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Autor(en): 
  • John Hughes
  • James D. Foley
  • Andries van Dam
  • Steven K. Feiner
  • John F. Hughes
  • Morgan McGuire
  • David F. Sklar
  • Kurt Akeley
  • Computer Graphics: Principles and Practice 
     

    (Buch)
    Dieser Artikel gilt, aufgrund seiner Grösse, beim Versand als 3 Artikel!


    Übersicht

    Auf mobile öffnen
     
    Lieferstatus:   Auf Bestellung (Lieferzeit unbekannt)
    Veröffentlichung:  Juli 2013  
    Genre:  EDV / Informatik 
    ISBN:  9780321399526 
    EAN-Code: 
    9780321399526 
    Verlag:  Pearson Academic 
    Einband:  Gebunden  
    Sprache:  English  
    Serie:  Addison-Wesley  
    Dimensionen:  H 257 mm / B 208 mm / D 46 mm 
    Gewicht:  2155 gr 
    Seiten:  1264 
    Bewertung: Titel bewerten / Meinung schreiben
    Inhalt:

    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.

     

    The authors explain the principles, as well as the mathematics, underlying computer graphics–knowledge that is essential for successful work both now and in the future. Early chapters show how to create 2D and 3D pictures right away, supporting experimentation. Later chapters, covering a broad range of topics, demonstrate more sophisticated approaches. Sections on current computer graphics practice show how to apply given principles in common situations, such as how to approximate an ideal solution on available hardware, or how to represent a data structure more efficiently. Topics are reinforced by exercises, program­ming problems, and hands-on projects.

     

    This revised edition features

    • New coverage of the rendering equation, GPU architecture considerations, and importance- sampling in physically based rendering
    • An emphasis on modern approaches, as in a new chapter on probability theory for use in Monte-Carlo rendering
    • Implementations of GPU shaders, software rendering, and graphics-intensive 3D interfaces
    • 3D real-time graphics platforms–their design goals and trade-offs–including new mobile and browser platforms
    • Programming and debugging approaches unique to graphics development 

    The text and hundreds of figures are presented in full color throughout the book. Programs are written in C++, C#, WPF, or pseudocode–whichever language is most effective for a given example. Source code and figures from the book, testbed programs, and additional content will be available from the authors' website (cgpp.net) or the publisher's website  (informit.com/title/9780321399526). Instructor resources will be available from the publisher. The wealth of information in this book makes it the essential resource for anyone working in or studying any aspect of computer graphics.

      



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