The best-selling book on computer graphics is now available in this C-language version. All code has been converted into C, and changes through the ninth printing of the second edition have been incorporated. The book's many outstanding features The best-selling book on computer graphics is now available in this C-language version. All code has been converted into C, and changes through the ninth printing of the second edition have been incorporated. The book's many outstanding features continue to ensure its position as the standard computer graphics text and reference. By uniquely combining current concepts and practical applications in computer graphics, four well-known authors provide here the most comprehensive, authoritative, and up-to-date coverage of the field. The important algorithms in 2D and 3D graphics are detailed for easy implementation, including a close look at the more subtle special cases. There is also a thorough presentation of the mathematical principles of geometric transformations and viewing. In this book, the authors explore multiple perspectives on computer graphics: the user's, the application programmer's, the package implementor's, and the hardware designer's. For example, the issues of user-centered design are expertly addressed in three chapters on interaction techniques, dialogue design, and user interface software. Hardware concerns are examined in a chapter, contributed by Steven Molnar and Henry Fuchs, on advanced architectures for real-time, high performance graphics. The comprehensive topic coverage includes: *Programming with SRGP, a simple but powerful raster graphics package that combines features of Apple's QuickDraw and the MIT X Window System graphics library. *Hierarchical, geometric modeling using SPHIGS, a simplified dialect of the 3D graphics standard PHIGS. *Raster graphics hardware and software, including both basic and advanced algorithms for scan converting and clipping lines, polygons, conics, spline curves, and text. *Image synthesis, including visible-surface determination, illumination and shading models, image manipulation, and antialiasing. *Techniques for photorealistic rendering, including ray tracing and radiosity methods. *Surface modeling with parametric polynomials, including NURBS, and solid-modeling representations such as B-reps, CSG, and octrees. *Advanced modeling techniques such as fractals, grammar-based models, particle systems. *Concepts of computer animation and descriptions of state-of-the-art animation systems. Over 100 full-color plates and over 700 figures illustrate the techniques presented in the book. 0201848406B04062001 ...Continua Nascondi
It is mainly outdated: many topics like graphics hardware and UI design are no more relevant for today's standards. Some topics are presented in great detail, others are barely explained. It should be also noted that this book is really mathIt is mainly outdated: many topics like graphics hardware and UI design are no more relevant for today's standards. Some topics are presented in great detail, others are barely explained. It should be also noted that this book is really math intensive, even when it is not strictly necessary. But it has the best description of 3D transformations algebra using a matrix form for equations in homogeneous coordinates. The best in the market for this subject. I'm really looking forward for the new edition that will be out in a few months. By the way, don't expect working code here: it uses only pseudo-code for algorithms. The C part of the book uses SPHIGS, an outdated graphics library: I hope the next edition will use OpenGL for its explanations, expecially for raster algorithms....Continua Nascondi
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 itComputer 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 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....Continua Nascondi