The Computer Graphics Manual

By David Salomon

The Computer Graphics Manual Cover Image

This book presents a broad overview of computer graphics (CG), its history, and the hardware tools it employs. Covering a substantial number of concepts and algorithms, the text describes the techniques, approaches, and algorithms at the core of this field.

Full Description

  • ISBN13: 978-0-8572-9885-0
  • 1526 Pages
  • User Level: Students
  • Publication Date: September 18, 2011
  • Available eBook Formats: PDF
  • eBook Price: $169.00
Buy eBook Buy Print Book Add to Wishlist
Full Description
This book presents a broad overview of computer graphics (CG), its history, and the hardware tools it employs. Covering a substantial number of concepts and algorithms, the text describes the techniques, approaches, and algorithms at the core of this field. Emphasis is placed on practical design and implementation, highlighting how graphics software works, and explaining how current CG can generate and display realistic-looking objects. The mathematics is non-rigorous, with the necessary mathematical background introduced in the Appendixes. Features: includes numerous figures, examples and solved exercises; discusses the key 2D and 3D transformations, and the main types of projections; presents an extensive selection of methods, algorithms, and techniques; examines advanced techniques in CG, including the nature and properties of light and color, graphics standards and file formats, and fractals; explores the principles of image compression; describes the important input/output graphics devices.
Table of Contents

Table of Contents

  1. Part I: Basic Techniques.
  2. Historical Notes.
  3. Raster Graphics.
  4. Scan Conversion.
  5. Part II: Transformations and Projections.
  6. Transformations.
  7. Parallel Projections.
  8. Perspective Projection.
  9. Nonlinear Projections.
  10. Part III: Curves and Surfaces.
  11. Basic Theory.
  12. Linear Interpolation.
  13. Polynomial Interpolation.
  14. Hermite Interpolation.
  15. Spline Interpolation.
  16. Bezier Approximation.
  17. B
  18. Spline Approximation.
  19. Subdivision Methods.
  20. Sweep Surfaces.
  21. Part IV: Advanced Techniques.
  22. Rendering.
  23. Visible Surface Determination.
  24. Computer Animation.
  25. Graphics Standards.
  26. Color.
  27. Fractals.
  28. Part V: Image Compression.
  29. Compression Techniques.
  30. Transforms and JPEG.
  31. The Wavelet Transform.
  32. Part VI: Graphics Devices.
  33. Graphics Devices.
  34. Part VII: Appendixes.
Errata

Please Login to submit errata.

No errata are currently published