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DescriptionComputer Graphics - Principles and Practice (3rd Ed) by John F. Hughes, Andries van Dam, Morgan McGuire and David F. Sklar Addison-Wesley Professional | July 2013 | ISBN-10: 0321399528 | PDF | 1264 pages | 19 mb http://www.amazon.com/Computer-Graphics-Principles-Practice-Edition/dp/0321399528 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. This 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 - Implementations of GPU 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 Contents at a Glance 1 Introduction ......................................................................... 1 2 Introduction to 2D Graphics Using WPF.............................. 35 3 An Ancient Renderer Made Modern .................................... 61 4 A 2D Graphics Test Bed........................................................ 81 5 An Introduction to Human Visual Perception....................... 101 6 Introduction to Fixed-Function 3D Graphics and Hierarchical Modeling................. 117 7 Essential Mathematics and the Geometry of 2-Space and 3-Space..................... 149 8 A Simple Way to Describe Shape in 2D and 3D.................... 187 9 Functions on Meshes............................................................. 201 10 Transformations in Two Dimensions..................................... 221 11 Transformations in Three Dimensions.................................. 263 12 A 2D and 3D Transformation Library for Graphics ............. 287 13 Camera Specifications and Transformations......................... 299 14 Standard Approximations and Representations.................... 321 15 Ray Casting and Rasterization ............................................. 387 16 Survey of Real-Time 3D Graphics Platforms........................ 451 17 Image Representation and Manipulation.............................. 481 18 Images and Signal Processing............................................... 495 19 Enlarging and Shrinking Images.......................................... 533 20 Textures and Texture Mapping............................................. 547 21 Interaction Techniques ......................................................... 567 22 Splines and Subdivision Curves............................................ 595 23 Splines and Subdivision Surfaces.......................................... 607 24 Implicit Representations of Shape ........................................ 615 25 Meshes.................................................................................. 635 26 Light..................................................................................... 669 27 Materials and Scattering ...................................................... 711 28 Color .................................................................................... 745 29 Light Transport.................................................................... 783 30 Probability and Monte Carlo Integration ............................. 801 31 Computing Solutions to the Rendering Equation: Theoretical Approaches........................................................ 825 32 Rendering in Practice ........................................................... 881 33 Shaders................................................................................. 927 34 Expressive Rendering........................................................... 945 35 Motion.................................................................................. 963 36 Visibility Determination........................................................1023 37 Spatial Data Structures.........................................................1065 38 Modern Graphics Hardware.................................................1103 List of Principles ........................................................................... 1145 Bibliography ................................................................................. 1149 Index.............................................................................................1183 Related Torrents
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