Fundamentals of Computer Graphics, 5th Edition
- Length: 700 pages
- Edition: 5
- Language: English
- Publisher: A K Peters/CRC Press
- Publication Date: 2021-09-30
- ISBN-10: 0367505037
- ISBN-13: 9780367505035
- Sales Rank: #591933 (See Top 100 Books)
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, this 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
- Major updates and improvements to numerous chapters, including shading, ray tracing, physics-based rendering, math, and sampling
- Updated coverage of existing topics
- The absorption and reworking of several chapters 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 creating film, game, or web designs.
Cover Half Title Title Page Copyright Page Table of Contents Preface Acknowledgments Authors 1 Introduction 1.1 Graphics Areas 1.2 Major Applications 1.3 Graphics APIs 1.4 Graphics Pipeline 1.5 Numerical Issues 1.6 Efficiency 1.7 Designing and Coding Graphics Programs 2 Miscellaneous Math 2.1 Sets and Mappings 2.2 Solving Quadratic Equations 2.3 Trigonometry 2.4 Vectors 2.5 Integration 2.6 Density Functions 2.7 Curves and Surfaces 2.8 Linear Interpolation 2.9 Triangles 2.10 Discrete probability 2.11 Continuous probability 2.12 Monte Carlo Integration 3 Raster Images 3.1 Raster Devices 3.2 Images, Pixels, and Geometry 3.3 RGB Color 3.4 Alpha Compositing 4 Ray Tracing 4.1 The Basic Ray-Tracing Algorithm 4.2 Perspective 4.3 Computing Viewing Rays 4.4 Ray-Object Intersection 4.5 Shading 4.6 Historical Notes 5 Surface Shading 5.1 Point-like light sources 5.2 Basic reflection models 5.3 Ambient illumination 6 Linear Algebra 6.1 Determinants 6.2 Matrices 6.3 Computing with Matrices and Determinants 6.4 Eigenvalues and Matrix Diagonalization 7 Transformation Matrices 7.1 2D Linear Transformations 7.2 3D Linear Transformations 7.3 Translation and Affine Transformations 7.4 Inverses of Transformation Matrices 7.5 Coordinate Transformations 8 Viewing 8.1 Viewing Transformations 8.2 Projective Transformations 8.3 Perspective Projection 8.4 Some Properties of the Perspective Transform 8.5 Field-of-View 9 The Graphics Pipeline 9.1 Rasterization 9.2 Operations Before and After Rasterization 9.3 Simple Antialiasing 9.4 Culling Primitives for Efficiency 10 Signal Processing 10.1 Digital Audio: Sampling in 1D 10.2 Convolution 10.3 Convolution Filters 10.4 Signal Processing for Images 10.5 Sampling Theory 11 Texture Mapping 11.1 Looking Up Texture Values 11.2 Texture Coordinate Functions 11.3 Antialiasing Texture Lookups 11.4 Applications of Texture Mapping 11.5 Procedural 3D Textures 12 Data Structures for Graphics 12.1 Triangle Meshes 12.2 Scene Graphs 12.3 Spatial Data Structures 12.4 BSP Trees for Visibility 12.5 Tiling Multidimensional Arrays 13 Sampling 13.1 Integration 13.2 Continuous Probability 13.3 Monte Carlo Integration 13.4 Choosing Random Points 14 Physics-Based Rendering 14.1 Photons 14.2 Smooth Metals 14.3 Smooth Dielectrics 14.4 Dielectrics with Subsurface Scattering 14.5 A Brute Force Photon Tracer 14.6 Radiometry 14.7 Radiometry of Scattering 14.8 Transport Equation 14.9 Materials in Practice 14.10 Monte Carlo Ray Tracing 15 Curves 15.1 Curves 15.2 Curve Properties 15.3 Polynomial Pieces 15.4 Putting Pieces Together 15.5 Cubics 15.6 Approximating Curves 15.7 Summary 16 Computer Animation 16.1 Principles of Animation 16.2 Keyframing 16.3 Deformations 16.4 Character Animation 16.5 Physics-Based Animation 16.6 Procedural Techniques 16.7 Groups of Objects 17 Using Graphics Hardware 17.1 Hardware Overview 17.2 What Is Graphics Hardware 17.3 Heterogeneous Multiprocessing 17.4 Graphics Hardware Programming: Buffers, State, and Shaders 17.5 State Machine 17.6 Basic OpenGL Application Layout 17.7 Geometry 17.8 A first Look at Shaders 17.9 Vertex Buffer Objects 17.10 Vertex Array Objects 17.11 Transformation Matrices 17.12 Shading with Per-Vertex Attributes 17.13 Shading in the fragment Processor 17.14 Meshes and Instancing 17.15 Texture Objects 17.16 Object-Oriented Design for Graphics Hardware Programming 17.17 Continued Learning 18 Color 18.1 Colorimetry 18.2 Color Spaces 18.3 Chromatic Adaptation 18.4 Color Appearance 19 Visual Perception 19.1 Vision Science 19.2 Visual Sensitivity 19.3 Spatial Vision 19.4 Objects, Locations, and Events 19.5 Picture Perception 20 Tone Reproduction 20.1 Classification 20.2 Dynamic Range 20.3 Color 20.4 Image Formation 20.5 Frequency-Based Operators 20.6 Gradient-Domain Operators 20.7 Spatial Operators 20.8 Division 20.9 Sigmoids 20.10 Other Approaches 20.11 Night Tonemapping 20.12 Discussion 21 Implicit Modeling 21.1 Implicit Functions, Skeletal Primitives, and Summation Blending 21.2 Rendering 21.3 Space Partitioning 21.4 More on Blending 21.5 Constructive Solid Geometry 21.6 Warping 21.7 Precise Contact Modeling 21.8 The BlobTree 21.9 Interactive Implicit Modeling Systems 22 Computer Graphics in Games 22.1 Platforms 22.2 Limited Resources 22.3 Optimization Techniques 22.4 Game Types 22.5 The Game Production Process 23 Visualization 23.1 Background 23.2 Data Types 23.3 Human-Centered Design Process 23.4 Visual Encoding Principles 23.5 Interaction Principles 23.6 Composite and Adjacent Views 23.7 Data Reduction 23.8 Examples References Index
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