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

Focusing on geometric intuition, the 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 of the Fourth Edition Include:

  • Updated coverage of existing topics
  • Major updates and improvements to several chapters, including texture mapping, graphics hardware, signal processing, and data structures
  • A text now printed entirely in four-color to enhance illustrative figures of concepts

The fourth 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.

Table of Contents

Chapter 1: Introduction
Chapter 2: Miscellaneous Math
Chapter 3: Raster Images
Chapter 4: Ray Tracing
Chapter 5: Linear Algebra
Chapter 6: Transformation Matrices
Chapter 7: Viewing
Chapter 8: The Graphics Pipeline
Chapter 9: Signal Processing
Chapter 10: Surface Shading
Chapter 11: Texture Mapping
Chapter 12: Data Structures for Graphics
Chapter 13: More Ray Tracing
Chapter 14: Sampling
Chapter 15: Curves
Chapter 16: Computer Animation
Chapter 17: Using Graphics Hardware
Chapter 18: Light
Chapter 19: Color
Chapter 20: Visual Perception
Chapter 21: Tone Reproduction
Chapter 22: Implicit Modeling
Chapter 23: Global Illumination
Chapter 24: Reflection Models
Chapter 25: Computer Graphics in Games
Chapter 26: Visualization