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A Comprehensive Solution Manual for Computer Graphics: Principles and Practice, 3/E By John F. Hughes, et al,
Chapter 1: Introduction
Chapter 2: Introduction to 2D Graphics Using WPF
Chapter 3: An Ancient Renderer Made Modern
Chapter 4: A 2D Graphics Test Bed
Chapter 5: An Introduction to Human Visual Perception
Chapter 6: Introduction to Fixed-Function 3D Graphics and Hierarchical Modeling
Chapter 7: Essential Mathematics and the Geometry of 2-Space and 3-Space
Chapter 8: A Simple Way to Describe Shape in 2D and 3D
Chapter 9: Functions on Meshes
Chapter 10: Transformations in Two Dimensions
Chapter 11: Transformations in Three Dimensions
Chapter 12: A 2D and 3D Transformation Library for Graphics
Chapter 13: Camera Specifications and Transformations
Chapter 14: Standard Approximations and Representations
Chapter 15: Ray Casting and Rasterization
Chapter 16: Survey of Real-Time 3D Graphics Platforms
Chapter 17: Image Representation and Manipulation
Chapter 18: Images and Signal Processing
Chapter 19: Enlarging and Shrinking Images
Chapter 20: Textures and Texture Mapping
Chapter 21: Interaction Techniques
Chapter 22: Splines and Subdivision Curves
Chapter 23: Splines and Subdivision Surfaces
Chapter 24: Implicit Representations of Shape
Chapter 25: Meshes 635Chapter 26: Light
Chapter 27: Materials and Scattering
Chapter 28: Color
Chapter 29: Light Transport
Chapter 30: Probability and Monte Carlo Integration
Chapter 31: Computing Solutions to the Rendering Equation: Theoretical Approaches
Chapter 32: Rendering in Practice
Chapter 33: Shaders
Chapter 34: Expressive Rendering
Chapter 35: Motion
Chapter 36: Visibility Determination
Chapter 37: Spatial Data Structures
Chapter 38: Modern Graphics Hardware
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