Computer Graphics: Principles and Practice 3rd Edition
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Computer Graphics: Principles and Practice, Third Edition, remains the most authoritative introduction to the field. The first edition, the original “Foley and van Dam,” helped to define computer graphics and how it could be taught. The second edition became an even more comprehensive resource for practitioners and students alike. This third edition has been completely rewritten to provide detailed and up-to-date coverage of key concepts, algorithms, technologies, and applications.
The authors explain the principles, as well as the mathematics, underlying computer graphics–knowledge that is essential for successful work both now and in the future. Early chapters show how to create 2D and 3D pictures right away, supporting experimentation. Later chapters, covering a broad range of topics, demonstrate more sophisticated approaches. Sections on current computer graphics practice show how to apply given principles in common situations, such as how to approximate an ideal solution on available hardware, or how to represent a data structure more efficiently. Topics are reinforced by exercises, programming problems, and hands-on projects.
This revised edition features
- New coverage of the rendering equation, GPU architecture considerations, and importance- sampling in physically based rendering
- An emphasis on modern approaches, as in a new chapter on probability theory for use in Monte-Carlo rendering
- Implementations of GPU shaders, software rendering, and graphics-intensive 3D interfaces
- 3D real-time graphics platforms–their design goals and trade-offs–including new mobile and browser platforms
- Programming and debugging approaches unique to graphics development
The text and hundreds of figures are presented in full color throughout the book. Programs are written in C++, C#, WPF, or pseudocode–whichever language is most effective for a given example. Source code and figures from the book, testbed programs, and additional content will be available from the authors' website (cgpp.net) or the publisher's website (informit.com/title/9780321399526). Instructor resources will be available from the publisher. The wealth of information in this book makes it the essential resource for anyone working in or studying any aspect of computer graphics.
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About the Author
John F. Hughes is a Professor of Computer Science at Brown University. His primary research is in computer graphics, particularly those aspects of graphics involving substantial mathematics.
Andries van Dam is the Thomas J. Watson, Jr. University Professor of Technology and Education, and Professor of Computer Science at Brown University. Andy’s research includes work on computer graphics, hypermedia systems, post-WIMP user interfaces, including immersive virtual reality and pen- and touch-computing, and educational software.
Morgan McGuire is an Associate Professor of Computer Science at Williams College. He's contributed as an industry consultant to products including the Marvel Ultimate Alliance and Titan Quest video game series, the E Ink display used in the Amazon Kindle, and NVIDIA GPUs.
David F. Sklar is a visualization engineer at Vizify.com, working on algorithms for presenting animated infographics on computing devices across a wide range of form factors.
James D. Foley is a professor and holds the Fleming Chair in the College of Computing at Georgia Institute of Technology. He has also held faculty positions at the University of North Carolina at Chapel Hill and The George Washington University, as well as management positions at Mitsubishi Electric Research.
Steven K. Feiner is a Professor of Computer Science at Columbia University, where he directs the Computer Graphics and User Interfaces Lab and co-directs the Columbia Vision and Graphics Center. His research addresses 3D user interfaces, augmented reality, wearable computing, and many topics at the intersection of human-computer interaction and computer graphics.
Kurt Akeley is Chief Technology Officer at Lytro, Inc. Kurt is a cofounder of Silicon Graphics (later SGI), where he led the development of a sequence of high-end graphics systems, including RealityEngine, and also led the design and standardization of the OpenGL graphics system.
Product details
- Publisher : Addison-Wesley Professional; 3rd edition (July 10, 2013)
- Language : English
- Hardcover : 1264 pages
- ISBN-10 : 0321399528
- ISBN-13 : 978-0321399526
- Item Weight : 5.05 pounds
- Dimensions : 8.45 x 1.95 x 10.45 inches
- Best Sellers Rank: #736,575 in Books (See Top 100 in Books)
- #8 in DirectX Software Programming
- #24 in OpenGL Software Programming
- #63 in Rendering & Ray Tracing
- Customer Reviews:
About the author

Morgan McGuire is an associate professor of Computer Science at Williams College.
He’s contributed to products including the Skylanders, Call of Duty, Marvel Ultimate Alliance, and Titan Quest series of video games series, the E Ink display used in the Amazon Kindle, the PeakStream GPU computing architecture acquired by Google, and NVIDIA GPUs. Morgan has published papers on high-performance rendering and computational photography in SIGGRAPH, High Performance Graphics, the Eurographics Symposium on Rendering, Interactive 3D Graphics and Games, and Non-Photorealistic Animation and Rendering. He is a Visiting Professor at NVIDIA Research, the founding Editor-in-Chief of the Journal of Computer Graphics Techniques, the project manager for the G3D Innovation Engine. He previously chaired the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games and the ACM SIGGRAPH Symposium on Non-Photorealistic Animation and Rendering. He is the author or coauthor of Computer Graphics: Principles & Practice 3rd Edition, The Graphics Codex, Creating Games: Mechanics, Content, and Technology, and chapters of several GPU Gems, ShaderX and GPU Pro volumes.
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What a pity to have such excellent content mixed with ads. Dear authors, can you write an ads-free version of this book?
This is the only book/ebook/website/anything I've found that even comes close to hitting the mark. I've read around 40% of it so far, and even though it's oriented more towards those who will actually do computer graphics programming, the underpinnings are so well laid out that it has greatly enhanced my understanding even at the hardware level. I can only imagine it is all the more useful for those approaching it from the software angle, even if the exact APIs and frameworks used are a bit different.
Furthermore, the writing is understandable. I personally orient my own writing towards ensuring the reader can comprehend what I'm saying, and I recognize the same focus here. The authors anticipate areas of confusion and address them ahead of time, and everything is cross-referenced in just the right places. Even the way the code snippets are laid out is clever, with a form of "nesting" used to emphasize the parts being discussed.
The math does get a bit dense at times. And I think the book would benefit from some editing to cut down on the very long paragraphs, which make digesting the concepts a little more difficult than they would be otherwise. But these are minor issues.
I also like the Kindle version being properly formatted like a real book so I don't have to use a magnifying glass on fuzzy tables and so forth.
Overall, a very fine piece of content for anyone who wants to learn how computer graphics work.
Anyway I was disappointed by the third edition, in big part for the quasi-disappearance of 2D topics. I will continue to recommend the 2nd edition, way better in my opinion, and still up-to-date on many subjects.
Top reviews from other countries
There are good code pieces, where the text explains every step of the coding. But there sometimes methods are being called where they just say it is calculating this or that, without knowing what this or that is or why or how it is being done.
I went through the book while trying to implement some versions of some of the things in it and some pieces are useless since you have no idea what is being done.






