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TEXTBOOKS for
Computer Graphics Courses


Pixels, Patterns, and Processing

Learning Processing
A Beginner's Guide to Programming Images, Animation, and Interaction

Daniel Shiffman
ISBN: 9780123736024
Copyright 2008

Learning Processing introduces programming concepts in the context of computer graphics and visual art, in a more accessible format than traditional programming textbooks. It uses the open source programming language Processing as the basis for all discussion and examples, focusing on the fundamentals such as variables, conditionals, loops, arrays, and objects in a highly visual manner. The book will also introduce advanced topics such as data mining, networking, image processing, computer vision, and 3D graphics. It will also introduce using Processing for "tangible media"; communicating with microcontrollers to interact with the physical environment. Processing is based on the programming language Java, and so is an excellent introduction to Java and object-oriented programming, and will help prepare the student for study of more advanced object-oriented languages such as Java or C++... [more]

Digital Modeling of Material Appearance

Digital Modeling of Material Appearance
Julie Dorsey
Holly Rushmeier
François Sillion

ISBN: 9780122211812
Copyright 2008

Digital Modeling of Material Appearance is the first comprehensive work on the digital modeling of material appearance. It is a guide to how observation, together with models from physics and engineering, are combined for use in rendering in computer graphics. This book emphasizes foundations. It is not a "how to" guide for a particular software system.  Students and practitioners alike will gain a general framework for understanding material modeling tools. Practitioners and researchers in applications such as architecture, theater, product development, cultural heritage documentation and presentation, visual simulation and training, as well as traditional digital application areas such as feature film, television, and computer games, will find this to be a much needed reference... [more]

Geometric Algebra for Computer Science: An Object-oriented Approach to Geometry

Geometric Algebra for Computer Science (Revised Edition)
An Object-oriented Approach to Geometry

Leo Dorst
Stephen Mann
Daniel Fontijne

ISBN: 9780123749420
Copyright 2007

Geometric Algebra for Computer Science presents a compelling alternative to the limitations of linear algebra. Geometric algebra (GA) is a compact, time-effective, and performance-enhancing way to represent the geometry of 3D objects in computer programs. In this book you will find an introduction to GA that will give you a strong grasp of its relationship to linear algebra and its significance for your work. You will learn how to use GA to represent objects and perform geometric operations on them. And you will begin mastering proven techniques for making GA an integral part of your applications in a way that simplifies your code without slowing it down... [more]

High Dynamic Range Imaging: Acquisition, Display, and Image-Based Lighting

High Dynamic Range Imaging: Acquisition, Display, and Image-Based Lighting
Erik Reinhard
Greg Ward
Sumanta Pattanaik
Paul E. Debevec
Karol Myszkowski

ISBN: 978012-585263-0
Copyright 2005

High Dynamic Range Imaging was the first book to describe this exciting new field that is transforming the media and entertainment industries. The second edition brings a significant update, adding chapters on high dynamic range image capture (hardware and software), display devices, as well as image difference metrics and video. All existing chapters have been updated to reflect the current state of the art, ensuring the book’s leading position as a reference text for those working with images, whether it is for computer graphics, film, video, photography, or lighting design... [more]

http://textbooks.elsevier.com/web/product_details.aspx?isbn=9780123737274&Search=9780123737274&SearchCriteria=ISBN

Mobile 3D Graphics
with OpenGL ES and M3G

Kari Pulli
Tomi Aarnio
Ville Miettinen
Kimmo Roimela
Jani Vaarala

ISBN: 9780123737274
Copyright 2008

Mobile 3D Graphics teaches readers how to write real-time 3D graphics applications for mobile devices. The authors cover the two major programming interfaces, OpenGL ES (Embedded Systems) and M3G--which enable the 3D graphics on state-of-the-art cell phones, GPS systems, and even the Wii. Readers will draw upon the techniques presented in the discussions of OpenGL ES to further their design skills in many real-world M3G implementations... [more]

Physically Based Rendering: From Theory to Implementation

Physically Based Rendering: From Theory to Implementation
Matt Pharr
Greg Humphreys

ISBN: 978012-553180-1
Copyright 2004

From movies to video games, computer-rendered images are pervasive today. Physically Based Rendering introduces the concepts and theory of photorealistic rendering hand in hand with the source code for a sophisticated renderer. By coupling the discussion of rendering algorithms with their implementations, Matt Pharr and Greg Humphreys are able to reveal many of the details and subtleties of these algorithms. There is much more to writing a good renderer than stringing together a set of fast algorithms. The rendering system described in this book is itself highly readable, written in a style called literate programming that mixes text describing the system with the code that implements it. Literate programming gives a gentle introduction to working with programs of this size. This lucid pairing of text and code offers the most complete and in-depth book available for understanding, designing, and building physically realistic rendering systems... [more]

Point-Based Graphics

Point-Based Graphics
Prof. Dr. Markus Gross
Hanspeter Pfister

ISBN: 9780123706041
Copyright 2007

Point Based Graphics presents the latest research results in point-based computer graphics. After an overview of the key issues, affordable 3D scanning devices are discussed and new concepts for the mathematical representation of point-sampled shapes are presented. The authors describe methods for high-performance and high-quality rendering of point models, including advanced shading, anti-aliasing, and transparency. The book reviews efficient data structures for hierarchical rendering on modern graphics processors (GPUs). In addition it addresses methods for geometric processing, filtering and resampling of point models. The last part of the book is devoted to Pointshop3D, open-source software for the design of new algorithms for point-based graphics... [more]

The Art and Science of Digital Compositing: Techniques for Visual Effects, Animation and Motion Graphics, 2nd Edition

The Art and Science of Digital Compositing, 2nd Edition
Techniques for Visual Effects, Animation and Motion Graphics

Ron Brinkmann
ISBN: 9780123706386
Copyright 2008

The Art and Science of Digital Compositing is the only complete overview of the technical and artistic nature of digital compositing. It covers a wide range of topics from basic image creation, representation and manipulation, to a look at the visual cues that are necessary to create a believable composite. Designed as an introduction to the field, as well as an authoritative technical reference, this book provides essential information for novices and professionals alike. Students learn through case studies that provide in-depth looks at the compositing work done on feature films... [more]


Visualization in Medicine: Theory, Algorithms, and Applications

Visualization in Medicine
Theory, Algorithms, and Applications

Bernhard Preim
Dirk Bartz

ISBN: 9780123705969
Copyright 2007

Visualization in Medicine is the first book on visualization and its application to problems in medical diagnosis, education, and treatment. The book describes the algorithms, the applications and their validation (how reliable are the results?), and the clinical evaluation of the applications (are the techniques useful?). It discusses visualization techniques from research literature as well as the compromises required to solve practical clinical problems. The book covers image acquisition, image analysis, and interaction techniques designed to explore and analyze the data. The final chapter shows how visualization is used for planning liver surgery, one of the most demanding surgical disciplines. The book is based on several years of the authors' teaching and research experience. Both authors have initiated and lead a variety of interdisciplinary projects involving computer scientists and medical doctors, primarily radiologists and surgeons... [more]

Visualizing Quaternions

Visualizing Quaternions
Andrew J. Hanson
ISBN: 9780120884001
Copyright 2006

Andrew Hanson's Visualizing Quaternions is a fresh perspective on quaternions. The first part of the book focuses on visualizing quaternions to provide the intuition necessary to use them, and includes many illustrative examples to motivate why they are important—a beautiful introduction to those wanting to explore quaternions unencumbered by their mathematical aspects. The second part covers the all-important advanced applications, including quaternion curves, surfaces, and volumes. Finally, for those wanting the full story of the mathematics behind quaternions, there is a gentle introduction to their four-dimensional nature and to Clifford Algebras, the all-encompassing framework for vectors and quaternions... [more]

In Silico: Cell Biology Art and Science with MAYA and MEL

In Silico
Cell Biology Art and Science with MAYA and MEL

Jason Sharpe
Charles Lumsden
Nicholas Woolridge

ISBN: 9780123736550
Copyright 2007

In Silico introduces Maya programming into one of the most fascinating application areas of 3D graphics: biological visualization. In five building-block tutorials, this book prepares animators to work with visualization problems in cell biology. The book assumes no deep knowledge of cell biology nor 3D graphics programming. An accompanying DVD-ROM includes code derived from the tutorials, the working Maya computer files, and sample animated movies. The interior of the book contains generous Maya screen captures, tables, and flowcharts to compliment the instruction and tutorials. Full 4 color illustrations rendered from the authors' working files illustrate the capacity to produce striking pictures from the rendered models being created. Throughout the text, key words are set in bold type and subsequently defined in a glossary. Page margin tips and tricks compliment the adjacent copy, and icons direct the reader to specific references within the Maya Help library. The visualizations in the book are stunning examples of the state of the art... [more]


Computer Animation: Algorithms and Techniques, 2nd Edition

Computer Animation, 2nd Edition
Algorithms and Techniques

Rick Parent
ISBN: 9780125320009
Copyright 2008

Driven by the demands of research and the entertainment industry, the techniques of animation are pushed to render increasingly complex objects with ever-greater life-like appearance and motion. This rapid progression of knowledge and technique impacts professional developers, as well as students. Developers must maintain their understanding of conceptual foundations, while their animation tools become ever more complex and specialized. The second edition of Rick Parent's Computer Animation is an excellent resource for the designers who must meet this challenge. The first edition established its reputation as the best technically oriented animation text. This new edition focuses on the many recent developments in animation technology, including fluid animation, human figure animation, and soft body animation. The new edition revises and expands coverage of topics such as quaternions, natural phenomenon, facial animation, and inverse kinematics... [more]

Complete Maya Programming: An Extensive Guide to MEL and C++ API

Complete Maya Programming
An Extensive Guide to MEL and C++ API

David A. D. Gould
ISBN: 9781558608351
Copyright 2003

Complete Maya Programming is a practical, step-by-step guide that shows how to use Maya to its fullest potential, beginning with the basics. Readers of Complete Maya Programming will first gain a thorough understanding of Maya's inner workings, and then learn how to customize and extend Maya with scripts and plugins that take control and productivity to new levels. Users new to programming can apply Maya's easy scripting language MEL (Maya Embedded Language), while more advanced users can work with the C++ API (Application Programming Interface). Both a fundamental tutorial for Maya beginners and a solid reference for experienced developers, Complete Maya Programming is every user's guide to Maya mastery... [more]

Complete Maya Programming Volume II: An In-depth Guide to 3D Fundamentals, Geometry, and Modeling

Complete Maya Programming Volume II
An In-depth Guide to 3D Fundamentals, Geometry, and Modeling

David A. D. Gould
ISBN: 9780120884827
Copyright 2005

David Gould's acclaimed first book, Complete Maya Programming: An Extensive Guide to MEL and the C++ API, provides artists and programmers with a deep understanding of the way Maya works and how it can be enhanced and customized through programming. In his new book David offers a gentle, intuitive introduction to the core ideas of computer graphics. Each concept is explained progressively and is fully implemented in both MEL and C++ so that an artist or programmer can use the source code directly in their own programs. Geometry and modeling are covered in detail with progressively more complex examples demonstrating all of Maya's possible programming features. David Gould's first volume is widely regarded as the most authoritative reference on Maya programming. Volume II continues this tradition and provides an unmatched guide for the artist and programmer tackling complex tasks... [more]

 Advanced Graphics Programming Using OpenGL

Advanced Graphics Programming Using OpenGL
Tom McReynolds
David Blythe

ISBN: 9781558606593
Copyright 2005

Advanced Graphics Programming Using OpenGL brings the graphics programmer beyond the basics and introduces them to advanced knowledge that is hard to obtain outside of an intensive CG work environment. The book is about graphics techniques—those that don’t require esoteric hardware or custom graphics libraries—that are written in a comprehensive style and do useful things. It covers graphics that are not covered well in your old graphics textbook. But it also goes further, teaching you how to apply those techniques in real world applications, filling real world needs... [more]

Programming With Quartz: 2d And Pdf Graphics in MAC OS X

Programming With Quartz
2D And PDF Graphics in MAC OS X

David Gelphman
Bunny Laden

ISBN: 9780123694737
Copyright 2006

Written by members of the development team at Apple, Programming with Quartz is the first book to describe the sophisticated graphics system of Mac OS X. By using the methods described in this book, developers will be able to fully exploit the state-of-the-art graphics capabilities of Mac OS X in their applications, whether for Cocoa or Carbon development. This book also serves as an introduction to 2D graphics concepts, including how images are drawn and how color is rendered. It includes guidance for working with PDF documents, drawing bitmap graphics, using Quartz built-in color management, and drawing text. Programming with Quartz is a rich resource for new and experienced Mac OS X developers, Cocoa and Carbon programmers, UNIX developers who are migrating to Mac OS X, and anyone interested in powerful 2D graphics systems... [more]

X3d: Extensible 3d Graphics for Web Authors

X3D
Extensible 3d Graphics for Web Authors

Don Brutzman
Leonard Daly

ISBN: 9780120885008
Copyright 2007

There is a strong need for a set of modern Web-based technologies, applied within a standard extensible framework, to enable a new generation of modeling & simulation applications to emerge, develop, and interoperate. X3D is the next generation open standard for 3D on the web. It is the result of several years of development by the Web 3D Consortium's X3D Task Group. Instead of a large monolithic specification (like VRML), which requires full adoption for compliance, X3D is a component-based architecture that can support applications ranging from a simple non-interactive animation to the latest streaming or rendering applications. X3D replaces VRML, but also provides compatibility with existing VRML content and browsers. Don Brutzman organized the first symposium on VRML and is playing a similar role with X3D. He is a founding member of the consortium. Len Daly is a professional member of the consortium and both Len and Don have been involved with the development of the standard from the start... [more]

Artificial Intelligence for Games

Artificial Intelligence for Games, 2nd Edition
Ian Millington
John Funge

ISBN: 9780123747310
Copyright 2006

Creating robust artificial intelligence is one of the greatest challenges for game developers. The commercial success of a game is often dependent upon the quality of the AI, yet the engineering of AI is often begun late in the development process and is frequently misunderstood. In Artificial Intelligence for Games, author, Ian Millington brings extensive professional experience to the problem of improving the quality of AI in games. A game developer since 1987, he was founder of Mindlathe Ltd., at the time the largest specialist AI company in gaming. Ian shows how to think about AI as an integral part of game play. He describes numerous examples from real games and explores the underlying ideas through detailed case studies. He goes further to introduce many techniques little used by developers today. The book’s CD-ROM contains a library of C++ source code and demonstration programs, and provides access to a website with a complete commercial source code library of AI algorithms and techniques... [more]

Networked Graphics<br />Building Networked Games and Virtual Environments

Networked Graphics
Building Networked Games and Virtual Environments

Anthony Steed
Manuel Fradinho Oliveira

ISBN: 9780123744234
Copyright 2009

It’s no longer enough for developers and programmers working on sophisticated apps to create incredible computer graphics. Now these graphics must also have sophisticated networking capabilities. Networked Graphics teaches programmers and students everything they need to know in order to create truly network-enabled computer graphics and games. Written for graphics/game/VE developers and students, it assumes no prior knowledge of networking. This text offers a broad view of what types of different architectural patterns can be found in current systems, and discuss the tradeoffs in achieving system requirements on the Internet. The book explains the foundations of networked graphics, then explores real systems in depth, and finally considers standards and extensions. Numerous case studies and examples with working code are featured throughout the text, covering groundbreaking academic research and military simulation systems, as well as industry-leading game designs... [more]

Computer Graphics Courses
To find textbooks click the course headings below.

Computer Graphics courses:

  • Computer Graphics — Intro
  • Advanced Topics in Computer Graphics
  • Computer Animation
  • Graphics programming
  • Art/Design (nonmajors)
  • Game Programming and Design

Mathematics for Computer Scientists courses:

  • Geometric Algebra

Web Programming and Design courses:

  • Web Programming and Design: Numerous Mark-up / Scripting Language
  • Web Programming — Wireless/Mobile
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