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TEXTBOOKS for
Computer Graphics Courses


Pixels, Patterns, and Processing

Learning Processing
Daniel Shiffman
ISBN: 978-0-12-373602-4

This book 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: 978-0-12-221181-2

Computer graphics systems are capable of generating stunningly realistic images of objects that have never physically existed. In order for computers to create these accurately detailed images, digital models of appearance must include robust data to give viewers a credible visual impression of the depicted materials. In particular, digital models demonstrating the nuances of how materials interact with light are essential to this capability.

This is the first comprehensive work on the digital modeling of material appearance: it explains how models from physics and engineering are combined with keen observation skills for use in computer graphics rendering... [more]

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

Geometric Algebra for Computer Science: An Object-oriented Approach to Geometry
Leo Dorst
Stephen Mann
Daniel Fontijne

ISBN: 978-0-123-69465-2

Within the last decade, Geometric Algebra (GA) has emerged as a powerful alternative to classical matrix algebra as a comprehensive conceptual language and computational system for computer science. This book will serve as a standard introduction and reference to the subject for students and experts alike. As a textbook, it provides a thorough grounding in the fundamentals of GA, with many illustrations, exercises and applications. Experts will delight in the refreshing perspective GA gives to every topic, large and small. —David Hestenes, Distinguished research Professor, Department of Physics, Arizona State University... [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

ISBN: 978-0-12-585263-0

High dynamic range imaging produces images with a much greater range of light and color than conventional imaging. The effect is stunning, as great as the difference between black-and-white and color television. High Dynamic Range Imaging is the first book to describe this exciting new field that is transforming the media and entertainment industries. Written by the foremost researchers in HDRI, it will explain and define this new technology for anyone who works 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: 978-0-12-373727-4

Graphics and game developers must learn to program for mobility. This book will teach you how.

"This book - written by some of the key technical experts...provides a comprehensive but practical and easily understood introduction for any software engineer seeking to delight the consumer with rich 3D interactive experiences on their phone. Like the OpenGL ES and M3G standards it covers, this book is destined to become an enduring standard for many years to come." — Lincoln Wallen, CTO, Electronic Arts, Mobile... [more]

Physically Based Rendering: From Theory to Implementation

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

ISBN: 978-0-12-553180-1

"Computer graphics, and rendering in particular, is full of beautiful theory. The theory covers physical concepts, such as light fields and the interaction of light with different materials, and mathematical concepts, such as integral equations and Monte Carlo integration. The great thing about computers is that they allow us to build rendering systems based on the best theory. This book turns the theory of image-making into a practical method for creating images." —from the foreword by Pat Hanrahan, Canon USA Professor, Stanford University... [more]

Point-Based Graphics

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

ISBN: 978-0-12-370604-1

This book will present the latest research results in point-based computer graphics. After an overview of the key issues, affordable 3D scanning devices will be discussed and new concepts for the mathematical representation of point-sampled shapes will be presented. Then the authors will describe methods for high-performance and high-quality rendering of point models, including advanced shading, anti-aliasing, and transparency. The book will also present efficient data structures for hierarchical rendering on modern graphics processors (GPUs). In addition it will address methods for geometric processing, filtering and resampling of point models. The last part of the book will be devoted to Pointshop3D, open-source software for the design of new algorithms for point-based graphics. Both editors have worked in computer graphics for many years and have pioneered the field of point-based graphics. They have published a large number of papers in journals and conferences on this topic. They have founded the IEEE/EUROGRAPHICS annual Symposium on Point-based Graphics, which was held this year for the second time. They also taught numerous courses on the topic at international conferences, including ACM SIGGRAPH and EUROGRAPHICS... [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: Techniques for Visual Effects, Animation and Motion Graphics, 2nd Edition
Ron Brinkmann
ISBN: 978-0-12-370638-6

Approx. 590 illustrations (500 in full color)... [more]


Visualization in Medicine: Theory, Algorithms, and Applications

Visualization in Medicine: Theory, Algorithms, and Applications
Bernhard Preim
Dirk Bartz

ISBN: 978-0-123-70596-9

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: 978-0-12-088400-1

Introduced 160 years ago as an attempt to generalize complex numbers to higher dimensions, quaternions are now recognized as one of the most important concepts in modern computer graphics. They offer a powerful way to represent rotations and compared to rotation matrices they use less memory, compose faster, and are naturally suited for efficient interpolation of rotations. Despite this, many practitioners have avoided quaternions because of the mathematics used to understand them, hoping that some day a more intuitive description will be available. The wait is over. Andrew Hanson's new book 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: 978-0-12-373655-0

Approx. 330 illustrations (300 in full color)... [more]


Computer Animation: Algorithms and Techniques, 2nd Edition

Computer Animation: Algorithms and Techniques, 2nd Edition
Rick Parent
ISBN: 978-0-12-532000-9

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: 978-1-55860-835-1

Learning Maya, the world's leading 3D animation and effects package, is a challenge, especially for those who want to master Maya's versatile programming features in addition to its built-in tools.

Finally, here 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... [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: 978-0-12-088482-7

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: 978-1-558-60659-3

Today truly useful and interactive graphics are available on affordable computers. While hardware progress has been impressive, widespread gains in software expertise have come more slowly. Information about advanced techniques—beyond those learned in introductory computer graphics texts—is not as easy to come by as inexpensive hardware.

This book 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: 978-0-123-69473-7

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: 978-0-120-88500-8

In the early days of the Web a need was recognized for a language to display 3D objects through a browser. An HTML-like language, VRML, was proposed in 1994 and became the standard for describing interactive 3D objects and worlds on the Web. 3D Web courses were started, several best-selling books were published, and VRML continues to be used today. However VRML, because it was based on HTML, is a stodgy language that is not easy to incorporate with other applications and has been difficult to add features to. Meanwhile, applications for interactive 3D graphics have been exploding in areas such as medicine, science, industry, and entertainment. 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... [more]

Artificial Intelligence for Games

Artificial Intelligence for Games
Ian Millington
ISBN: 978-0-12-497782-2

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 this book, 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: Building Networked Games and Virtual Environments

Networked Graphics: Building Networked Games and Virtual Environments
Anthony Steed
ISBN: 978-0-12-374423-4

The days when Computer Graphics applications were represented by re-mastered Disney cartoons and Ms. PacMan are over. Fighter pilots and surgeons train to kill and save lives with computer graphics simulation environments. Massively multiplayer online games (MMOGs) allow hundreds or thousands of players to simultaneously interact in breathtakingly detailed 3D worlds they are connected to via the Internet.

This means that it's no longer enough for developers and programmers working on these apps to create incredible computer graphics. Now these graphics must also have sophisticated networking capabilities... [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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