by McGraw-Hill
| Average Rating: |
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| Sales Rank: | 244956 (lower is better) |
| Price Used: | $4.49 |
| Shipping: | Free Shipping on most orders over $25* |
| Availability: | Usually ships in 24 hours |
| Label: | McGraw-Hill |
| Pages: | 347 |
| Binding: | Paperback |
| Publication Date: | 2000-09-08 |
| Published By: | McGraw-Hill |
| ASIN: | 0071357815 |
| Category: | Book |
Authors
Editorial Reviews and Product Descriptions
Product Description
Scores of examples and problems allow students to hone their skills. Clear explanations of fundamental tasks facilitate students' understanding of important concepts. New! Chapters on shading models, shadow, and texture--including the Phong illumination model--explain the latest techniques and tools for achieving photorealism in computer graphics.
Customer Reviews
Helpful for computer graphics algorithm details - Reviewed on 2006-01-06
4 customers found this review helpful.
Two things that you'll likely find in most computer graphics textbooks are:
1. A triple digit price tag
2. Disorganized and obfuscated algorithm details
This Schaum's outline is an excellent antidote to both of these problems. Besides its low price tag, it has a very clear presentation of the basics of computer graphics algorithms. It starts out talking about image representation including common color spaces. It gives a clear definition of dithering, halftone approximations, and error diffusion. Next comes a discussion of scan conversion, which is how to translate geometric figures into pixels. Chapters 4 and 5 discuss two-dimensional graphics and their transformations. This includes good discussions and examples on matrix transformations and how they can be chained together. Chapters 6 through 8 extend these concepts to three dimensions. Very detailed information is given on transformations, projections, and clipping in 3D. This includes a definition of a typical 3D graphics "pipeline", which is basically an assembly-line of computer graphics from object definition to display. Chapter 9 on geometric representations was not as good as the other chapters in this outline, since it didn't do a very good job of talking about such representations in greater than two dimensions which is necessary for the development of wireframe models. However, the last three chapters of the book on hidden surfaces, shading models, and ray tracing had very good examples and discussions that could lead to pseudocode. I would highly recommend this guide to anyone taking or planning to take a course on computer graphics as a good language-independent guide to the basic methods and algorithms of computer graphics programming.
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Book Subjects
- Computer graphics software
- Image processing
- Multimedia
- Computers
- Study Guides
- Computer Books: General
- Computer Graphics - General
- Computers / Computer Graphics / General
- Computers / Networking / General
- Desktop Publishing - General
- Education / Curricula
- Study Aids / Study Guides
- Computer Graphics
- Outlines, syllabi, etc
- Problems, exercises, etc
- Computing: Textbooks & Study Guides