Computer Graphics
Book (italiano):
<P style="MARGIN: 0px">For decades, <I>Computer Graphics </I>has been the authoritative “bible” in the field. Now, it has been completely rewritten to offer the most thorough, authoritative, and up-to-date coverage of modern algorithms, technologies, and applications. </P> <P style="MARGIN: 0px"> </P> <P style="MARGIN: 0px">Authored by eight leading experts, <B> <I> <B>Computer Graphics, Third Edition, </B> </I> </B>addresses topics ranging from the theory of the rendering equation to modern GPU architecture. It promotes experimentation by quickly introducing techniques you need to create real images. Then, the authors step back to illuminate broader issues, identify related problems, and present incrementally more sophisticated approaches. Each topic is reinforced by up-to-date exercises, problems, and hands-on projects. </P> <P style="MARGIN: 0px"> </P> <P style="MARGIN: 0px">The revised edition includes </P> <UL> <LI> <DIV style="MARGIN: 0px">Core concepts: properties of light, human visual perception, rendering, and pipelines</DIV> </LI> <LI> <DIV style="MARGIN: 0px">Fixed-function 3D graphics and hierarchical modeling</DIV> </LI> <LI> <DIV style="MARGIN: 0px">2-Space/3-Space geometries and shape descriptions</DIV> </LI> <LI> <DIV style="MARGIN: 0px">Integrated 2D/3D coverage that highlights their common subtleties, including an extensive discussion of transformations</DIV> </LI> <LI> <DIV style="MARGIN: 0px">Limitations of models in representing the real world</DIV> </LI> <LI> <DIV style="MARGIN: 0px">3D realtime graphics platforms, design goals, and tradeoffs, including new mobile and browser platforms </DIV> </LI> <LI> <DIV style="MARGIN: 0px">Image representation, manipulation, resizing and signal processing </DIV> </LI> <LI> <DIV style="MARGIN: 0px">Textures and texture mapping</DIV> </LI> <LI> <DIV style="MARGIN: 0px">Implementing graphics-intensive 3D interfaces: arcball, trackball, Unicam, and multitouch image manipulation</DIV> </LI> <LI> <DIV style="MARGIN: 0px">Splines, subdivision curves/surfaces, implicit representations of shape, and meshes</DIV> </LI> <LI> <DIV style="MARGIN: 0px">Light, materials, scattering, and colors</DIV> </LI> <LI> <DIV style="MARGIN: 0px">An all-new chapter on probability theory for Monte Carlo rendering</DIV> </LI> <LI> <DIV style="MARGIN: 0px">A practical primer on importance-sampling for physically based rendering</DIV> </LI> <LI> <DIV style="MARGIN: 0px">Architecture-aware (GPU) considerations integrated throughout</DIV> </LI> <LI> <DIV style="MARGIN: 0px">Programming and debugging approaches unique to graphics development </DIV> </LI> </UL> <P style="MARGIN: 0px">The authors illuminate modern techniques with hundreds of full-color figures. They explore topics from multiple perspectives—from user and application programmer to hardware designer—and present extensive C++, C#, and pseudocode to support readers at all levels of experience.</P>
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