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Computer Graphics: Principles and Practice

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By uniquely combining concepts and practical applications in computer graphics, four well-known authors provide here the most comprehensive, authoritative, and up-to-date coverage of the field. The important algorithms in 2D and 3D graphics are detailed for easy implementation, including a close look at the more subtle special cases. There is also a thorough presentation o By uniquely combining concepts and practical applications in computer graphics, four well-known authors provide here the most comprehensive, authoritative, and up-to-date coverage of the field. The important algorithms in 2D and 3D graphics are detailed for easy implementation, including a close look at the more subtle special cases. There is also a thorough presentation of the mathematical principles of geometric transformations and viewing.


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By uniquely combining concepts and practical applications in computer graphics, four well-known authors provide here the most comprehensive, authoritative, and up-to-date coverage of the field. The important algorithms in 2D and 3D graphics are detailed for easy implementation, including a close look at the more subtle special cases. There is also a thorough presentation o By uniquely combining concepts and practical applications in computer graphics, four well-known authors provide here the most comprehensive, authoritative, and up-to-date coverage of the field. The important algorithms in 2D and 3D graphics are detailed for easy implementation, including a close look at the more subtle special cases. There is also a thorough presentation of the mathematical principles of geometric transformations and viewing.

30 review for Computer Graphics: Principles and Practice

  1. 4 out of 5

    Michael Finocchiaro

    If K&R is what spawned the internet and its denizens like Facebook and Google, it is this book that created the 3D graphics industry - without it, forget your PS4, XBOX, 3DS, Pixar, DreamsWorks, etc. and thus no Avengers flicks or - god forbid - Shrek movies! Hollywood would be arguably still story driven and better but video games like GTA, Minecraft, Assassin's Creed, etc would have been impossible. I actually had acquired a rare geek-boner 1st edition but it was water damaged during a basemen If K&R is what spawned the internet and its denizens like Facebook and Google, it is this book that created the 3D graphics industry - without it, forget your PS4, XBOX, 3DS, Pixar, DreamsWorks, etc. and thus no Avengers flicks or - god forbid - Shrek movies! Hollywood would be arguably still story driven and better but video games like GTA, Minecraft, Assassin's Creed, etc would have been impossible. I actually had acquired a rare geek-boner 1st edition but it was water damaged during a basement flood when I had to leave it in storage. Many bitter tears were shed. Fortunately, I still had the bigger 2nd edition to comfort me. I actually needed code in this book for my first real job back in '92. How the world has changed. Five stars for excellence and massive impact on gamers and movie fans alike.

  2. 5 out of 5

    Ivan Idris

    Computer Graphics is about computer graphics and principles. This book has four authors, who are experts in their field. It has a hardcover, is richly illustrated with color plates and lots of figures. If the code had syntax highlighting, then it would have been even better. Chapter 1 covers the basics. Chapter 2 is about SGRP (Simple Raster Graphics Package). Chapter 3 presents basic raster graphics algorithms for drawing 2D primitives. Chapter 4 describes graphics hardware. Chapter 5 introduces Computer Graphics is about computer graphics and principles. This book has four authors, who are experts in their field. It has a hardcover, is richly illustrated with color plates and lots of figures. If the code had syntax highlighting, then it would have been even better. Chapter 1 covers the basics. Chapter 2 is about SGRP (Simple Raster Graphics Package). Chapter 3 presents basic raster graphics algorithms for drawing 2D primitives. Chapter 4 describes graphics hardware. Chapter 5 introduces geometrical transformations. Chapter 6 discusses viewing in 3D, projections and perspective. Chapter 7 is dedicated to SPHIGS (Simple Programmer’s Hierarchical Interactive Graphics System). Chapter 8 is the first of three chapters on GUI’s. These three chapters are low on mathematics and code. Dialogue design is the title of Chapter 9. Chapter 10 examines user interface software. Chapter 11 is about representing curves and surfaces. Finally, we get back to some code and mathematics. Chapter 12 builds on the previous chapter and continues with solid modeling. Sadly, no code in this chapter. Achromatic and colored light is the subject of chapter 13. This is a fun chapter, however, the lack of color usage in this chapter about color seems paradoxical to me. In Chapter 14 we embark on a quest for visual realism. Chapter 15 is about visible-surface determination. Chapter 16 discusses illumination and shading. Chapter 17 explores image manipulation and storage. Chapter 18 discusses advanced raster graphics architecture. Chapter 19 describes advanced geometric and raster algorithms. Chapter 20 concentrates on advanced modeling techniques. Chapter 21 brings to life animation. As I said above, this book is written by four authors. Obviously, this means that the writing style differs between chapters. Some chapters have no code or mathematics. Some chapters have one or the other. These are not my favorite chapters. The code examples are written in C or sometimes in pseudocode that looks a lot like C, so you need to have some knowledge of C. The book is quite thorough and seems pedagogically sound. It is considered a “classic” for many reasons. Personally, I learned a lot about computer graphics algorithms. I give this book 4 stars out of 5.

  3. 5 out of 5

    Barack Liu

    309-Computer Graphics- James Foley-Tool-1995 Barack 2021/01/31 " Computer Graphics ", first published in the United States in 1995. It is mainly about the basic knowledge of interactive computer graphics. It is widely regarded as a classic reference book on computer graphics. James Foley was born in the United States in 1942. Studied at the University of Michigan, Lehigh University. It is one of the most famous co-authors of basic textbooks in the field of computer graphics. Representative works: 309-Computer Graphics- James Foley-Tool-1995 Barack 2021/01/31 " Computer Graphics ", first published in the United States in 1995. It is mainly about the basic knowledge of interactive computer graphics. It is widely regarded as a classic reference book on computer graphics. James Foley was born in the United States in 1942. Studied at the University of Michigan, Lehigh University. It is one of the most famous co-authors of basic textbooks in the field of computer graphics. Representative works: " Computer Graphics: Principles and Practice ", " Introduction to Computer Graphics ", etc. Table of Contents 1 Introduction 2 Introduction to 2D Graphics Using WPF 3 An Ancient Renderer Made Modern 4 A 2D Graphics Test Bed 5 An Introduction to Human Visual Perception 6 Introduction to Fixed-Function 3D Graphics and Hierarchical Modeling 7 Essential Mathematics and the Geometry of 2-Space and 3-Space 8 A Simple Way to Describe Shape in 2D and 3D 9 Functions on Meshes 10 Transformations in Two Dimensions " Graphics is a broad field; to understand it, you need information from perception, physics, mathematics, and engineering. Building a graphics application entails user-interface work, some amount of modeling (ie, making a representation of a shape), and rendering (the making of pictures of shapes). Rendering is often done via a “pipeline” of operations; one can use this pipeline without understanding every detail to make many useful programs. But if we want to render things accurately, we need to start from a physical understanding of light. Knowing just a few properties of light prepares us to make a first approximate renderer. " In the animation time, we need to understand the effect of light on the animation, in time to simulate the two-dimensional world of the computer, we also need to take into account this effect. The difference in light has a significantly different perception of the visual effect of an object. When we use computers to simulate objects, only when this point is fully considered, the objects we render will have a more realistic sense. " A graphics platform acts as the intermediary between the application and the underlying graphics hardware, providing a layer of abstraction to shield the programmer from the details of driving the graphics processor. As CPUs and graphics peripherals have increased in speed and memory capabilities, the feature sets of graphics platforms have evolved to harness new hardware features and to shoulder more of the application development burden. After a brief overview of the evolution of 2D platforms, we explore a modern package (Windows Presentation Foundation), showing how to construct an animated 2D scene by creating and manipulating a simple hierarchical model. WPF's declarative XML-based syntax, and the basic techniques of scene specification, will carry over to the presentation of WPF's 3D support in Chapter 6. ” Although many movies are now in 3D, 2D is the basis. Our understanding of 2D is not deep enough, so it will inevitably be difficult to succeed in 3D performance. " Computer graphics is the science and art of communicating visually via a computer’s display and its interaction devices. The visual aspect of the communication is usually in the computer-to-human direction, with the human-to-computer the direction being mediated by devices like the mouse, keyboard, joystick, game controller, or touch-sensitive overlay. ” Computer graphics, in my opinion, is actually an intersection of technology and art. It can be used not only in animation production but also in in-game production. For example, now popular with a variety of family entertainment centers, such as Switch and so on. Inside there is an impressive variety of video effects, I believe, these things are great and the associated computer graphics. “ A narrow definition of computer graphics would state that it refers to taking a model of the objects in a scene (a geometric description of the things in the scene and a description of how they reflect light) and a model of the light emitted into the scene (a mathematical description of the sources of light energy, the directions of radiation, the distribution of light wavelengths, etc.), and then producing a representation of a particular view of the scene (the light arriving at some imaginary eye or camera in the scene). ” In short, computer graphics first models an object in the physical world. Then we modeled the light in a specific scene and finally simulated the object on the computer. " Computer graphics is a cross-disciplinary field in which physics, mathematics, human perception, human-computer interaction, engineering, graphic design, and art all play important roles. We use physics to model light and to perform simulations for animation. We use mathematics to describe the shape. " Computer graphics, after all, is computer technology first, and then art. Computer technology as a typical engineering discipline, mathematical knowledge accumulated to a profound extent determine we can go far. " A geometric model is a model of something we plan to have appeared in a picture: We make a model of a car, or a house, or an armadillo. The geometric model is enhanced with various other attributes that describe the color or texture or reflectance of the materials involved in the model. Starting from nothing and creating such a model is called modeling, and the geometric-plus-other-information description that is the result is called a model. " We use physical models in real life is conducted object model to simulate its material, texture, physical model of the more accurate the results would be more realistic. " A mathematical model is a model of a physical or computational process. For instance, in Chapter 27 we describe various models of how light reflects from glossy surfaces. We also have models of how objects move and models of things like the image-acquisition process that happens in a digital camera. Such models may be faithful (ie, may provide a predictive and correct mathematical model of the phenomenon) or not; they may be physically based, derived from first principles, or perhaps empirical or phenomenological, derived from observations or even intuition. ” Mathematical modeling is based on the basis of mathematics to simulate. The availability of these two simulation methods is probably a bit similar to the difference between an analog signal and a digital signal in our acoustics. " The mathematician Abel claimed that he managed to succeed in mathematics because he made a practice of reading the works of the masters rather than their students, and we advise that you follow his lead. The aforementioned real-time rendering book is written by masters of the subject, while a random web page may be written by anyone. ” Gu Yanwu wrote in " Book to People ", "It is said that the book compiled by today’s people is now the people’s making money. That's it. " If we want to be a relatively more in-depth understanding of a particular area, we find information, it is best to find the field's most authoritative books of view, rather than just look at future generations according to their own understanding of some of the sporadically written analysis, that understanding may be straightforward, but also because it is only partial, short, they tend to make us of this topic to understand the depth is limited.

  4. 4 out of 5

    Ahmed Abd El-Hamid

    The Standard book of Computer Graphics Knowledge .. and although it needs some knowledge in mathematics but .. overall it contains a great amount of knowledge .. Must-Read for anyone interested in Computer Graphics

  5. 4 out of 5

    MrSmilez

    want to get more knowledge to be a better teacher...

  6. 5 out of 5

    Maxim Perepelitsyn

    Decent introduction to CG related topics.

  7. 4 out of 5

    Manas Bala

    test

  8. 5 out of 5

    Asfarian

    Pegangan wajib saat ngasprak pratikum komputer grafik.

  9. 4 out of 5

    Ershveer Saini

    This review has been hidden because it contains spoilers. To view it, click here. good

  10. 4 out of 5

    Mills College Library

    006.6 C738 2014

  11. 4 out of 5

    Imran Siddiqui

    take better knowledge of computer graphics

  12. 4 out of 5

    Christian Benesch

  13. 5 out of 5

    Akhilreddy

  14. 4 out of 5

    Bhau

  15. 4 out of 5

    Mark

  16. 4 out of 5

    Vamsi Rathnakar

  17. 5 out of 5

    Lixing Zhao

  18. 4 out of 5

    Darrell Ulm

  19. 4 out of 5

    Nikesh Maharjan

  20. 4 out of 5

    Michalis

  21. 4 out of 5

    Rob Hall

  22. 5 out of 5

    Alptekin Topal

  23. 4 out of 5

    TheBlueBear

  24. 5 out of 5

    Jim Brooks

  25. 5 out of 5

    Michael Taylor

  26. 4 out of 5

    Renyu Liu

  27. 5 out of 5

    Jesse

  28. 4 out of 5

    Sarah

  29. 5 out of 5

    Jeremy Jedynak

  30. 4 out of 5

    Actel

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