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Computer Graphics: Principles and Practice in C: United States Edition (Anglais) Relié – 4 août 1995

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Descriptions du produit

Présentation de l'éditeur

The most comprehensive, authoritative, and up-to-date book on computer graphics now presents examples in the C programming language. As before, the authors provide a unique combination of current concepts and practical applications. Important algorithms in 2D and 3D graphics are detailed for easy implementation.

Quatrième de couverture

The best-selling book on computer graphics is now available in this C-language version. All code has been converted into C, and changes through the ninth printing of the second edition have been incorporated. The book's many outstanding features continue to ensure its position as the standard computer graphics text and reference.

By uniquely combining current concepts and practical applications in computer graphics, four well-known authors provide here the most comprehensive, authoritative, and up-to-date coverage of the field. The important algorithms in 2D and 3D graphics are detailed for easy implementation, including a close look at the more subtle special cases. There is also a thorough presentation of the mathematical principles of geometric transformations and viewing.

In this book, the authors explore multiple perspectives on computer graphics: the user's, the application programmer's, the package implementor's, and the hardware designer's. For example, the issues of user-centered design are expertly addressed in three chapters on interaction techniques, dialogue design, and user interface software. Hardware concerns are examined in a chapter, contributed by Steven Molnar and Henry Fuchs, on advanced architectures for real-time, high performance graphics.

The comprehensive topic coverage includes:

  • Programming with SRGP, a simple but powerful raster graphics package that combines features of Apple's QuickDraw and the MIT X Window System graphics library.
  • Hierarchical, geometric modeling using SPHIGS, a simplified dialect of the 3D graphics standard PHIGS.
  • Raster graphics hardware and software, including both basic and advanced algorithms for scan converting and clipping lines, polygons, conics, spline curves, and text.
  • Image synthesis, including visible-surface determination, illumination and shading models, image manipulation, and antialiasing.
  • Techniques for photorealistic rendering, including ray tracing and radiosity methods.
  • Surface modeling with parametric polynomials, including NURBS, and solid-modeling representations such as B-reps, CSG, and octrees.
  • Advanced modeling techniques such as fractals, grammar-based models, particle systems.
  • Concepts of computer animation and descriptions of state-of-the-art animation systems.

Over 100 full-color plates and over 700 figures illustrate the techniques presented in the book.


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Détails sur le produit

  • Relié: 1200 pages
  • Editeur : Addison Wesley; Édition : 2 (4 août 1995)
  • Langue : Anglais
  • ISBN-10: 0201848406
  • ISBN-13: 978-0201848403
  • Dimensions du produit: 17,1 x 4,8 x 24,1 cm
  • Moyenne des commentaires client : 4.0 étoiles sur 5  Voir tous les commentaires (2 commentaires client)
  • Classement des meilleures ventes d'Amazon: 161.691 en Livres anglais et étrangers (Voir les 100 premiers en Livres anglais et étrangers)
  • Table des matières complète
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2 internautes sur 3 ont trouvé ce commentaire utile  Par Rakotoarimanana le 25 mai 2002
Format: Relié
votre livre est bien illustré et clair aussi il est bien présenté. Même un novice peut comprendre très bien le contenu de ce livre, aussi il m'a bien aidé dans mes études.
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Amazon.com: 49 commentaires
98 internautes sur 103 ont trouvé ce commentaire utile 
Once the standard text, now badly out of date 17 avril 2003
Par Elan Ruskin - Publié sur Amazon.com
Format: Relié
Once upon a time any student interested in computer graphics was referred straight to this book, and indeed what you've got here is an amazing smorgasbord of nearly every technique that was state of the art several years ago. Unfortunately the times have moved on and Foley et al. have not quite been able to keep up with them; entire chapters are still devoted to PHIGS, while modern methods of rotation such as quaternions are covered in only the most cursory way.
Another problem is the book's extremely terse, high-level approach to many important concepts; often a mathematical approach or an algorithm will be mentioned as a solution to a given problem (quadtrees, let's say), but once you try to take that knowledge from the chalkboard to the compiler, you begin to realize that there are some important pieces missing. Of course, no one expects a text like this to be a cookbook of code snippets, but as a primary textbook for an applications programmer this falls short. The tiny print and unhelpful illustrations don't improve matters much for pedagogy.
So, even though this is the Classic Textbook, I've found myself better served by a combination of other, more recent books -- Alan Watt's text on graphics in combination with Eric Lengyel's on 3D Mathematics, specifically. They won't cover *everything* there is to know, but they'll do a better job of getting you started than Foley, and the stuff they don't address can be found in other books or SIGGRAPH papers.
64 internautes sur 68 ont trouvé ce commentaire utile 
Hardcore 26 septembre 1999
Par Michael Henson - Publié sur Amazon.com
Format: Relié
Let me reiterate what a few others have said:
"This book is for thinking and researching."
"This is not a book that you can read while sipping a glass of wine..."
"the bible of computer graphics"
This is not a book that you will end up copying source code out of(a good thing). This book was my first step into the hardcore graphics world, and it was great. I don't think that more source code would enhance this book at all, mabye even the opposite. Source code is not what this book is about. If you are planning on implementing some of these algorithms, you must know how to code well, period. This is not a "here's how to code in C" manual, it's a "these are the principles of Computer Graphics." It's everything it claims to be.
I particurally like the excercises at the end of every chapter. Although I don't do them all, it gives me a guide to practice what I learned. The math in this book is not as hard as some make it out to be. It is Matrix/Vector algrebra and some calc. A glossary would have been a nice touch, as some of the vocabulary can be overwhelming at times, especially the acronyms.
"Recommended for the hardcore programming freaks." Hope the authors (I'm going to give credit to more than Foley) plan to write again.
25 internautes sur 27 ont trouvé ce commentaire utile 
A classic - but not a good starting book. 17 février 2000
Par David Kerr - Publié sur Amazon.com
Format: Relié
Most people don't think of technical computer books as potential "classics", but this is one. I would not recommend this to beginners, but if you already know computer graphics, you should have this book. If you can, take a class where the instructor is using this book to teach. You will not regret it. Since it is, in essence, a teaching book, you will NOT find compelte solutions to graphics problems. The authors leave it up to the reader to implement everything in C, and to complete the algorithms. As a basic example, you will not find a complete integer line drawing algorithm in this book. The reader is only given a formula on how to draw lines from point A to a point B East-North-East of point A. You have to figure out how to do the rest. That is why this book is NOT for the beginner, unless you have an experienced teacher guiding you through it.
17 internautes sur 18 ont trouvé ce commentaire utile 
The most broadly useful graphics book in existence. 25 juin 2002
Par Un client - Publié sur Amazon.com
Format: Relié
This book will acquaint you with nearly every graphic technique and algorithm. It's THE book to have if you expect to be involved in more than a narrow range of graphics programming. If your ambition is limited to writing a Quake-like engine, you'll find yourself mouthing silliness like "it covers too many topics, many of which are trivial and unimportant such as the coverage of 2D graphics." This book does not hold your hand; the algorithms are explained thoroughly but you are expected to write your own code. If you're looking for off-the-shelf solutions or a way to cheat on your homework, this isn't your book.
I've owned this book for nearly ten years and have turned to it time and again when taking on new tasks related to graphics - color space conversions, lighting algorithms in 3D, dithering, 2D primitive rendering for print graphics, and many more... it's the best value I've ever gotten in a computer-related book.
19 internautes sur 21 ont trouvé ce commentaire utile 
Computer Graphics != Easy to Grasp 3 août 1999
Par Un client - Publié sur Amazon.com
Format: Relié
I don't know why people seem to think they can just pick up a graphics book on theory and grasp concepts without having to wade through mathematical formulas. Computer graphics IS like nuclear physics, it is not a walk through the park. This book, entitled "The Computer Graphics Bible" is your park guide. It has a comprehensive overview of most concepts, and tons of references to more info on those subjects. There isn't much code, but that's a good thing, because the only wy you can learn this stuff is by implementation, and that's how it should be done, not by copying code from a book. HIGHLY RECOMMENDED.
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