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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.
- ISBN-100321399528
- ISBN-13978-0321399526
- Edition3rd
- PublisherAddison-Wesley Professional
- Publication dateJuly 10, 2013
- LanguageEnglish
- Dimensions8 x 1.8 x 10.2 inches
- Print length1264 pages
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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 x 1.8 x 10.2 inches
- Best Sellers Rank: #463,428 in Books (See Top 100 in Books)
- #6 in OpenGL Software Programming
- #21 in Rendering & Ray Tracing
- #41 in 3D Graphic Design
- Customer Reviews:
About the authors

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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- Reviewed in the United States on February 6, 2014I'm a technical writer and published author who has spent the last couple of years working to get up to speed on the latest in computer hardware. One area that I've really struggled with has been 3D graphics, GPUs and related areas of technology. It's easy to find material explaining what a GPU is or the steps in a 3D graphics pipeline; almost impossible to find anything that will actually take you through the steps of understanding what these things are, why they matter, and how they are used.
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.
- Reviewed in the United States on August 16, 2013I found that book have much information about graphics resources for today's graphics programming. During my college life, I took computer graphics course in late 1980s but computer graphics book is already outdated comparing with early edition of this title. Professor did not taught texture mapping but only primitive graphics programming.
I received a print book from Amazon.com but it is too heavy to carry for reading. That's why I prefer ebook version over print book because it is much easy to carry it with iPad or any tablet.
On Informit website, I tried to place an order on eBook version last April. I recently received email message from Informit and they cancelled my order for no reason. Also they removed eBook purchases from store and only print book is now available for purchases. I am so angry with publisher because they decided to not sell ebook version for that title.
If eBook version is available for purchase, I will update rate to 5 stars. That's why I lowered to 3 stars because they decided to not sell eBook/kindle version.
Update:
I recently contacted Informit and they said that system automatically cancelled my order when in-stock was overdue. They honor price that I ordered last May when I re-place an new order. That eBook version would be out next month. Whew. I will bring rate to 5 stars now.
- Reviewed in the United States on January 6, 2018I am somewhat disappointed for the horrible amount of Microsoft product placement in the book. It should cost much less considering all the ads.
What a pity to have such excellent content mixed with ads. Dear authors, can you write an ads-free version of this book?
- Reviewed in the United States on July 25, 2021You would need to learn WPF before delving into this book. IMO Chapter 2 (the book's intro to WPF) only gives you a very superficial understanding of WPF, which is clearly not enough for Chapter 3 and forward. You may need to rely on other resources to learn WPF properly first, before delving into this book.
- Reviewed in the United States on July 31, 2017The defacto reference for computer graphics. I used it in college 20 years ago and it's still just as relevant.
- Reviewed in the United States on January 22, 2016It is bad organized and not good content
- Reviewed in the United States on October 8, 2013It seems a very good.
I can not say much becose this book is very large.
It has details of serveral issues of computer graphics.
- Reviewed in the United States on September 7, 2014This book is the best source to learn the concepts of Computer Graphics. The third edition has been updated with almost all recent developments in Computer Graphics research. It starts from very basic ones and takes one seamlessly to advanced topics. The only problem is that codes are given in WPF. But there are other excellent books which supplement this book through OpenGL and WebGL programming - OpenGL SuperBible: Comprehensive Tutorial and Reference (6th Edition), OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 4.3 (8th Edition), and WebGL Programming Guide: Interactive 3D Graphics Programming with WebGL (OpenGL).
I am teaching my Computer Graphics course using this excellent textbook. A must read for Computer Graphics researchers, students, and professionals.
Top reviews from other countries
Valentin KochReviewed in Germany on November 10, 20221.0 out of 5 stars Great content, shipping very bad!
The book is quite an exception. There is no other like it. The high price is justified. I do not want to judge the content. It is the mathematics of CGI (computer graphics). But shipping and packaging for this extremely expensive book is cruel. The book is not shrink-wrapped in plastic and is unprotected in a cardboard box with no filler. This heavy paper work therefore arrives broken. And this is an impertinence for this price range. Does not go at all!
I would like to rate the seller, but this is not possible. So I have to base my rating here on the product so that future buyers know what kind of shipping to expect. Finally, this will avoid some returns in the future. That is then also sustainable and so in the sense of the seller and in the sense of Amazon. Or not?
Chen YiyangReviewed in Canada on October 1, 20155.0 out of 5 stars Five Stars
The professor is helpful!
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FrancescoReviewed in Italy on March 26, 20165.0 out of 5 stars Moderno e pratico
Il must per chi vuole entrare nel mondo della computer grafica. "Principi e pratiche" rende l'idea: il giusto grado teorico, poi tanta pratica e tanti esercizi, con metodologie e tecniche. Introduzioni matematiche e geometriche incluse. Ovviamente solo in inglese.
Stefan GustavsonReviewed in the United Kingdom on March 17, 20155.0 out of 5 stars A long awaited book
A much needed and long awaited "classic" textbook with a modern view on a subject which has seen a tremendous development in recent years. The book does not skimp on theory, but still manages to present practical applications with recent real-world examples of high quality. This is a book that lends itself to both browsing and in-depth reading, and as such it is suitable as course literature for many different kinds of university level courses on computer graphics with a focus on technology and algorithms.
Valgeir Örn KristjónssonReviewed in the United Kingdom on May 20, 20184.0 out of 5 stars Good book, but has some confusing code pieces
Like this book a lot, but can't give more stars since I don't like it when code pieces are using methods or variables that aren't mentioned anywhere.
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.







