PortadaGruposCharlasMásPanorama actual
Buscar en el sitio
Este sitio utiliza cookies para ofrecer nuestros servicios, mejorar el rendimiento, análisis y (si no estás registrado) publicidad. Al usar LibraryThing reconoces que has leído y comprendido nuestros términos de servicio y política de privacidad. El uso del sitio y de los servicios está sujeto a estas políticas y términos.

Resultados de Google Books

Pulse en una miniatura para ir a Google Books.

Computer Graphics: Principles and Practice…
Cargando...

Computer Graphics: Principles and Practice in C (2nd Edition) (edición 1995)

por James D. Foley, Andries van Dam, Steven K. Feiner, John F. Hughes

MiembrosReseñasPopularidadValoración promediaConversaciones
583140,725 (3.87)Ninguno
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 graphicsknowledge 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 platformstheir design goals and trade-offsincluding 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 pseudocodewhichever 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 resourceswill beavailable 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.… (más)
Miembro:IvanIdris
Título:Computer Graphics: Principles and Practice in C (2nd Edition)
Autores:James D. Foley
Otros autores:Andries van Dam, Steven K. Feiner, John F. Hughes
Información:Addison-Wesley Professional (1995), Edition: 2, Hardcover, 1200 pages
Colecciones:Tu biblioteca
Valoración:****
Etiquetas:Ninguno

Información de la obra

Computer Graphics: Principles and Practice por James D. Foley

Ninguno
Cargando...

Inscríbete en LibraryThing para averiguar si este libro te gustará.

Actualmente no hay Conversaciones sobre este libro.

Computer Graphics is about computer graphics and principles. This book has four authors, who are experts in their field. It has a hardcover, is richly illustrated with color plates and lots of figures. If the code had syntax highlighting, then it would have been even better.

Chapter 1 covers the basics. Chapter 2 is about SGRP (Simple Raster Graphics Package). Chapter 3 presents basic raster graphics algorithms for drawing 2D primitives.

Chapter 4 describes graphics hardware. Chapter 5 introduces geometrical transformations. Chapter 6 discusses viewing in 3D, projections and perspective.

Chapter 7 is dedicated to SPHIGS (Simple Programmer’s Hierarchical Interactive Graphics System). Chapter 8 is the first of three chapters on GUI’s. These three chapters are low on mathematics and code. Dialogue design is the title of Chapter 9. Chapter 10 examines user interface software.

Chapter 11 is about representing curves and surfaces. Finally, we get back to some code and mathematics. Chapter 12 builds on the previous chapter and continues with solid modeling. Sadly, no code in this chapter. Achromatic and colored light is the subject of chapter 13. This is a fun chapter, however, the lack of color usage in this chapter about color seems paradoxical to me.

In Chapter 14 we embark on a quest for visual realism. Chapter 15 is about visible-surface determination. Chapter 16 discusses illumination and shading.

Chapter 17 explores image manipulation and storage. Chapter 18 discusses advanced raster graphics architecture. Chapter 19 describes advanced geometric and raster algorithms.

Chapter 20 concentrates on advanced modeling techniques. Chapter 21 brings to life animation.

As I said above, this book is written by four authors. Obviously, this means that the writing style differs between chapters. Some chapters have no code or mathematics. Some chapters have one or the other. These are not my favorite chapters. The code examples are written in C or sometimes in pseudocode that looks a lot like C, so you need to have some knowledge of C.

The book is quite thorough and seems pedagogically sound. It is considered a “classic” for many reasons. Personally, I learned a lot about computer graphics algorithms. I give this book 4 stars out of 5. ( )
  IvanIdris | Jan 15, 2012 |
sin reseñas | añadir una reseña

» Añade otros autores (3 posibles)

Nombre del autorRolTipo de autor¿Obra?Estado
James D. Foleyautor principaltodas las edicionescalculado
Dam, Andries vanautor principaltodas las edicionesconfirmado
Feiner, Steven K.autor principaltodas las edicionesconfirmado
Hughes, John F.autor principaltodas las edicionesconfirmado
Phillips, Richard L.autor principaltodas las edicionesconfirmado
Sklar, David F.autor principaltodas las edicionesconfirmado
Debes iniciar sesión para editar los datos de Conocimiento Común.
Para más ayuda, consulta la página de ayuda de Conocimiento Común.
Título canónico
Información procedente del conocimiento común inglés. Edita para encontrar en tu idioma.
Título original
Títulos alternativos
Fecha de publicación original
Personas/Personajes
Lugares importantes
Acontecimientos importantes
Películas relacionadas
Epígrafe
Dedicatoria
Primeras palabras
Citas
Últimas palabras
Aviso de desambiguación
Editores de la editorial
Blurbistas
Idioma original
DDC/MDS Canónico
LCC canónico
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 graphicsknowledge 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 platformstheir design goals and trade-offsincluding 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 pseudocodewhichever 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 resourceswill beavailable 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.

No se han encontrado descripciones de biblioteca.

Descripción del libro
Resumen Haiku

Debates activos

Ninguno

Cubiertas populares

Enlaces rápidos

Valoración

Promedio: (3.87)
0.5
1 1
1.5
2 1
2.5
3 13
3.5 2
4 19
4.5 1
5 12

¿Eres tú?

Conviértete en un Autor de LibraryThing.

 

Acerca de | Contactar | LibraryThing.com | Privacidad/Condiciones | Ayuda/Preguntas frecuentes | Blog | Tienda | APIs | TinyCat | Bibliotecas heredadas | Primeros reseñadores | Conocimiento común | 204,811,495 libros! | Barra superior: Siempre visible