatial data structure, and splines. It also includes a number of contributed chapters from authors known for their expertise and clear way of explaining concepts.
Highlights of the Fourth Edition Include:
‧Updated coverage of existing topics
‧Major updates and improvements to several chapters, including texture mapping, graphics hardware, signal processing, and data structures
‧A text now printed entirely in four-color to enhance illustrative figures of concepts
The fourth edition of Fundamentals of Computer Graphics continues to provide an outstanding and comprehensive introduction to basic computer graphic technology and theory. It retains an informal and intuitive style while improving precision, consistency, and completeness of material, allowing aspiring and experienced graphics programmers to better understand and apply foundational principles to the development of efficient code in creating film, game, or web designs.
目錄
Ch1: Introduction
Ch2: Miscellaneous Math
Ch3: Raster Images
Ch4: Ray Tracing
Ch5: Linear Algebra
Ch6: Transformation Matrices
Ch7: Viewing
Ch8: The Graphics Pipeline
Ch9: Signal Processing
Ch10: Surface Shading
Ch11: Texture Mapping
Ch12: Data Structures for Graphics
Ch13: More Ray Tracing
Ch14: Sampling
Ch15: Curves
Ch16: Computer Animation
Ch17: Using Graphics Hardware
Ch18: Light
Ch19: Color
Ch20: Visual Perception
Ch21: Tone Reproduction
Ch22: Implicit Modeling
Ch23: Global Illumination
Ch24: Reflection Models
Ch25: Computer Graphics in Games
Ch26: Visualization
Ch2: Miscellaneous Math
Ch3: Raster Images
Ch4: Ray Tracing
Ch5: Linear Algebra
Ch6: Transformation Matrices
Ch7: Viewing
Ch8: The Graphics Pipeline
Ch9: Signal Processing
Ch10: Surface Shading
Ch11: Texture Mapping
Ch12: Data Structures for Graphics
Ch13: More Ray Tracing
Ch14: Sampling
Ch15: Curves
Ch16: Computer Animation
Ch17: Using Graphics Hardware
Ch18: Light
Ch19: Color
Ch20: Visual Perception
Ch21: Tone Reproduction
Ch22: Implicit Modeling
Ch23: Global Illumination
Ch24: Reflection Models
Ch25: Computer Graphics in Games
Ch26: Visualization
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