Computer Graphics: Principles and Practice, Third Edition, remains the most authoritative introduction to the field. The first edition, the original âFoley and van Dam,â 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 graphicsâknowledge 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, programÂming problems, and hands-on projects.
This revised edition features
The text and hundreds of figures are presented in full color throughout the book. Programs are written in C++, C#, WPF, or pseudocodeâwhichever language is most effective for a given example. Source code and figures from the book, testbed programs, and additional content will be available from the authors' websiteÂ (cgpp.net) or the publisher's websiteÂ (informit.com/title/9780321399526). Instructor resourcesÂ will beÂ available from the publisher. The wealth of information in this book makes it the essential resource for anyone working in or studying any aspect of computer graphics.
Computer Organization and Design, Fifth Edition, is the latest update to the classic introduction to computer organization. The text now contains new examples and material highlighting the emergence of mobile computing and the cloud. It explores this generational change with updated content featuring tablet computers, cloud infrastructure, and the ARM (mobile computing devices) and x86 (cloud computing) architectures. The book uses a MIPS processor core to present the fundamentals of hardware technologies, assembly language, computer arithmetic, pipelining, memory hierarchies and I/O.Because an understanding of modern hardware is essential to achieving good performance and energy efficiency, this edition adds a new concrete example, Going Faster, used throughout the text to demonstrate extremely effective optimization techniques. There is also a new discussion of the Eight Great Ideas of computer architecture. Parallelism is examined in depth with examples and content highlighting parallel hardware and software topics. The book features the Intel Core i7, ARM Cortex-A8 and NVIDIA Fermi GPU as real-world examples, along with a full set of updated and improved exercises.
This new edition is an ideal resource for professional digital system designers, programmers, application developers, and system software developers. It will also be of interest to undergraduate students in Computer Science, Computer Engineering and Electrical Engineering courses in Computer Organization, Computer Design, ranging from Sophomore required courses to Senior Electives.
The biggest challenge facing many game programmers is completing their game. Most game projects fizzle out, overwhelmed by the complexity of their own code. Game Programming Patterns tackles that exact problem. Based on years of experience in shipped AAA titles, this book collects proven patterns to untangle and optimize your game, organized as independent recipes so you can pick just the patterns you need.
You will learn how to write a robust game loop, how to organize your entities using components, and take advantage of the CPUs cache to improve your performance. You'll dive deep into how scripting engines encode behavior, how quadtrees and other spatial partitions optimize your engine, and how other classic design patterns can be used in games.
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:
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.
Learn how to design, animate, and create incredible computer graphics using free software. With easy-to-follow, illustrated step-by-step instructions, create all types of projects, from Pop Art posters and photo cubes, to game animations and a 3D city. Inspiration is provided by the graffiti art of Banksy to the geometric art of Piet Mondrian. Each of the five chapters focuses on a key area of computer graphics, explaining the concepts and how to use the software, then offering projects that progress in difficulty from simple to "wow." Instructions are always easy to understand, with clarification offered for possible areas of confusion.
A practical introduction, the second edition of Fluid Simulation for Computer Graphics shows you how to animate fully three-dimensional incompressible flow. It covers all the aspects of fluid simulation, from the mathematics and algorithms to implementation, while making revisions and updates to reflect changes in the field since the first edition.
Highlights of the Second Edition
The book changes the order of topics as they appeared in the first edition to make more sense when reading the first time through. It also contains several updates by distilling author Robert Bridsonâs experience in the visual effects industry to highlight the most important points in fluid simulation. It gives you an understanding of how the components of fluid simulation work as well as the tools for creating your own animations.
History is a complex business. Fortunes boom and bust, empires wax and wane, and changeâwhether social, political, or technologicalâhas its winners, its losers, its advocates, and its enemies. Through all the turbulent passage of time, graphic designâwith its vivid, neat synthesis of image and ideaâhas distilled the spirit of each age.
This book is an in-depth history of graphic design from the end of the 19th century to the â50s. It traces the evolution of this creative field from its beginning as poster design to its further development into advertising, corporate identity, packaging, and editorial design. Organized chronologically, the volume features over 2,500 seminal designs from all over the world, 71 of which are profiled in detail besides 61 leaders in the field, including Alphonse Mucha (chocolate advertisements), Edward Johnston (London Underground logo and typeface), El Lissitzky (constructivist graphics), Herbert Matter (photomontage travel posters from Switzerland), Saul Bass (animated opening titles), and A. M. Cassandre (art deco posters).
With his sweeping knowledge of the field, author Jens MÃ¼ller curates the standout designs for each year alongside a running sequence of design milestones. Meanwhile, in his introductory essay, David Jury situates graphic design from its point of origin in early printing, engraving, and lithography to striking creative developments in the 19th century. Each consecutive decade is then prefaced by a succinct overview as well as a stunning visual timeline, offering a vivid display of the variety of graphic production in each decade as well as the global landscape which it at once described and defined.
As we move on from and reflect upon the 20th century, this first volume examines the foundations of what would influence some of the fastest-changing creative fields. Combined with Volume Twoâwhich spans from the 1960s until todayâthe tomes offer the most comprehensive exploration of graphic design to date and a long-overdue recognition of its enormous contribution to economics, politics, social causes, the arts, media, and the way we see the world.
Enrich your motion graphic design work with this substantial investigation of aesthetic principles and their application to motion graphics. Historical reference provides context; design principles serve as building blocks; and an examination of method and technique inspire innovations in your own work. Bring your work to the next level with a command of concepts that include: * The language of traditional graphic design and how it can be combined with the dynamic visual language of cinema * Pictorial design considerations including the relationships between images and type, hierarchy, form and composition * How motion is orchestrated and sequenced to enhance artistic expression and conceptual impact.
New to this edition: * Updated examples and imagery of motion graphics in film, network branding, commercials, and music videos * New industry tools and techniques, such as Photoshop's new animation tool * An updated and enhanced DVD, and much more The companion DVD showcases student and professional work accompanied by interviews describing the aesthetic considerations that were involved in design and production.
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