Download the free Kindle app and start reading Kindle books instantly on your smartphone, tablet, or computer - no Kindle device required.
Read instantly on your browser with Kindle for Web.
Using your mobile phone camera - scan the code below and download the Kindle app.
Fundamentals of Computer Graphics 3rd Edition
There is a newer edition of this item:
- ISBN-101568814690
- ISBN-13978-1568814698
- Edition3rd
- PublisherA K Peters/CRC Press
- Publication date
2009
July 21
- Language
EN
English
- Dimensions
7.5 x 1.5 x 9.3
inches
- Length
804
Pages
Customers who viewed this item also viewed
Editorial Reviews
Review
-- The Midwest Book Review, December 2009
From the Back Cover
About the Author
Peter Shirley is a principal research scientist at NVIDIA and an adjunct professor in the School of Computing at the University of Utah. He has held positions at Indiana University and the Program of Computer Graphics at Cornell University.
Steve Marschner is an associate professor in the Computer Science Department and Program of Computer Graphics at Cornell University.
Product details
- Publisher : A K Peters/CRC Press; 3rd edition (July 21, 2009)
- Language : English
- Hardcover : 804 pages
- ISBN-10 : 1568814690
- ISBN-13 : 978-1568814698
- Item Weight : 3.4 pounds
- Dimensions : 7.5 x 1.5 x 9.25 inches
- Best Sellers Rank: #1,336,347 in Books (See Top 100 in Books)
- #239 in Design & Graphics Software Books
- #894 in Game Programming
- #3,231 in Software Design, Testing & Engineering (Books)
- Customer Reviews:
Important information
To report an issue with this product, click here.
About the author

I'm a Chicago transplant living in Salt Lake City, Utah. I have a physics degree from Reed College, but discovered computers when Professor Nicolas Wheeler forced me to do a ray tracing program in 1984. It was 2D ray tracing to do a caustic on a Vax and writing out the picture to a green Techtonix terminal. This convinced me to go to grad school in computer science at Illinois. I have been ray tracing ever since. I've done stints in various universities and companies and am currently in my own start-up company doing VR which is common but not using HMDs which is not!
Customer reviews
Customer Reviews, including Product Star Ratings help customers to learn more about the product and decide whether it is the right product for them.
To calculate the overall star rating and percentage breakdown by star, we don’t use a simple average. Instead, our system considers things like how recent a review is and if the reviewer bought the item on Amazon. It also analyzed reviews to verify trustworthiness.
Learn more how customers reviews work on Amazon-
Top reviews
Top reviews from the United States
There was a problem filtering reviews right now. Please try again later.
The book is written in a clear, succinct style with focused chapters logically arranged. There is some expectation that the reader understands basic algebra, linear algebra, and some calculus. Overall its a very accessible textbook.
One unavoidable downside to its approach is that it does little to get you through the "last mile" of actually writing a graphics application. While the book offers pseudocode, it never gives you a complete running program. Therefore, you will need additional sources in order to create an actual running application using your system's graphics API. This book will get you to the point of knowing how to implement the algorithm, but won't give you the specific API calls you need to make.
This book is good for beginners like me. Easy to understand.
If someone tries to understand the fields of machine vision, this book probably help him/her.
But I'm too lazy to finish reading it. still, this good gives me a deeper insight into computer graphs.
I've been using it as textbook for the undergraduate graphics course I just finished teach, and (frankly) hated it for that purpose (as did most of the students). It's more than a bit too far to the "theoretical/mathematical" treatment side of the spectrum of possible books (vs "practical and useful"). The math is fine most of the time, although in many parts it's unnecessarily dense. More than a few times I found myself telling the students "Here's what they are trying to say in that page of equations."
More fundamentally, while the book provides plenty of detail on the underly math, it then will take a topic (like projective texturing or shadow mapping) and gloss over the implementation details. While I can (and did) teach those things myself, integrating practical issues with the underlying theory, in one place, would be a far better approach.
Next time, I'm going to look for something that mixes in a more practical treatment with the underlying theory.
great condition, great content
there are excellent chapters walk me through my project
can't pass my graphic class without it
Top reviews from other countries
This book is very simple to understand but provides rich knowledge of computer graphic topics.
So far i love this book :)

