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Library,Documentation and Information Science Division

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

By: Contributor(s): Material type: TextTextPublication details: Boca Raton : CRC Press, ©2016.Edition: 4th edDescription: xiii, 734 pages : illustrations (some color), color maps ; 25 cmISBN:
  • 9781482229394
Subject(s): DDC classification:
  • 006.6 23 M363
Contents:
1. Introduction -- 2. Miscellaneous math -- 3. Raster images -- 4. Ray tracing -- 5. Linear algebra -- 6. Transformation matrices -- 7. Viewing -- 8. The graphics pipeline -- 9. Signal processing -- 10. Surface shading -- 11. Texture mapping -- 12. Data structure for graphics -- 13. More ray tracing -- 14. Sampling -- 15. Curves -- 16. Computer animation -- 17. Using graphics hardware -- 18. Light -- 19. Color -- 20. Visual perception -- 21. Tone reproduction -- 22. Implicit modeling -- 23. Global illumination -- 24. Reflection models -- 25. Computer graphics in games -- 26. Visualization.
Summary: The book 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. It also includes a number of contributed chapters from authors known for their expertise and clear way of explaining concepts.
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Includes bibliographical references and index.

1. Introduction --
2. Miscellaneous math --
3. Raster images --
4. Ray tracing --
5. Linear algebra --
6. Transformation matrices --
7. Viewing --
8. The graphics pipeline --
9. Signal processing --
10. Surface shading --
11. Texture mapping --
12. Data structure for graphics --
13. More ray tracing --
14. Sampling --
15. Curves --
16. Computer animation --
17. Using graphics hardware --
18. Light --
19. Color --
20. Visual perception --
21. Tone reproduction --
22. Implicit modeling --
23. Global illumination --
24. Reflection models --
25. Computer graphics in games --
26. Visualization.

The book 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. It also includes a number of contributed chapters from authors known for their expertise and clear way of explaining concepts.

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