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Fundamentals of Computer Graphics [Hardcover]

Peter Shirley
3.8 out of 5 stars  See all reviews (6 customer reviews)

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Hardcover, Jun 15 2002 --  
There is a newer edition of this item:
Fundamentals of Computer Graphics Fundamentals of Computer Graphics 3.8 out of 5 stars (6)
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Book Description

Jun 15 2002 1568811241 978-1568811246 3
Extensively beta-tested in classrooms worldwide, this modern, comprehensive introduction to computer graphics will set the standard in teaching. It presents 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. - The fundamental mathematics used in graphics programs - The basics of the graphics pipeline - BSP trees - Ray tracing - Surface shading - Texture mapping Advanced topics include: - Curves and surfaces - Color science - Global illumination - Reflection models - Image-based rendering - Visualization Extensive exercises and references for further reading enhance each chapter. An introduction for novices---a refresher for professionals.

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Review

" ""This book is highly recommended as either a textbook for a course in computer graphics or as a reliable and wide-ranging handbook for those developing graphics applications. The book provides a firm foundation in the field that enables programmers to readily apply its content to a variety of graphics packages across a wide spectrum of platforms."" -Marlin Thomas, May 2006
""The book has become a common pendulum of computer graphics that covers all important subjects from scene graphics to l-systems from event governed programming to data visualization in a compact, clear and competent way. "" -Jorn Loviscach, May 2006" --This text refers to an alternate Hardcover edition.

About the Author

Peter Shirley is an Associate Professor of Computer Science at the University of Utah. He is a member of the Visual Simulation Group, whose work focuses on the creation of images for the human visual system, inlcuding static and dynamic imagery for traditional displays and immersive environments.

Inside This Book (Learn More)
First Sentence
Much of graphics is just translating math directly into code. Read the first page
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Front Cover | Copyright | Table of Contents | Excerpt | Index | Back Cover
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Customer Reviews

Most helpful customer reviews
2 of 2 people found the following review helpful
Format:Hardcover
I am a graduate student in computer science, and I had to choose a computer graphics book to prepare for a project that I was undertaking outside of my own field. As someone who is not very familiar with this area I had to ask some of my friends who are in CG, and most of them recommended me to get this book. I however picked the Hearn book and the red book (the OpenGL API book) to be sure.
What I enjoyed most about this book is that its an excellent introduction for people starting from scratch, concepts are very clearly explained and the text is not polluted by unnecessary discussions of the API (unlike some other books).
In addition, this book covers alot of advance ideas that are not covered in some other introductory CG books, so I think this text covers a large area and does a good job of it.

I would recommend this book to anyone starting in the area of CG or experts who would like to have a reference, if you have the red book combined with this text I think you are ready to delve into the exciting area of CG.

(about the errors in the text that some people have mentioned, the first thing i did when i got the book is to go through the errata list on the author's website and correct those errors).

regards

Houman
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2.0 out of 5 stars too many errors Dec 15 2004
By A Customer
Format:Hardcover
wayyyyyy too many mistakes and errors in the formulas and such. if it wasn't for this i'd give it a 4; it's a good book otherwise.
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5.0 out of 5 stars Best low-level graphics book out there Sep 20 2003
By A Customer
Format:Hardcover
This is an AI-neutral book and has an especially excellent discussion of the graphics pipeline in general, and transforms and triangle scan conversion in particular. It also has a good treatment of BSP trees and ray tracing. My only complaint is that it talks little about animation. My favorite thing about it is that it uses very clean math, and none of it is gratuitous.
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