Principles and Practice
John Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, Kurt Akeley

#Computer_Graphics
#GPU
#3D
#WPF
Computer Graphics: Principles and Practice, Third Edition, remains the most authoritative introduction to the field. The first edition, the original “Foley and van Dam,” helped to define computer graphics and how it could be taught. The second edition became an even more comprehensive resource for practitioners and students alike. This third edition has been completely rewritten to provide detailed and up-to-date coverage of key concepts, algorithms, technologies, and applications.
The authors explain the principles, as well as the mathematics, underlying computer graphics–knowledge that is essential for successful work both now and in the future. Early chapters show how to create 2D and 3D pictures right away, supporting experimentation. Later chapters, covering a broad range of topics, demonstrate more sophisticated approaches. Sections on current computer graphics practice show how to apply given principles in common situations, such as how to approximate an ideal solution on available hardware, or how to represent a data structure more efficiently. Topics are reinforced by exercises, programming problems, and hands-on projects.
This revised edition features
Table of Contents
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 Perception
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 Dimensions
12 A 2D and 3D Transformation 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 I mag es
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 Rendering Equation: Theoretical Approaches
32 Rendering in Practice
33 Shaders
34 Expressive Rendering
35 Motion
36 Visibility Determination
37 Spatial Data Structures
38 Modern Graphics Hardware
John F. Hughes is a Professor of Computer Science at Brown University. His primary research is in computer graphics, particularly those aspects of graphics involving substantial mathematics.
Andries van Dam is the Thomas J. Watson, Jr. University Professor of Technology and Education, and Professor of Computer Science at Brown University. Andy’s research includes work on computer graphics, hypermedia systems, post-WIMP user interfaces, including immersive virtual reality and pen- and touch-computing, and educational software.
Morgan McGuire is an Associate Professor of Computer Science at Williams College. He's contributed as an industry consultant to products including the Marvel Ultimate Alliance and Titan Quest video game series, the E Ink display used in the Amazon Kindle, and NVIDIA GPUs.
David F. Sklar is a visualization engineer at Vizify.com, working on algorithms for presenting animated infographics on computing devices across a wide range of form factors.
James D. Foley is a professor and holds the Fleming Chair in the College of Computing at Georgia Institute of Technology. He has also held faculty positions at the University of North Carolina at Chapel Hill and The George Washington University, as well as management positions at Mitsubishi Electric Research.
Steven K. Feiner is a Professor of Computer Science at Columbia University, where he directs the Computer Graphics and User Interfaces Lab and co-directs the Columbia Vision and Graphics Center. His research addresses 3D user interfaces, augmented reality, wearable computing, and many topics at the intersection of human-computer interaction and computer graphics.
Kurt Akeley is Chief Technology Officer at Lytro, Inc. Kurt is a cofounder of Silicon Graphics (later SGI), where he led the development of a sequence of high-end graphics systems, including RealityEngine, and also led the design and standardization of the OpenGL graphics system.









