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    • Brief Description
      • [PDF] Computer Graphics: Principles and Practice, 3rd Edition Free Download by Andries van Dam , David F. Sklar , James D. Foley , John F. Hughes , Kurt Akeley , Morgan McGuire , Steven K. Feiner | Publisher : Addison-Wesley Professional | Category : Computers & Internet | Tags : Computer, Graphics, Hardware, Projects, Theory, 3D Graphics | ISBN-10 : 0321399528 | ISBN-13 : 9780321399526
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      • Computer Graphics: Principles and Practice, 3rd Edition by Andries van Dam , David F. Sklar , James D. Foley , John F. Hughes , Kurt Akeley , Morgan McGuire , Steven K. Feiner, Publisher : Addison-Wesley Professional
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    • Complete Book Description
      • Computer Graphics: Principles and Practice, 3rd 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

        The text and hundreds of figures are presented in full color throughout the book. Programs are written in C++, C#, WPF, or pseudocode-whichever language is most effective for a given example. Source code and figures from the book, testbed programs, and additional content will be available from the authors’ website (cgpp.net) or the publisher’s website  (informit.com/title/9780321399526). Instructor resources will be available from the publisher. The wealth of information in this book makes it the essential resource for anyone working in or studying any aspect of computer graphics.

        Table of Contents

        Chapter 1. Introduction
        Chapter 2. Introduction to 2D Graphics Using WPF
        Chapter 3. An Ancient Renderer Made Modern
        Chapter 4. A 2D Graphics Test Bed
        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. Ray Casting and Rasterization
        Chapter 16. Survey of Real-Time 3D 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

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    • Book Details
      • Book Name : Computer Graphics: Principles and Practice, 3rd Edition

        Edition : 3

        Author : Andries van Dam , David F. Sklar , James D. Foley , John F. Hughes , Kurt Akeley , Morgan McGuire , Steven K. Feiner

        Publisher : Addison-Wesley Professional

        Category : Computers & Internet

        ISBN-10 : 0321399528

        ISBN-13 : 9780321399526

        ASIN : 0321399528

        Pages : 1264

        Language : English

        Publish Date : July 20, 2013
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