Fundamentals of Computer Graphics by Peter ShirleyFundamentals of Computer Graphics by Peter Shirley

Fundamentals of Computer Graphics

byPeter Shirley, Michael Ashikhmin, Steve Marschner

Hardcover | July 21, 2009

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With contributions by Michael Ashikhmin, Michael Gleicher, Naty Hoffman, Garrett Johnson, Tamara Munzner, Erik Reinhard, Kelvin Sung, William B. Thompson, Peter Willemsen, Brian Wyvill.

The third edition of this widely adopted text gives students a comprehensive, fundamental introduction to computer graphics. The authors present the mathematical foundations of computer graphics with a focus on geometric intuition, allowing the programmer to understand and apply those foundations to the development of efficient code.

New in this edition:

  • Four new contributed chapters, written by experts in their fields: Implicit Modeling, Computer Graphics in Games, Color, Visualization, including information visualization
  • Revised and updated material on the graphics pipeline, reflecting a modern viewpoint organized around programmable shading.
  • Expanded treatment of viewing that improves clarity and consistency while unifying viewing in ray tracing and rasterization.
  • Improved and expanded coverage of triangle meshes and mesh data structures.
  • A new organization for the early chapters, which concentrates foundational material at the beginning to increase teaching flexibility.
  • Peter Shirleyis a principal research scientist at NVIDIA and an adjunct professor in the School of Computing at the University of Utah. He has held positions at Indiana University and the Program of Computer Graphics at Cornell University.Steve Marschneris an associate professor in the Computer Science Department and Program of Compute...
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    Title:Fundamentals of Computer GraphicsFormat:HardcoverProduct dimensions:804 pages, 7.52 × 9.25 × 0.98 inShipping dimensions:7.52 × 9.25 × 0.98 inPublished:July 21, 2009Language:English

    The following ISBNs are associated with this title:

    ISBN - 10:1568814690

    ISBN - 13:9781568814698

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    Table of Contents

    Preface

    1. Introduction

    Graphics Areas

    Major Applications

    Graphics APIs

    Graphics Pipeline

    Numerical Issues

    Efficiency

    Designing and Coding Graphics Programs

    2. Miscellaneous Math

    Sets and Mappings

    Solving Quadratic Equations

    Trigonometry

    Vectors

    Curves and Surfaces

    Linear Interpolation

    Triangles

    3. Raster Images

    Raster Devices

    Images, Pixels, and Geometry

    RGB Color

    Alpha Compositing

    4. Ray Tracing

    The Basic Ray â Tracing Algorithm

    Perspective

    Computing Viewing Rays

    Ray-Object Intersection

    Shading

    A Ray â Tracing Program

    Shadows

    Ideal Specular Reflection

    Historical Notes

    5. Linear Algebra

    Determinants

    Matrices

    Computing with Matrices and Determinants

    Eigen values and Matrix Diagonalization

    6. Transformation Matrices

    2D Linear Transformations

    3D Linear Transformations

    Translation and Affine Transformations

    Inverses of Transformation Matrices

    Coordinate Transformations

    7. Viewing

    Viewing Transformations

    Projective Transformations

    Perspective Projection

    Some Properties of the Perspective Transform

    Field-of-View

    8. The Graphics Pipeline

    Rasterization

    Operations Before and After Rasterization

    Simple Antialiasing

    Culling Primitives for Efficiency

    9. Signal Processing

    Digital Audio: Sampling in 1D

    Convolution

    Convolution Filters

    Signal Processing for Images

    Sampling Theory

    10. Surface Shading

    Diffuse Shading

    Phong Shading

    Artistic Shading

    11. Texture Mapping

    3D Texture Mapping

    2D Texture Mapping

    Texture Mapping for Rasterized Triangles

    Bump Textures

    Displacement Mapping

    Environment Maps

    Shadow Maps

    12. Data Structures for Graphics

    Triangle Meshes

    Scene Graphs

    Spatial Data Structures

    BSP Trees for Visibility

    Tiling Multidimensional Arrays

    13. More Ray Tracing

    Transparency and Refraction

    Instancing

    Constructive Solid Geometry

    Distribution Ray Tracing

    14. Sampling

    Integration

    Continuous Probability

    Monte Carlo Integration

    Choosing Random Points

    15. Curves

    Curves

    Curve Properties

    Polynomial Pieces

    Putting Pieces Together

    Cubics

    Approximating Curves

    Summary

    16. Implicit Modeling

    Implicit Functions, Skeletal Primitives and Summation Blending

    Rendering

    Space Partitioning

    More on Blending

    Constructive Solid Geometry

    Warping

    Precise Contact Modeling

    The Blob Tree

    Interactive Implicit Modeling Systems

    17. Computer Animation

    Principles of Animation

    Key framing

    Deformations

    Character Animation

    Physics-Based Animation

    Procedural Techniques

    Groups of Objects

    Notes

    18. Using Graphics Hardware

    What Is Graphics Hardware

    Describing Geometry for the Hardware

    Processing Geometry into Pixels

    19. Building Interactive Graphics Applications

    The Ball Shooting Program

    Programming Models

    Contents ix

    The Model view-Controller Architecture

    Example Implementations

    Applying Our Results

    Notes

    Exercises

    20. Light

    Radiometry

    Transport Equation

    Photometry

    21. Color

    Colorimetry

    Color Spaces

    Chromatic Adaptation

    Color Appearance

    Notes

    22. Visual Perception

    Vision Science

    Visual Sensitivity

    Spatial Vision

    Objects, Locations, and Events

    Picture Perception

    23. Tone Reproduction

    Classification

    Dynamic Range

    Color

    Image Formation

    Frequency-Based Operators

    Gradient-Domain Operators

    Spatial Operators

    Division

    Sigmoids

    Other Approaches

    Night Tone mapping

    Discussion

    24. Global Illumination

    Particle Tracing for Lambertian Scenes

    Path Tracing

    Accurate Direct Lighting

    25. Reflection Models

    Real-World Materials

    Implementing Reflection Models

    Specular Reflection Models

    Smooth Layered Model

    Rough Layered Model

    26. Computer Graphics in Games

    Platforms

    Limited Resources

    Optimization Techniques

    Game Types

    The Game Production Process

    27. Visualization

    Background

    Data Types

    Human-Centered Design Process

    Visual Encoding Principles

    Interaction Principles

    Composite and Adjacent Views

    Data Reduction

    Examples

    28. Spatial-Field Visualization

    2D Scalar Fields

    3D Scalar Fields

    References