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.
A Fresh Look at the History of Graphic Design
Graphic Design History, 2nd edition is a critical approach to the history of graphic design. Organized chronologically, the book demonstrates the connection to the current practices of graphic arts, visual expression, and design with its engaging narrative and special features.
With new images, chapter revisions, and features like Tools of the Trade, the authors stay true to connecting what designers do every day to a history of innovative graphic forms and effects.Â Instructor PowerPoints featuring nearly all of the images from the text make class preparation easier than ever with this new edition.
A better teaching and learning experience
This program will provide a better teaching and learning experienceâ for you and your students. Hereâs how:
This book is designed as a learning tool to help the aspiring engineer learn the language of engineering graphics. In this regard, this book is hardly unique, as there have been literally hundreds of books published in the past that had a similar goal. The main challenge faced by engineering graphics books comes from the difficulty of representing and describing three dimensional information on paper, which is a consequence of the two dimensional nature of printed materials.
What makes this book invaluable is the use of Augmented Reality, a technology that will allow you to escape the limitations of traditional materials enabling you, the student, to truly visualize the objects being described in full 3D. To take full advantage of this book you will need a smartphone, tablet or computer with a web camera, along with the software or apps provided*. Many parts of the book are linked to specific augmented reality content through a series of black and white markers that have been seamlessly integrated throughout the pages. In order to experience the content, your device s camera must be pointed at these markers. The main marker, available at the beginning of the book, is used to interact with the augmented reality models, which will be rendered in real time in your device s screen.
* If you do not have an iOS device, Android device or a computer with a webcam, SolidWorks files of the models used throughout the book are included on the CD. In addition, STL files have been provided so the models can be opened using your solid modeling CAD package of choice or printed using a 3D printer.
Table of Contents
An introduction to the basic concepts of 3D computer graphics that offers a careful mathematical exposition within a modern computer graphics application programming interface.
Computer graphics technology is an amazing success story. Today, all of our PCs are capable of producing high-quality computer-generated images, mostly in the form of video games and virtual-life environments; every summer blockbuster movie includes jaw-dropping computer generated special effects. This book explains the fundamental concepts of 3D computer graphics. It introduces the basic algorithmic technology needed to produce 3D computer graphics, and covers such topics as understanding and manipulating 3D geometric transformations, camera transformations, the image-rendering process, and materials and texture mapping. It also touches on advanced topics including color representations, light simulation, dealing with geometric representations, and producing animated computer graphics.
The book takes special care to develop an original exposition that is accessible and concise but also offers a clear explanation of the more difficult and subtle mathematical issues. The topics are organized around a modern shader-based version of OpenGL, a widely used computer graphics application programming interface that provides a real-time ârasterization-basedâ rendering environment. Each chapter concludes with exercises. The book is suitable for a rigorous one-semester introductory course in computer graphics for upper-level undergraduates or as a professional reference. Readers should be moderately competent programmers and have had some experience with linear algebra. After mastering the material presented, they will be on the path to expertise in an exciting and challenging field.
This study guide uses text integrated with video to help you gain real-world skills that will get you started in your career in graphics, design, or illustration, and lays the foundation for taking the Illustrator ACA exam. A mix of project-based lessons, practical videos, and regular assessments throughout prepares you for an entry-level position in a competitive job market.
Adobe conducted research to identify the foundational skills students need to effectively communicate using digital media tools. Based on feedback from educators, design professionals, businesses, and educational institutions around the world, the objectives cover entry-level skill expectations for each topic. The ACA exams have proved to be highly successful; Adobe reports that the total number of exams taken worldwide has reached one million since 2008.
To create this new product, Peachpit and Adobe Press have joined forces with team of outstanding instructors who have a great track record getting students certified: Rob Schwartz and his colleagues at BrainBuffet.com.
Kids will be encouraged to experience design firsthand in this interactive seriesÂ that encompassesÂ a variety of learning styles,Â develops creative problem-solving skills, and expands the ways in which kids approach challenges. With content rich in both descriptions and images, these surveys examine a wide array of design disciplines and explore basic questions such as What is design? How does it work? and Who are the designers that shaped the visual world as we know it today? From the forewords contributed by top contemporary designers and an explanation of how the respective design processes work to fact-filled cards and fold-out time lines, kids develop a basic knowledge of design and how it fits into their everyday lives. An interactive project at the end of the book enables curious kids to put what they learned into action.
Using numerous examples from day-to-day living, this introduction reveals how people use words, pictures, and symbols to communicate messages. From posters to books to websites, this exploration examines how shape, color, size, typography, and the organization of visual elements impacts their interpretation and acceptance.
The new edition of 3D Game Textures: Create Professional Game Art Using Photoshop features the most up-to-date techniques that allow you to create your own unique textures, shaders, and materials. Revised to take new technology into account, it is an ideal hands-on resource for creating online worlds, simulations, web-based applications, and architectural visualization projects.
Continuing the practical, no-nonsense approach of its predecessors, the fourth edition shows you how to advance your digital art skills with textures and shaders by exploring their interactions in single objects or entire scenes. It contains expanded coverage of shader nodes, and the companion websiteâwww.lukeahearn.com/texturesâhas been updated to include video tutorials as well as updated sample textures, shaders, materials, actions, brushes, and all of the art from the book.
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.
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