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Marschner Steve - Fundamentals of Computer Graphics

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Marschner Steve Fundamentals of Computer Graphics

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Drawing on an impressive roster of experts in the field, this book offers an ideal resource for computer course curricula as well as a user-friendly personal or professional reference. Focusing on geometric intuition, it gives the necessary information for understanding how images get onto the screen by using the complementary approaches of ray tracing and rasterization. It covers topics common to an introductory course, such as sampling theory, texture mapping, spatial data structure, and splines.;Introduction ; Graphics Areas ; Major Applications ; Graphics APIs ; Graphics Pipeline ; Numerical Issues ; Efficiency ; Designing and Coding Graphics Programs -- Miscellaneous Math ; Sets and Mappings ; Solving Quadratic Equations ; Trigonometry ; Vectors ; Curves and Surfaces ; Linear Interpolation ; Triangles -- Raster Images ; Raster Devices ; Images, Pixels, and Geometry ; RGB Color ; Alpha Compositing -- Ray Tracing ; The Basic Ray-Tracing Algorithm ; Perspective ; Computing Viewing Rays ; Ray-Object Intersection ; Shading ; A Ray-Tracing Program ; Shadows ; Ideal Specular Reflection ; Historical Notes -- Linear Algebra ; Determinants ; Matrices ; Computing with Matrices and Determinants ; Eigenvalues and Matrix Diagonalization -- Transformation Matrices ; 2D Linear Transformations ; 3D Linear Transformations ; Translation and Affine Transformations ; Inverses of Transformation Matrices ; Coordinate Transformations -- Viewing ; Viewing Transformations ; Projective Transformations ; Perspective Projection ; Some Properties of the Perspective Transform ; Field-of-View -- The Graphics Pipeline ; Rasterization ; Operations Before and After Rasterization ; Simple Antialiasing ; Culling Primitives for Efficiency -- Signal Processing ; Digital Audio: Sampling in 1D ; Convolution ; Convolution Filters ; Signal Processing for Images ; Sampling Theory -- Surface Shading ; Diffuse Shading ; Phong Shading ; Artistic Shading -- Texture Mapping ; Looking Up Texture Values ; Texture Coordinate Functions ; Antialiasing Texture Lookups ; Applications of Texture Mapping ; Procedural 3D Textures -- Data Structures for Graphics ; Triangle Meshes ; Scene Graphs ; Spatial Data Structures ; BSP Trees for Visibility ; Tiling Multidimensional Arrays -- More Ray Tracing ; Transparency and Refraction ; Instancing ; Constructive Solid Geometry ; Distribution Ray Tracing -- Sampling ; Integration ; Continuous Probability ; Monte Carlo Integration ; Choosing Random Points -- Curves ; Curves ; Curve Properties ; Polynomial Pieces ; Putting Pieces Together ; Cubics ; Approximating Curves ; Summary -- Computer Animation ; Principles of Animation ; Keyframing ; Deformations ; Character Animation ; Physics-Based Animation ; Procedural Techniques ; Groups of Objects -- Using Graphics Hardware ; Hardware Overview ; What Is Graphics Hardware ; Heterogeneous Multiprocessing ; Graphics Hardware Programming: Buffers, State, and Shaders ; State Machine ; Basic OpenGL Application Layout ; Geometry ; A First Look at Shaders ; Vertex Buffer Objects ; Vertex Array Objects ; Transformation Matrices ; Shading with Per-Vertex Attributes ; Shading in the Fragment Processor ; Meshes and Instancing ; Texture Objects ; Object-Oriented Design for Graphics Hardware Programming ; Continued Learning -- Light ; Radiometry ; Transport Equation ; Photometry -- Color ; Colorimetry ; Color Spaces ; Chromatic Adaptation ; Color Appearance -- Visual Perception ; Vision Science ; Visual Sensitivity ; Spatial Vision ; Objects, Locations, and Events ; Picture Perception -- Tone Reproduction ; Classification ; Dynamic Range ; Color ; Image Formation ; Frequency-Based Operators ; Gradient-Domain Operators ; Spatial Operators ; Division ; Sigmoids ; Other Approaches ; Night Tonemapping ; Discussion -- Implicit Modeling ; Implicit Functions, Skeletal Primitives, and Summation Blending ; Rendering ; Space Partitioning ; More on Blending ; Constructive Solid Geometry ; Warping ; Precise Contact Modeling ; The Blob Tree ; Interactive Implicit Modeling Systems -- Global Illumination ; Particle Tracing for Lambertian Scenes ; Path Tracing ; Accurate Direct Lighting -- Reflection Models ; Real-World Materials ; Implementing Reflection Models ; Specular Reflection Models ; Smooth-Layered Model ; Rough-Layered Model -- Computer Graphics in Games ; Platforms ; Limited Resources ; Optimization Techniques ; Game Types ; The Game Production Process -- Visualization ; Background ; Data Types ; Human-Centered Design Process ; Visual Encoding Principles ; Interaction Principles ; Composite and Adjacent Views ; Data Reduction ; Examples.

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Fundamentals of Computer Graphics FOURTH EDITION Fundamentals of Computer - photo 1

Fundamentals of Computer Graphics

FOURTH EDITION

Fundamentals of Computer Graphics

FOURTH EDITION

Steve Marschner

Cornell University

Peter Shirley

Purity, LLC

with

Michael Ashikhmin

Michael Gleicher

Naty Hoffman

Garrett Johnson

Tamara Munzner

Erik Reinhard

William B. Thompson

Peter Willemsen

Brian Wyvill

CRC Press Taylor Francis Group 6000 Broken Sound Parkway NW Suite 300 Boca - photo 2

CRC Press

Taylor & Francis Group

6000 Broken Sound Parkway NW, Suite 300

Boca Raton, FL 33487-2742

2016 by Taylor & Francis Group, LLC

CRC Press is an imprint of Taylor & Francis Group, an Informa business

No claim to original U.S. Government works

Printed on acid-free paper

Version Date: 20151012

International Standard Book Number-13: 978-1-4822-2939-4 (Hardback)

This book contains information obtained from authentic and highly regarded sources. Reasonable efforts have been made to publish reliable data and information, but the author and publisher cannot assume responsibility for the validity of all materials or the consequences of their use. The authors and publishers have attempted to trace the copyright holders of all material reproduced in this publication and apologize to copyright holders if permission to publish in this form has not been obtained. If any copyright material has not been acknowledged please write and let us know so we may rectify in any future reprint.

Except as permitted under U.S. Copyright Law, no part of this book may be reprinted, reproduced, transmitted, or utilized in any form by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying, microfilming, and recording, or in any information storage or retrieval system, without written permission from the publishers.

For permission to photocopy or use material electronically from this work, please access www.copyright.com (http://www.copyright.com/) or contact the Copyright Clearance Center, Inc. (CCC), 222 Rosewood Drive, Danvers, MA 01923, 978-750-8400. CCC is a not-for-profit organization that provides licenses and registration for a variety of users. For organizations that have been granted a photocopy license by the CCC, a separate system of payment has been arranged.

Trademark Notice: Product or corporate names may be trademarks or registered trademarks, and are used only for identification and explanation without intent to infringe.

Library of Congress Cataloging-in-Publication Data

Names: Shirley, Peter, 1963- | Marschner, Steve.

Title: Fundamentals of computer graphics / Steve Marschner, Cornell University, Peter Shirley, Purity, LLC ; with Michael Ashikhmin, Michael Gleicher, Naty Hoffman, Garrett Johnson, Tamara Munzner, Erik Reinhard, William B. Thompson, Peter Willemsen, Brian Wyvill.

Description: Fourth edition. | Boca Raton : CRC Press, Taylor & Francis Group, [2016] | Includes bibliographical references and index.

Identifiers: LCCN 2015017094 | ISBN 9781482229394 (alk. paper)

Subjects: LCSH: Computer graphics.

Classification: LCC T385 .S434 2016 | DDC 006.6--dc23

LC record available at http://lccn.loc.gov/2015017094

Visit the Taylor & Francis Web site at
http://www.taylorandfrancis.com

and the CRC Press Web site at
http://www.crcpress.com

Contents

This edition of Fundamentals of Computer Graphics includes substantial rewrites of the chapters on textures and graphics hardware, as well as many corrections throughout. The figures are now in color throughout the book.

The organization of the book remains substantially similar to the third edition. In our thinking, is a number of contributed chapters, authored by contributors we have chosen both for their expertise and for their clear way of expressing ideas.

As we have revised this book over the years, we have endeavored to retain the informal, intuitive style of presentation that characterizes the earlier editions, while at the same time improving consistency, precision, and completeness. We hope the reader will find the result is an appealing platform for a variety of courses in computer graphics.

About the Cover

The cover image is from Tiger in the Water by J. W. Baker (brushed and air-brushed acrylic on canvas, 16 by 20, www.jwbart.com).

The subject of a tiger is a reference to a wonderful talk given by Alain Fournier (19432000) at a workshop at Cornell University in 1998. His talk was an evocative verbal description of the movements of a tiger. He summarized his point:

Even though modelling and rendering in computer graphics have been improved tremendously in the past 35 years, we are still not at the point where we can model automatically a tiger swimming in the river in all its glorious details. By automatically I mean in a way that does not need careful manual tweaking by an artist/expert.

The bad news is that we have still a long way to go.

The good news is that we have still a long way to go.

Online Resources

The website for this book is http://www.cs.cornell.edu/srm/fcg4/. We will continue to maintain a list of errata and links to courses that use the book, as well as teaching materials that match the books style. Most of the figures in this book are in Adobe Illustrator format, and we would be happy to convert specific figures into portable formats on request. Please feel free to contact us at shirley@cs.utah.edu or srm@cs.cornell.edu.

Acknowledgments

The following people have provided helpful information, comments, or feedback about the various editions of this book: Ahmet Oguz Akyz, Josh Andersen, Zeferino Andrade, Kavita Bala, Adam Berger, Adeel Bhutta, Solomon Boulos, Stephen Chenney, Michael Coblenz, Greg Coombe, Frederic Cremer, Brian Curtin, Dave Edwards, Jonathon Evans, Karen Feinauer, Amy Gooch, Eungyoung Han, Chuck Hansen, Andy Hanson, Razen Al Harbi, Dave Hart, John Hart, John Spike Hughes, Helen Hu, Vicki Interrante, Wenzel Jakob, Doug James, Henrik Wann Jensen, Shi Jin, Mark Johnson, Ray Jones, Revant Kapoor, Kristin Kerr, Erum Arif Khan, Mark Kilgard, Dylan Lacewell, Mathias Lang, Philippe Laval, Marc Levoy, Howard Lo, Joann Luu, Ron Metoyer, Keith Morley, Eric Mortensen, Koji Nakamaru, Micah Neilson, Blake Nelson, Michael Nikelsky, James OBrien, Steve Parker, Sumanta Pattanaik, Matt Pharr, Peter Poulos, Shaun Ramsey, Rich Riesenfeld, Nate Robins, Nan Schaller, Chris Schryvers, Tom Sederberg, Richard Sharp, Sarah Shirley, Peter-Pike Sloan, Hannah Story, Tony Tahbaz, Jan-Phillip Tiesel, Bruce Walter, Alex Williams, Amy Williams, Chris Wyman, and Kate Zebrose.

Ching-Kuang Shene and David Solomon allowed us to borrow their examples. Henrik Wann Jensen, Eric Levin, Matt Pharr, and Jason Waltman generously provided images. Brandon Mansfield helped improve the discussion of hierarchical bounding volumes for ray tracing. Philip Greenspun (www.philip.greenspun.com) kindly allowed us to use his photographs. John Spike Hughes helped improve the discussion of sampling theory. Wenzel Jakobs Mitsuba renderer was invaluable in creating many figures. We are extremely thankful to J. W. Baker for helping create the cover Pete envisioned. In addition to being a talented artist, he was a great pleasure to work with personally.

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