Marschner / Shirley | Fundamentals of Computer Graphics | Buch | 978-0-367-50558-5 | www.sack.de

Buch, Englisch, 716 Seiten, Format (B × H): 191 mm x 235 mm, Gewicht: 453 g

Marschner / Shirley

Fundamentals of Computer Graphics


5. Auflage 2026
ISBN: 978-0-367-50558-5
Verlag: Taylor & Francis

Buch, Englisch, 716 Seiten, Format (B × H): 191 mm x 235 mm, Gewicht: 453 g

ISBN: 978-0-367-50558-5
Verlag: Taylor & Francis


Drawing on an impressive roster of experts in the field, Fundamentals of Computer Graphics, Fifth Edition offers an ideal resource for computer course curricula as well as a user-friendly personal or professional reference.

Focusing on geometric intuition, this 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.

HIGHLIGHTS

- Major updates and improvements to numerous chapters, including shading, ray tracing, physics-based rendering, math, and sampling

- Updated coverage of existing topics

- The absorption and reworking of several chapters to create a more natural flow to the book

The fifth edition of Fundamentals of Computer Graphics continues to provide an outstanding and comprehensive introduction to basic computer graphic technology and theory. It retains an informal and intuitive style while improving precision, consistency, and completeness of material, allowing aspiring and experienced graphics programmers to better understand and apply foundational principles to the development of efficient code in creating film, game, or web designs.

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Zielgruppe


Undergraduate Core

Weitere Infos & Material


1 Introduction

2 Miscellaneous Math

3 Raster Images

4 Ray Tracing

5 Surface Shading

6 Linear Algebra

7 Transformation Matrices

8 Viewing

9 The Graphics Pipeline

10 Signal Processing

11 Texture Mapping

12 Data Structures for Graphics

13 Sampling

14 Physics-Based Rendering

15 Curves

Michael Gleicher

16 Computer Animation

Michael Ashikhmin

17 Using Graphics Hardware

Peter Willemsen

18 Color

Erik Reinhard and Garrett Johnson

19 Visual Perception

William B. Thompson

20 Tone Reproduction

Erik Reinhard

21 Implicit Modeling

Brian Wyvill

22 Computer Graphics in Games

Naty Hoffman

23 Visualization

Tamara Munzner


Steve Marschner, Cornell University, Ithaca, New York, USA

Peter Shirley, Purity LLC



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