This article will address the topic of Computer Graphics: Principles and Practice, which has generated great interest and controversy in recent times. Since its emergence, Computer Graphics: Principles and Practice has captured the attention of specialists, academics and the general public due to its relevance and impact on various aspects of modern society. Throughout these pages, different approaches and perspectives on Computer Graphics: Principles and Practice will be explored, as well as its influence on fields as varied as technology, politics, culture and economics. The intention is to offer a comprehensive and updated view of the topic, in order to enrich the debate and promote a deeper understanding of Computer Graphics: Principles and Practice and its meaning today.
| Author | James D. Foley, Andries van Dam, Steven K. Feiner, John Hughes |
|---|---|
| Language | English |
| Series | The Systems Programming Series |
| Genre | Non-fiction |
| Publisher | Addison-Wesley |
Publication date | 1995 |
| Publication place | United States |
| Media type | Print (hardcover) |
| Pages | 1175 |
| ISBN | 978-0-201-84840-3 |
| Preceded by | An Introduction to Database Systems, Volume II |
| Followed by | Structured Programming: Theory and Practice |
Computer Graphics: Principles and Practice is a textbook written by James D. Foley, Andries van Dam, Steven K. Feiner, John Hughes, Morgan McGuire, David F. Sklar, and Kurt Akeley and published by Addison–Wesley. First published in 1982 as Fundamentals of Interactive Computer Graphics, it is widely considered a classic standard reference book on the topic of computer graphics. It is sometimes known as the bible of computer graphics (due to its size).
The first edition, published in 1982 and titled Fundamentals of Interactive Computer Graphics, discussed the SGP library, which was based on ACM's SIGGRAPH CORE 1979 graphics standard, and focused on 2D vector graphics.
The second edition,[1] published 1990, was completely rewritten and covered 2D and 3D raster and vector graphics, user interfaces, geometric modeling, anti-aliasing, advanced rendering algorithms and an introduction to animation. The SGP library was replaced by SRGP (Simple Raster Graphics Package), a library for 2D raster primitives and interaction handling, and SPHIGS (Simple PHIGS), a library for 3D primitives, which were specifically written for the book.
In the second edition in C, published in 1995, all examples were converted from Pascal to C. New implementations for the SRGP and SPHIGS graphics packages in C were also provided.
A third edition covering modern GPU architecture was released in July 2013. Examples in the third edition are written in C++, C#, WPF, GLSL, OpenGL, G3D, or pseudocode.[2]
The book has won a Front Line Award (Hall of Fame) in 1998.[3]