Computer Graphics : Principles and Practice, Second Edition in C
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Computer Graphics : Principles and Practice, Second Edition in C

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by James D. Foley, Andries van Dam, Steven K. Feiner, John F. Hughes, Richard L. Phillips

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Reviews
Amazon.com
Computer Graphics: Principles and Practice is the most exhaustive overview of computer graphics techniques available. This textbook's 21 chapters cover graphics hardware, user interface software, rendering, and a host of other subjects. Assuming a solid background in computer science or a related field, Computer Graphicsgives example programs in C and provides exercises at the end of each chapter to test your knowledge of the material. The guide has over 100 beautiful, four-color photographs that illustrate important topics and algorithms, such as ray tracing and bump maps, and also inspire you to acquire the skills necessary to produce them. Encyclopedic in its coverage, the book has a good table of contents so that you can immediately turn to information on the z-Buffer algorithm or the chapter on animation.

Book Description
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.

Synopsis
Over 100 full-color plates and over 700 figures illustrate the techniques presented in the book. The authors provide a unique combination of current concepts and practical applications. Important algorithms in 2D and 3D graphics are detailed for easy implementation. Computer graphics are explored from the perspective of the user.

Synopsis
The long-awaited second edition of this book has been completely rewritten to provide the most comprehensive authoritative and up-to-date coverage of the field---making it the standard computer graphics reference work for the 1990s. The authors provide a unique combination of current concepts and practical applications. The important algorithms in 2D and 3D graphics are detailed for easy implementation. --This text refers to an out of print or unavailable edition of this title.

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