The third edition of this widely adopted text gives students a comprehensive, fundamental introduction to computer graphics. The authors present the mathematical foundations of computer graphics with a focus on geometric intuition, allowing the programmer to understand and apply those foundations to the development of efficient code.
New in this Edition Four new contributed chapters, written by experts in their fields: Implicit Modeling, Computer Graphics in Games, Color, Visualization Revised and updated material on the graphics pipeline Expanded treatment of viewing that improves clarity and consistency while unifying viewing in ray tracing and rasterization Expanded coverage of triangle meshes and mesh data structures
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Peter Shirley, UK wildlife writer and columnist Peter Shirley, American computer scientist and computer graphics researcher
this book does a great job of covering the fundamentals of computer graphics, but leaves some parts of the book too vague for an introductory text. In making my ray-caster and ray-tracer, it would have been helpful to have some of the trickier parts spelled out in more detail.
Superb book covering all the fundamental techniques and mathematics behind computer graphics. Great for those interested in the engineering behind both CGI and computer games. Includes fantastic full chapter primers on projection, linear algebra and matrices.
While the book covers the fundamentals of computer graphics well, it is many times too shallow in terms of explanation and the mathematics behind the models and algorithms
reading it a third time for cs248a this time. I still don't like it! so dry :(. I often fall asleep trying to read it maybe graphics isn't my thing 🤷♀️