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Computer Graphics: Principles and Practice, 3/e


Computer Graphics: Principles and Practice, 3/e
Author(s)  John F Hughes, Kurt Akeley, David F Sklar, Morgan McGuire, James D. Foley, Steven K. Feiner and Andries van Dam
ISBN  9789353068967
Imprint  Pearson Education
Copyright  2019
Pages  1268
Binding  Paperback
List Price  Rs. 1190.00
  
 
 

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.
 

  • About the Authors
  • Contents
  • Features
  • Downloadable Resources

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 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 a professor 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 Chief Technology Officer 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."


 

 

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…..


 

 

Up To Date Information - Covers today's most important 2D and 3D algorithms, mathematical principles, and graphics programming techniques


Examples - Presents examples using widely-available, commonly-used Microsoft programming technologies tools


New Coverage - Teach rendering equation, GPU architecture considerations, and importance-sampling in physically based rendering


Full Color - Text and hundreds of figures presented in full color throughout book


Programs Written in C++, C#, WPF, or Pseudocode - Whichever language is most effective for given example


Instructor Resources - Solutions manual, sample syllabi, and chapter-by-chapter PowerPoint presentations"


 

 
 
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