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Computer graphics : Principles and practice

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Índice: 1-Introduction. 2-Introduction to 2D Graphics using WPF. 3-An ancient renderer made modern. 4-A 2D Graphics test bed. 5-An introduction to human visual preception. 6-Introduction to Fixed-Function 3D Graphics and hierarchical modeling. 7-Essential mathematics and the geometry of 2-space and 3-space. 8-A simple way to describe shape in 2D and 3D. 9-Functions on meshes. 10-Transformations in two dimensions. 11-Transformations in three dimiensions. 12-A 2D and 3D tranformation library for graphics. 13-Camera specifications and transformations. 14-Standard approximations and representations. 15-Ray casting and rasterization. 16-Survey of real-time 3D graphics platforms. 17-Image representation and manipulation. 18-Images and signal processing. 19-Enlarging and shrinking images. 20-Textures and texture mapping. 21-Interaction techniques. 22-Splines and subdivision curves. 23-Splines and subdivision surfaces. 24-Implicit representations of shape. 25-Meshes. 26-Light. 27-Materials and scattering. 28-Color. 29-Light transport. 30-Probability and Monte Carlo integration. 31-Computing solutions to the redering equation: theoretical approaches. 32-Rendering in practice. 33-Shaders. 34-Espressive rendering. 35-Motion. 36-Visibility determination. 37-Spatial data structures. 38-Modern graphics hardware.

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Computer graphics : Principles and practice, James D. Foley

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Released
1990
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Language
English
Released
1990
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Hardcover
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4.35 out of 5
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Índice: 1-Introduction. 2-Introduction to 2D Graphics using WPF. 3-An ancient renderer made modern. 4-A 2D Graphics test bed. 5-An introduction to human visual preception. 6-Introduction to Fixed-Function 3D Graphics and hierarchical modeling. 7-Essential mathematics and the geometry of 2-space and 3-space. 8-A simple way to describe shape in 2D and 3D. 9-Functions on meshes. 10-Transformations in two dimensions. 11-Transformations in three dimiensions. 12-A 2D and 3D tranformation library for graphics. 13-Camera specifications and transformations. 14-Standard approximations and representations. 15-Ray casting and rasterization. 16-Survey of real-time 3D graphics platforms. 17-Image representation and manipulation. 18-Images and signal processing. 19-Enlarging and shrinking images. 20-Textures and texture mapping. 21-Interaction techniques. 22-Splines and subdivision curves. 23-Splines and subdivision surfaces. 24-Implicit representations of shape. 25-Meshes. 26-Light. 27-Materials and scattering. 28-Color. 29-Light transport. 30-Probability and Monte Carlo integration. 31-Computing solutions to the redering equation: theoretical approaches. 32-Rendering in practice. 33-Shaders. 34-Espressive rendering. 35-Motion. 36-Visibility determination. 37-Spatial data structures. 38-Modern graphics hardware.