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9781718500761

Computer Graphics from Scratch A Programmer's Introduction to 3D Rendering

by
  • ISBN13:

    9781718500761

  • ISBN10:

    1718500769

  • Format: Paperback
  • Copyright: 2021-05-13
  • Publisher: No Starch Press
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Supplemental Materials

What is included with this book?

Summary

Computer Graphics from Scratch demystifies the algorithms used in modern graphics software and guides beginners through building photorealistic 3D renders.

Computer graphics programming books are often math-heavy and intimidating for newcomers. Not this one. Computer Graphics from Scratch takes a simpler approach by keeping the math to a minimum and focusing on only one aspect of computer graphics, 3D rendering.
 
You’ll build two complete, fully functional renderers: a raytracer, which simulates rays of light as they bounce off objects, and a rasterizer, which converts 3D models into 2D pixels. As you progress you’ll learn how to create realistic reflections and shadows, and how to render a scene from any point of view.
 
Pseudocode examples throughout make it easy to write your renderers in any language, and links to live JavaScript demos of each algorithm invite you to explore further on your own.
Learn how to:
  • Use perspective projection to draw 3D objects on a 2D plane
  • Simulate the way rays of light interact with surfaces
  • Add mirror-like reflections and cast shadows to objects
  • Render a scene from any camera position using clipping planes
  • Use flat, Gouraud, and Phong shading to mimic real surface lighting
  • Paint texture details onto basic shapes to create realistic-looking objects
  •  
    Whether you’re an aspiring graphics engineer or a novice programmer curious about how graphics algorithms work, Gabriel Gambetta’s simple, clear explanations will quickly put computer graphics concepts and rendering techniques within your reach. All you need is basic coding knowledge and high school math. Computer Graphics from Scratch will cover the rest.

    Author Biography

    Gabriel Gambetta started coding games around the age of 5 on a ZX Spectrum. After studying Computer Science and working at a respectable local company in his native Uruguay, he started a game development company and ran it for 10 years while teaching Computer Graphics at his alma mater. More recently, Gambetta has been working at Google Zürich, where he's been since 2011 except for a stint as an early engineer in the London-based multiplayer game tech unicorn Improbable.

    Table of Contents

    Introduction

    1. Introductory Concepts
    Part I: Raytracing
    2. Basic Raytracing
    3. Light
    4. Shadows and Reflections
    5. Extending the Raytracer

    Part II: Rasterization
    6. Lines
    7. Filled Triangles
    8. Shaded Triangles
    9. Perspective Projection
    10. Describing and Rendering a Scene
    11. Clipping
    12. Removing Hidden Surfaces
    13. Shading
    14. Textures
    15. Extending the Rasterizer

    Appendix A: Linear Algebra

    Supplemental Materials

    What is included with this book?

    The New copy of this book will include any supplemental materials advertised. Please check the title of the book to determine if it should include any access cards, study guides, lab manuals, CDs, etc.

    The Used, Rental and eBook copies of this book are not guaranteed to include any supplemental materials. Typically, only the book itself is included. This is true even if the title states it includes any access cards, study guides, lab manuals, CDs, etc.

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