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Kurt Akeley, Andries van Dam, Steven K. Feiner, James D. Foley, John F. Hughes, Morgan McGuire, David F. Sklar (Beteiligte)

Computer Graphics


Principles and Practice
By Hughes, John F.; Dam, Andries van; McGuire, Morgan; Sklar, David F.; Foley, James D.; Feiner, Steven K.; Akeley, Kurt
3. Aufl. 2013. 1264 S. 256 mm
Verlag/Jahr: PEARSON EDUCATION 2013
ISBN: 0-321-39952-8 (0321399528)
Neue ISBN: 978-0-321-39952-6 (9780321399526)

Preis und Lieferzeit: Bitte klicken


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.

Preface
Acknowledgments
About the Authors

Chapter 1: Introduction
Chapter 2: Introduction to 2D Graphics Using WPF
Chapter 3: An Ancient Renderer Made Modern
Chapter 4: A 2D Graphics Testbed
Chapter 5: An Introduction to Human Visual Perception
Chapter 6: Introduction to Fixed-Function 3D Graphics and Hierarchical Modeling
Chapter 7: Essential Mathematics and the Geometry of 2-Space and 3-Space
Chapter 8: A Simple Way to Describe Shape in 2D and 3D
Chapter 9: Functions on Meshes
Chapter 10: Transformations in Two Dimensions
Chapter 11: Transformations in Three Dimensions
Chapter 12: A 2D and 3D Transformation Library for Graphics
Chapter 13: Camera Specifications and Transformations
Chapter 14: Standard Approximations and Representations
Chapter 15: Raycasting and Rasterization
Chapter 16: Survey of 3D Realtime Graphics Platforms
Chapter 17: Image Representation and Manipulation
Chapter 18: Images and Signal Processing
Chapter 19: Enlarging and Shrinking Images
Chapter 20: Textures and Texture Mapping
Chapter 21: Interaction Techniques
Chapter 22: Splines and Subdivision Curves
Chapter 23: Splines and Subdivision Surfaces
Chapter 24: Implicit Representations of Shape
Chapter 25: Meshes
Chapter 26: Light
Chapter 27: Materials and Scattering
Chapter 28: Color
Chapter 29: Light Transport
Chapter 30: Probability and Monte Carlo Integration
Chapter 31: Computing Solutions to the Rendering Equation: Theoretical Approaches
Chapter 32: Rendering in Practice
Chapter 33: Shaders
Chapter 34: Expressive Rendering
Chapter 35: Motion
Chapter 36: Visibility Determination
Chapter 37: Spatial Data Structures
Chapter 38: Modern Graphics Hardware

List of Principles
Bibliography
Index