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Computer Graphics: Principles and Practice (3rd Edition), by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Fol

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.

  • Sales Rank: #306143 in Books
  • Published on: 2013-07-20
  • Original language: English
  • Number of items: 1
  • Dimensions: 10.25" h x 1.90" w x 8.25" l, .0 pounds
  • Binding: Hardcover
  • 1264 pages

About the Author

John F. Hughes is a Professor of Computer Science at Brown University. His primary research is in computer graphics, particularly those aspects of graphics involving substantial mathematics.

 

Andries van Dam is the Thomas J. Watson, Jr. University Professor of Technology and Education, and Professor of Computer Science at Brown University. Andy’s research includes work on computer graphics, hypermedia systems, post-WIMP user interfaces, including immersive virtual reality and pen- and touch-computing, and educational software.

 

Morgan McGuire is an Associate Professor of Computer Science at Williams College. He's contributed as an industry consultant to products including the Marvel Ultimate Alliance and Titan Quest video game series, the E Ink display used in the Amazon Kindle, and NVIDIA GPUs.

 

David F. Sklar is a visualization engineer at Vizify.com, working on algorithms for presenting animated infographics on computing devices across a wide range of form factors.

 

James D. Foley is a professor and holds the Fleming Chair in the College of Computing at Georgia Institute of Technology. He has also held faculty positions at the University of North Carolina at Chapel Hill and The George Washington University, as well as management positions at Mitsubishi Electric Research.

 

Steven K. Feiner is a Professor of Computer Science at Columbia University, where he directs the Computer Graphics and User Interfaces Lab and co-directs the Columbia Vision and Graphics Center. His research addresses 3D user interfaces, augmented reality, wearable computing, and many topics at the intersection of human-computer interaction and computer graphics.

 

Kurt Akeley is Chief Technology Officer at Lytro, Inc. Kurt is a cofounder of Silicon Graphics (later SGI), where he led the development of a sequence of high-end graphics systems, including RealityEngine, and also led the design and standardization of the OpenGL graphics system.

Most helpful customer reviews

14 of 16 people found the following review helpful.
The best reference on how graphics work in today's computers that I have found
By PurpleVermont
I'm a technical writer and published author who has spent the last couple of years working to get up to speed on the latest in computer hardware. One area that I've really struggled with has been 3D graphics, GPUs and related areas of technology. It's easy to find material explaining what a GPU is or the steps in a 3D graphics pipeline; almost impossible to find anything that will actually take you through the steps of understanding what these things are, why they matter, and how they are used.

This is the only book/ebook/website/anything I've found that even comes close to hitting the mark. I've read around 40% of it so far, and even though it's oriented more towards those who will actually do computer graphics programming, the underpinnings are so well laid out that it has greatly enhanced my understanding even at the hardware level. I can only imagine it is all the more useful for those approaching it from the software angle, even if the exact APIs and frameworks used are a bit different.

Furthermore, the writing is understandable. I personally orient my own writing towards ensuring the reader can comprehend what I'm saying, and I recognize the same focus here. The authors anticipate areas of confusion and address them ahead of time, and everything is cross-referenced in just the right places. Even the way the code snippets are laid out is clever, with a form of "nesting" used to emphasize the parts being discussed.

The math does get a bit dense at times. And I think the book would benefit from some editing to cut down on the very long paragraphs, which make digesting the concepts a little more difficult than they would be otherwise. But these are minor issues.

I also like the Kindle version being properly formatted like a real book so I don't have to use a magnifying glass on fuzzy tables and so forth.

Overall, a very fine piece of content for anyone who wants to learn how computer graphics work.

4 of 5 people found the following review helpful.
Excellent Book for Computer Graphics
By Shanmuga
This book is the best source to learn the concepts of Computer Graphics. The third edition has been updated with almost all recent developments in Computer Graphics research. It starts from very basic ones and takes one seamlessly to advanced topics. The only problem is that codes are given in WPF. But there are other excellent books which supplement this book through OpenGL and WebGL programming - OpenGL SuperBible: Comprehensive Tutorial and Reference (6th Edition), OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 4.3 (8th Edition), and WebGL Programming Guide: Interactive 3D Graphics Programming with WebGL (OpenGL).

I am teaching my Computer Graphics course using this excellent textbook. A must read for Computer Graphics researchers, students, and professionals.

8 of 12 people found the following review helpful.
2nd edition first
By Yves Daoust
Computer Graphics is indeed a must for anyone being involved in the design and implementation of CG algorithm. This is undisputable.

Anyway I was disappointed by the third edition, in big part for the quasi-disappearance of 2D topics. I will continue to recommend the 2nd edition, way better in my opinion, and still up-to-date on many subjects.

See all 11 customer reviews...

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