Computer graphics principles and practice (3rd edition) pdf download
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.
The text and hundreds of figures are presented in full color throughout the book. The wealth of information in this book makes it the essential resource for anyone working in or studying any aspect of computer graphics.
About the Author John F. His primary research is in computer graphics, particularly those aspects of graphics involving substantial mathematics. Andries van Dam is the Thomas J. Watson, Jr. David F. Sklar is a visualization engineer at Vizify.
James D. Steven K. The best reference on how graphics work in today's computers that I have found By PurpleVermont I'm a technical writer and published author who has spent the last couple of years working to get up to speed on the latest in computer hardware.
It's easy to find material explaining what a GPU is or the steps in a 3D graphics pipeline; almost impossible to find anything that will actually take you through the steps of understanding what these things are, why they matter, and how they are used. I can only imagine it is all the more useful for those approaching it from the software angle, even if the exact APIs and frameworks used are a bit different.
Furthermore, the writing is understandable. I personally orient my own writing towards ensuring the reader can comprehend what I'm saying, and I recognize the same focus here. The authors anticipate areas of confusion and address them ahead of time, and everything is cross-referenced in just the right places. Even the way the code snippets are laid out is clever, with a form of "nesting" used to emphasize the parts being discussed.
The math does get a bit dense at times. And I think the book would benefit from some editing to cut down on the very long paragraphs, which make digesting the concepts a little more difficult than they would be otherwise. But these are minor issues.
Richard Stevens. Neil Browne. Porter MD PhD. Donnelly Jr. Brent Brotzman MD. Novey MD. Glenn Brookshear. Henry Edwards. Malamed DDS. Tighe RN BA. De Veaux. 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.
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. The text and hundreds of figures are presented in full color throughout the book.
Source code and figures from the book, testbed programs, and additional content will be available from the authors' website cgpp. Instructor resources will be available from the publisher.
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