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COMPUTER GRAPHICS: PRINCIPLES AND PRACTICE, 3RD EDITION
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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. 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 colour – text and hundreds of figures presented in full colour 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 power point presentations 1:Table of Contents: IntroductionChapter 2: Introduction to 2D graphics using WPFChapter 3: An ancient renderer made modernChapter 4: A 2D graphics test bedChapter 5: An introduction to human visual perceptionChapter 6: Introduction to fixed-function 3D graphics and hierarchical modelingChapter 7: Essential Mathematics and the Geometry of 2-space and 3-spaceChapter 8: A simple way to describe shape in 2D and 3DChapter 9: Functions on meshesChapter 10: Transformations in two dimensions.
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. 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 colour – text and hundreds of figures presented in full colour 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 power point presentations 1:Table of Contents: IntroductionChapter 2: Introduction to 2D graphics using WPFChapter 3: An ancient renderer made modernChapter 4: A 2D graphics test bedChapter 5: An introduction to human visual perceptionChapter 6: Introduction to fixed-function 3D graphics and hierarchical modelingChapter 7: Essential Mathematics and the Geometry of 2-space and 3-spaceChapter 8: A simple way to describe shape in 2D and 3DChapter 9: Functions on meshesChapter 10: Transformations in two dimensions.
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