Fundamentals of computer graphics (Record no. 44448)

MARC details
000 -LEADER
fixed length control field 04635cam a2200193 i 4500
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
ISBN 9781482229394 (hbk. : acidfree paper)
082 00 - DEWEY DECIMAL CLASSIFICATION NUMBER
Classification number 006.6
Item number MAR
100 1# - MAIN ENTRY--AUTHOR NAME
Personal name Marschner, Steve.
245 10 - TITLE STATEMENT
Title Fundamentals of computer graphics
250 ## - EDITION STATEMENT
Edition statement Fourth edition.
260 ## - PUBLICATION, DISTRIBUTION, ETC. (IMPRINT)
Place of publication Boca Raton :
Name of publisher CRC Press, Taylor & Francis Group,
Year of publication [2016]
300 ## - PHYSICAL DESCRIPTION
Number of Pages xiii, 734 pages :
Other physical details illustrations (some color), color maps ;
500 ## - GENERAL NOTE
General note "An A K Peters book."<br/>
505 ## - FORMATTED CONTENTS NOTE
Formatted contents note IntroductionGraphics AreasMajor ApplicationsGraphics APIsGraphics PipelineNumerical IssuesEfficiencyDesigning and Coding Graphics ProgramsMiscellaneous MathSets and MappingsSolving Quadratic EquationsTrigonometryVectorsCurves and SurfacesLinear InterpolationTrianglesRaster ImagesRaster DevicesImages, Pixels, and GeometryRGB ColorAlpha CompositingRay TracingThe Basic Ray-Tracing AlgorithmPerspectiveComputing Viewing RaysRay-Object IntersectionShadingA Ray-Tracing ProgramShadowsIdeal Specular ReflectionHistorical NotesLinear AlgebraDeterminantsMatricesComputing with Matrices and DeterminantsEigenvalues and Matrix DiagonalizationTransformation Matrices2D Linear Transformations3D Linear TransformationsTranslation and Affine TransformationsInverses of Transformation MatricesCoordinate TransformationsViewingViewing TransformationsProjective TransformationsPerspective ProjectionSome Properties of the Perspective TransformField-of-ViewThe Graphics PipelineRasterizationOperations Before and After RasterizationSimple AntialiasingCulling Primitives for EfficiencySignal ProcessingDigital Audio: Sampling in 1DConvolutionConvolution FiltersSignal Processing for ImagesSampling TheorySurface ShadingDiffuse ShadingPhong ShadingArtistic ShadingTexture MappingLooking Up Texture ValuesTexture Coordinate FunctionsAntialiasing Texture LookupsApplications of Texture MappingProcedural 3D TexturesData Structures for GraphicsTriangle MeshesScene GraphsSpatial Data StructuresBSP Trees for VisibilityTiling Multidimensional ArraysMore Ray TracingTransparency and RefractionInstancingConstructive Solid GeometryDistribution Ray TracingSamplingIntegrationContinuous ProbabilityMonte Carlo IntegrationChoosing Random PointsCurvesCurvesCurve PropertiesPolynomial PiecesPutting Pieces TogetherCubicsApproximating CurvesSummaryComputer AnimationPrinciples of AnimationKeyframingDeformationsCharacter AnimationPhysics-Based AnimationProcedural TechniquesGroups of ObjectsUsing Graphics HardwareHardware OverviewWhat Is Graphics HardwareHeterogeneous MultiprocessingGraphics Hardware Programming: Buffers, State, and ShadersState MachineBasic OpenGL Application LayoutGeometryA First Look at ShadersVertex Buffer ObjectsVertex Array ObjectsTransformation MatricesShading with Per-Vertex AttributesShading in the Fragment ProcessorMeshes and InstancingTexture ObjectsObject-Oriented Design for Graphics Hardware ProgrammingContinued LearningLightRadiometryTransport EquationPhotometryColorColorimetryColor SpacesChromatic AdaptationColor AppearanceVisual PerceptionVision ScienceVisual SensitivitySpatial VisionObjects, Locations, and EventsPicture PerceptionTone ReproductionClassificationDynamic RangeColorImage FormationFrequency-Based OperatorsGradient-Domain OperatorsSpatial OperatorsDivisionSigmoidsOther ApproachesNight TonemappingDiscussionImplicit ModelingImplicit Functions, Skeletal Primitives, and Summation BlendingRenderingSpace PartitioningMore on BlendingConstructive Solid GeometryWarpingPrecise Contact ModelingThe Blob TreeInteractive Implicit Modeling SystemsGlobal IlluminationParticle Tracing for Lambertian ScenesPath TracingAccurate Direct LightingReflection ModelsReal-World MaterialsImplementing Reflection ModelsSpecular Reflection ModelsSmooth-Layered ModelRough-Layered ModelComputer Graphics in GamesPlatformsLimited ResourcesOptimization TechniquesGame TypesThe Game Production ProcessVisualizationBackgroundData TypesHuman-Centered Design ProcessVisual Encoding PrinciplesInteraction PrinciplesComposite and Adjacent ViewsData ReductionExamples
520 ## - SUMMARY, ETC.
Summary, etc <br/>Drawing on an impressive roster of experts in the field, this book offers an ideal resource for computer course curricula as well as a user-friendly personal or professional reference. Focusing on geometric intuition, it 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.
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical Term Computer graphics.
700 1# - ADDED ENTRY--PERSONAL NAME
Personal name Shirley, Peter,
942 ## - ADDED ENTRY ELEMENTS (KOHA)
Koha item type Reference Books
Holdings
Collection code Home library Current library Shelving location Date acquired Source of acquisition Cost, normal purchase price Full call number Accession Number Koha item type
Reference Main Library Main Library Reference 20/09/2018 Purchased 37250.00 006.6 MAR 015731 Reference Books

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