• Contact

  • Newsletter

  • About us

  • Delivery options

  • Prospero Book Market Podcast

  • Fundamentals of Computer Graphics

    Fundamentals of Computer Graphics by Marschner, Steve; Shirley, Peter;

      • GET 10% OFF

      • Publisher's listprice GBP 51.99
      • The price is estimated because at the time of ordering we do not know what conversion rates will apply to HUF / product currency when the book arrives. In case HUF is weaker, the price increases slightly, in case HUF is stronger, the price goes lower slightly.

        23 473 Ft (22 355 Ft + 5% VAT)
      • Discount 10% (cc. 2 347 Ft off)
      • Discounted price 21 125 Ft (20 120 Ft + 5% VAT)

    21 125 Ft

    db

    Availability

    Not yet published.

    Why don't you give exact delivery time?

    Delivery time is estimated on our previous experiences. We give estimations only, because we order from outside Hungary, and the delivery time mainly depends on how quickly the publisher supplies the book. Faster or slower deliveries both happen, but we do our best to supply as quickly as possible.

    Product details:

    • Edition number 5
    • Publisher A K Peters
    • Date of Publication 27 July 2026

    • ISBN 9780367505585
    • Binding Paperback
    • No. of pages716 pages
    • Size 235x191 mm
    • Weight 453 g
    • Language English
    • Illustrations 514 Illustrations, color; 90 Halftones, color; 424 Line drawings, color; 5 Tables, color
    • 700

    Categories

    Short description:

    Drawing on an impressive roster of experts in the field, Fundamentals of Computer Graphics, Fifth Edition offers an ideal resource for computer course curricula as well as a user-friendly personal or professional reference.

    More

    Long description:

    Drawing on an impressive roster of experts in the field, Fundamentals of Computer Graphics, Fifth Edition offers an ideal resource for computer course curricula as well as a user-friendly personal or professional reference.


    Focusing on geometric intuition, this book 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. It also includes a number of contributed chapters from authors known for their expertise and clear way of explaining concepts.


    HIGHLIGHTS



    • Major updates and improvements to numerous chapters, including shading, ray tracing, physics-based rendering, math, and sampling

    • Updated coverage of existing topics

    • The absorption and reworking of several chapters to create a more natural flow to the book

    The fifth edition of Fundamentals of Computer Graphics continues to provide an outstanding and comprehensive introduction to basic computer graphic technology and theory. It retains an informal and intuitive style while improving precision, consistency, and completeness of material, allowing aspiring and experienced graphics programmers to better understand and apply foundational principles to the development of efficient code in creating film, game, or web designs.



    "Packs in discussions of the basics of computer graphics for college-level students and programmers. New chapters have been added along with extensive revisions and updated new material, making this a 'must' for any college-level computer graphics library."
    --The Midwest Book Review


    "A nice, general introduction to the most important computer graphics topics. They don't just provide a good overview of their field; they also provide many chapters on related material, making their textbook unusually self-contained. Additional chapters are written by an outstanding roster of contributors, an uncommon feature in standard textbooks."
    --Fernando Berzal, Associate Professor of Computer Science and A.I., University of Granada

    More

    Table of Contents:


    1 Introduction


    2 Miscellaneous Math


    3 Raster Images


    4 Ray Tracing


    5 Surface Shading


    6 Linear Algebra


    7 Transformation Matrices


    8 Viewing


    9 The Graphics Pipeline


    10 Signal Processing


    11 Texture Mapping


    12 Data Structures for Graphics


    13 Sampling


    14 Physics-Based Rendering


    15 Curves


    Michael Gleicher


    16 Computer Animation


    Michael Ashikhmin


    17 Using Graphics Hardware


    Peter Willemsen


    18 Color


    Erik Reinhard and Garrett Johnson


    19 Visual Perception


    William B. Thompson


    20 Tone Reproduction


    Erik Reinhard


    21 Implicit Modeling


    Brian Wyvill


    22 Computer Graphics in Games


    Naty Hoffman


    23 Visualization


    Tamara Munzner


     

    More
    0