Computer Graphics, reissued 2nd Ed.
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Average customer review:Product Description
The most comprehensive, authoritative, and up-to-date book on computer graphics now presents examples in the C programming language. As before, the authors provide a unique combination of current concepts and practical applications. Important algorithms in 2D and 3D graphics are detailed for easy implementation.
Product Details
- Amazon Sales Rank: #544954 in Books
- Published on: 1995-09
- Original language: English
- Number of items: 1
- Binding: Hardcover
- 1200 pages
Editorial Reviews
Amazon.co.uk Review
Computer Graphics: Principles and Practice is the most exhaustive overview of computer graphics techniques available. This textbook's 21 chapters cover graphics hardware, user interface software, rendering and a host of other subjects. Assuming a solid background in computer science or a related field, Computer Graphics gives example programs in C and provides exercises at the end of each chapter to test your knowledge of the material. The guide has more than 100 beautiful, four-colour photographs that illustrate important topics and algorithms, such as ray tracing and bump maps, and also inspire you to acquire the skills necessary to produce them. Encyclopaedic in its coverage, the book has a good table of contents so that you can immediately turn to information on the z-Buffer algorithm or the chapter on animation. --Jake Bond
From the Back Cover
By uniquely combining current 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.
In this book, the authors explore multiple perspectives on computer graphics: the user's, the application programmer's, the package implementor's, and the hardware designer's. For example, the issues of user-centered design are expertly addressed in three chapters on interaction techniques, dialogue design, and user interface software. Hardware concerns are examined in a chapter, contributed by Steven Molnar and Henry Fuchs, on advanced architectures for real-time, high performance graphics.
The comprehensive topic coverage includes:
- Programming with SRGP, a simple but powerful raster graphics package that combines features of Apple's QuickDraw and the MIT X Window System graphics library.
- Hierarchical, geometric modeling using SPHIGS, a simplified dialect of the 3D graphics standard PHIGS.
- Raster graphics hardware and software, including both basic and advanced algorithms for scan converting and clipping lines, polygons, conics, spline curves, and text.
- Image synthesis, including visible-surface determination, illumination and shading models, image manipulation, and antialiasing.
- Techniques for photorealistic rendering, including ray tracing and radiosity methods.
- Surface modeling with parametric polynomials, including NURBS, and solid-modeling representations such as B-reps, CSG, and octrees.
- Advanced modeling techniques such as fractals, grammar-based models, particle systems.
- Concepts of computer animation and descriptions of state-of-the-art animation systems.
Over 100 full-color plates and over 700 figures illustrate the techniques presented in the book.
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About the Author
James D. Foley (Ph.D., University of Michigan) is the founding director of the interdisciplinary Graphics, Visualization & Usability Center at Georgia Institute of Technology, and Professor of Computer Science and of Electrical Engineering. Coauthor with Andries van Dam of Fundamentals of Interactive Computer Graphics, Foley is a member of ACM, ACM SIGGRAPH, ACM SIGCHI, the Human Factors Society, IEEE, and the IEEE Computer Society. He recently served as Editor-in-Chief of ACM Transactions on Graphics, and is on the editorial boards ofComputers and Graphics, User Modeling and User-Adapted Interaction, andPresence. His research interests include model-based user interface development tools, user interface software, information visualization, multimedia, and human factors of the user interface. Foley is a Fellow of the IEEE, and a member of Phi Beta Kappa, Tau Beta Phi, Eta Kappa Nu, and Sigma Xi. At Georgia Tech, he has received College of Computing graduate student awards as Most Likely to Make Students Want to Grow Up to Be Professors, Most Inspirational Faculty Member, the campus Interdisciplinary Activities Award, and the Sigma Xi Sustained Research Award. In 1997, Foley received the SIGGRAPH Steven A. Coons Award.
Andries van Dam (Ph.D., University of Pennsylvania) was the first chairman of the Computer Science Department at Brown University. Currently Thomas J. Watson, Jr. University Professor of Technology and Education and Professor of Computer Science at Brown, he is also Director of the NSF/ARPA Science and Technology Center for Computer Graphics and Scientific Visualization. His research interests include computer graphics, hypermedia systems, and workstations. He is past Chairman of the Computing Research Association, Chief Scientist at Electronic Book Technologies, Chairman of Object Power's Technical Advisory Board, and a member of Microsoft's Technical Advisory Board. A Fellow of both the IEEE Computer Society and of ACM, he is also cofounder of ACM SIGGRAPH. Coauthor of the widely used book Fundamentals of Interactive Computer Graphics with James Foley, and ofObject-Oriented Programming in Pascal: A Graphical Approach, with D. Brookshire Conner and David Niguidula, he has, in addition, published over eighty papers. In 1990 van Dam received the NCGA Academic Award, in 1991, the SIGGRAPH Steven A. Coons Award, and in 1993 the ACM Karl V. Karlstrom Outstanding Educator Award.
Steven K. Feiner (Ph.D., Brown University) is Associate Professor of Computer Science at Columbia University, where he directs the Computer Graphics and User Interfaces Lab. His current research focuses on 3D user interfaces, virtual worlds, augmented reality, knowledge-based design of graphics and multimedia, animation, visualization, and hypermedia. Dr. Feiner is on the editorial boards of ACM Transactions on Graphics, IEEE Transactions on Visualizations and Computer Graphics, and Electronic Publishing, and is on the executive board of the IEEE Technical Committee on Computer Graphics. He is a member of ACM SIGGRAPH and the IEEE Computer Society. In 1991 he received an ONR Young Investigator Award. Dr. Feiner's work has been published in over fifty papers and presented in numerous talks, tutorials, and panels.
John F. Hughes (Ph.D., University of California, Berkeley) is an Assistant Professor of Computer Science at Brown University, where he codirects the computer graphics group with Andries van Dam. His research interests are in applications of mathematics to computer graphics, scientific visualization, mathematical shape description, mathematical fundamentals of computer graphics, and low-dimensional topology and geometry. He is a member of the AMS, IEEE, and ACM SIGGRAPH. His recent papers have appeared in Computer Graphics, and in Visualization Conference Proceedings. He also has a long-standing interest in the use of computer graphics in mathematics education.
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Customer Reviews
It's a excellent book period.
Ok lets see, we have one person complaining that its to hard becuase you must concentrate, another saying its to mathematical. Well I hate to say it, BUT THAT IS THE POINT of this. Computer graphics isn't like 1+1=2. More along the lines of 4(4(3/4 - 1/2)*4)= X. This book presents everything perfectly. A great recommendaiton for anyone 'who wants to learn it' but if your thinking of just a simple, 21 days or don't have time/concentration, don't get this book. I recommend looking into 'other' subjects.
The Bible
This is a book you can't do without if you're serious. It isn't a 'For Dummies' book, and the content can be almost intractable at points, but this is not an easy subject. Particularly useful if you're trying to design your own algorithms, and an excellent springboard for research.
Specialists in some areas will find the book a good reminder of basic principles, and people intent on reworking the Quake engine in their own image (pardon the pun) will find enough here to keep them busy.
Not for the casual web-designer. Or then again, maybe it is.
The Computer Graphics Classic
This is one of the Books on Computer graphics, for advanced users and with a high mathematical background otherwise you won't do it, this book is saturated of mathematical explanations and theory about computer graphics, so this contains all the theory stuff, if you are looking for a more practical book look for Michael Abrash Black Book...




