Computer Graphics

Principles and Practice
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John F. Hughes is a Professor of Computer Science at Brown University. His primary research is in computer graphics, particularly those aspects of graphics involving substantial mathematics. Andries van Dam is the Thomas J. Watson, Jr. University Professor of Technology and Education and Professor of Computer Science at Brown University. Andy's research includes work on computer graphics, hypermedia systems, post-WIMP user interfaces, including immersive virtual reality and pen- and touch-computing, and educational software. Morgan McGuire is an Associate Professor of Computer Science at Williams College. He's contributed as an industry consultant to products including the Marvel Ultimate Alliance and Titan Quest video game series, the E Ink display used in the Amazon Kindle, and NVIDIA GPUs. David F. Sklar is currently a visualization engineer at Vizify.com, working on algorithms for presenting animated infographics on computing devices across a wide range of form factors. James D. Foley is Professor of Interactive Computing and holds the Fleming Chair in the College of Computing at Georgia Institute of Technology. He has also held faculty positions at the University of North Carolina at Chapel Hill and The George Washington University, as well as management positions at Mitsubishi Electric Research. Steven K. Feiner is a Professor of Computer Science at Columbia University, where he directs the Computer Graphics and User Interfaces Lab and co-directs the Columbia Vision and Graphics Center. His research addresses 3D user interfaces, augmented reality, wearable computing, and many topics at the intersection of human-computer interaction and computer graphics. Kurt Akeley is Vice President of Engineering at Lytro, Inc. Kurt is a cofounder of Silicon Graphics (later SGI), where he led the development of a sequence of high-end graphics systems, including RealityEngine, and also led the design and standardization of the OpenGL graphics system.

Preface
Acknowledgments
About the Authors

Chapter 1: Introduction
Chapter 2: Introduction to 2D Graphics Using WPF
Chapter 3: An Ancient Renderer Made Modern
Chapter 4: A 2D Graphics Testbed
Chapter 5: An Introduction to Human Visual Perception
Chapter 6: Introduction to Fixed-Function 3D Graphics and Hierarchical Modeling
Chapter 7: Essential Mathematics and the Geometry of 2-Space and 3-Space
Chapter 8: A Simple Way to Describe Shape in 2D and 3D
Chapter 9: Functions on Meshes
Chapter 10: Transformations in Two Dimensions
Chapter 11: Transformations in Three Dimensions
Chapter 12: A 2D and 3D Transformation Library for Graphics
Chapter 13: Camera Specifications and Transformations
Chapter 14: Standard Approximations and Representations
Chapter 15: Raycasting and Rasterization
Chapter 16: Survey of 3D Realtime Graphics Platforms
Chapter 17: Image Representation and Manipulation
Chapter 18: Images and Signal Processing
Chapter 19: Enlarging and Shrinking Images
Chapter 20: Textures and Texture Mapping
Chapter 21: Interaction Techniques
Chapter 22: Splines and Subdivision Curves
Chapter 23: Splines and Subdivision Surfaces
Chapter 24: Implicit Representations of Shape
Chapter 25: Meshes
Chapter 26: Light
Chapter 27: Materials and Scattering
Chapter 28: Color
Chapter 29: Light Transport
Chapter 30: Probability and Monte Carlo Integration
Chapter 31: Computing Solutions to the Rendering Equation: Theoretical Approaches
Chapter 32: Rendering in Practice
Chapter 33: Shaders
Chapter 34: Expressive Rendering
Chapter 35: Motion
Chapter 36: Visibility Determination
Chapter 37: Spatial Data Structures
Chapter 38: Modern Graphics Hardware

List of Principles
Bibliography
Index
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.

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