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5th Edition

Fundamentals of Computer Graphics



  • Available for pre-order. Item will ship after August 31, 2021
ISBN 9780367505035
August 31, 2021 Forthcoming by A K Peters/CRC Press
768 Pages 514 Color Illustrations

 
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Book Description

Drawing on an impressive roster of experts in the field, Fundamentals of Computer Graphics, Fifth 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 Fifth Edition Include:

  • Major updates and improvements to numerous chapters, including shading, ray tracing, physics-based rendering, math and sampling
  • Updated coverage of existing topics
  • Several chapters have been absorbed and reworked to create a more natural flow to the book

The fifth 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 animation, visual effects, games, visualization, advertising, and other applications

Table of Contents

Introduction
Graphics Areas
Major Applications
Graphics APIs
Graphics Pipeline
Numerical Issues
Efficiency
Designing and Coding Graphics Programs

Miscellaneous Math
Sets and Mappings
Solving Quadratic Equations
Trigonometry
Vectors
Curves and Surfaces
Linear Interpolation
Triangles

Raster Images
Raster Devices
Images, Pixels, and Geometry
RGB Color
Alpha Compositing

Ray Tracing
The Basic Ray-Tracing Algorithm
Perspective
Computing Viewing Rays
Ray-Object Intersection
Shading
A Ray-Tracing Program
Shadows
Ideal Specular Reflection
Historical Notes

Surface Shading
Diffuse Shading
Phong Shading
Artistic Shading

Linear Algebra
Determinants
Matrices
Computing with Matrices and Determinants
Eigenvalues and Matrix Diagonalization

Transformation Matrices
2D Linear Transformations
3D Linear Transformations
Translation and Affine Transformations
Inverses of Transformation Matrices
Coordinate Transformations

Viewing
Viewing Transformations
Projective Transformations
Perspective Projection
Some Properties of the Perspective Transform
Field-of-View

The Graphics Pipeline
Rasterization
Operations Before and After Rasterization
Simple Antialiasing
Culling Primitives for Efficiency

Signal Processing
Digital Audio: Sampling in 1D
Convolution
Convolution Filters
Signal Processing for Images
Sampling Theory

Texture Mapping
Looking Up Texture Values
Texture Coordinate Functions
Antialiasing Texture Lookups
Applications of Texture Mapping
Procedural 3D Textures

Data Structures for Graphics
Triangle Meshes
Scene Graphs
Spatial Data Structures
BSP Trees for Visibility
Tiling Multidimensional Arrays

Sampling
Integration
Continuous Probability
Monte Carlo Integration
Choosing Random Points

Physics-based Rendering

Photons

Smooth metals

Smooth dielectrics 

Dielectrics with subsurface scattering

A brute force photon tracer

Radiometry

Radiometry of Scattering

Transport Equation

Materials in practice 

Monte Carlo Ray Tracing 


Curves
Curves
Curve Properties
Polynomial Pieces
Putting Pieces Together
Cubics
Approximating Curves
Summary

Computer Animation
Principles of Animation
Keyframing
Deformations
Character Animation
Physics-Based Animation
Procedural Techniques
Groups of Objects

Using Graphics Hardware
Hardware Overview
What Is Graphics Hardware
Heterogeneous Multiprocessing
Graphics Hardware Programming: Buffers, State, and Shaders
State Machine
Basic OpenGL Application Layout
Geometry
A First Look at Shaders
Vertex Buffer Objects
Vertex Array Objects
Transformation Matrices
Shading with Per-Vertex Attributes
Shading in the Fragment Processor
Meshes and Instancing
Texture Objects
Object-Oriented Design for Graphics Hardware Programming
Continued Learning

Color
Colorimetry
Color Spaces
Chromatic Adaptation
Color Appearance

Visual Perception
Vision Science
Visual Sensitivity
Spatial Vision
Objects, Locations, and Events
Picture Perception

Tone Reproduction
Classification
Dynamic Range
Color
Image Formation
Frequency-Based Operators
Gradient-Domain Operators
Spatial Operators
Division
Sigmoids
Other Approaches
Night Tonemapping
Discussion

Implicit Modeling
Implicit Functions, Skeletal Primitives, and Summation Blending
Rendering
Space Partitioning
More on Blending
Constructive Solid Geometry
Warping
Precise Contact Modeling
The Blob Tree
Interactive Implicit Modeling Systems

Computer Graphics in Games
Platforms
Limited Resources
Optimization Techniques
Game Types
The Game Production Process

Visualization
Background
Data Types
Human-Centered Design Process
Visual Encoding Principles
Interaction Principles
Composite and Adjacent Views
Data Reduction
Examples

...
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Author(s)

Biography

Steve Marschner, Cornell University, Ithaca, New York, USA

Peter Shirley, Purity LLC