3D Computer Graphics
This textbook, first published in 2003, emphasises the fundamentals and the mathematics underlying computer graphics. The minimal prerequisites, a basic knowledge of calculus and vectors plus some programming experience in C or C++, make the book suitable for self study or for use as an advanced undergraduate or introductory graduate text. The author gives a thorough treatment of transformations and viewing, lighting and shading models, interpolation and averaging, Bézier curves and B-splines, ray tracing and radiosity, and intersection testing with rays. Additional topics, covered in less depth, include texture mapping and colour theory. The book covers some aspects of animation, including quaternions, orientation, and inverse kinematics, and includes source code for a Ray Tracing software package. The book is intended for use along with any OpenGL programming book, but the crucial features of OpenGL are briefly covered to help readers get up to speed. Accompanying software is available freely from the book's web site.
- Covers mathematics as well as programming
- Plenty of exercises
- Free ray-tracing software and OpenGL sample code available from www.cambridge.org/computerscience/Buss
Reviews & endorsements
'The rigorous exposition of much of the mathematics underlying computer graphics is a welcome achievement. Binding this with a guide to implementations in OpenGL makes for an outstanding resource, for teaching and for reference.' The Mathematical Gazette
'I really did find the topic introductions a pleasure to read. The author has a nice style of writing, and he is able to encapsulate an idea well, leaving you with some confidence of a general understanding. The selection of topics is a refreshing change from standard CG books … I would highly recommend this book to someone who teaches CG and would like to modernize his or her course.' Diane Hansford, Arizona State University
Product details
February 2005Adobe eBook Reader
9780511075391
0 pages
0kg
186 b/w illus. 8 colour illus. 150 exercises
This ISBN is for an eBook version which is distributed on our behalf by a third party.
Table of Contents
- 1. Introduction
- 2. Transformations and viewing
- 3. Lighting, illumination and shading
- 4. Averaging and interpolation
- 5. Texture mapping
- 6. Color
- 7. Bezier curves
- 8. B-Splines
- 9. Ray tracing
- 10. Intersection testing
- 11. Radiosity
- 12. Animation and kinematics
- Appendix A: mathematics background
- Appendix B: RayTracing software package.