Drawing on an impressive roster of experts in the field, Fundamentals of Computer Graphics, Fifth Edition offers an ideal resource for computer course curricula as well as a user-friendly personal or professional reference.

Focusing on geometric intuition, this book gives the necessary information for understanding how images get onto the screen by using the complementary approaches of ray tracing and rasterization. It covers topics common to an introductory course, such as sampling theory, texture mapping, spatial data structure, and splines. It also includes a number of contributed chapters from authors known for their expertise and clear way of explaining concepts.


  • Major updates and improvements to numerous chapters, including shading, ray tracing, physics-based rendering, math, and sampling
  • Updated coverage of existing topics
  • The absorption and reworking of several chapters to create a more natural flow to the book

The fifth edition of Fundamentals of Computer Graphics continues to provide an outstanding and comprehensive introduction to basic computer graphic technology and theory. It retains an informal and intuitive style while improving precision, consistency, and completeness of material, allowing aspiring and experienced graphics programmers to better understand and apply foundational principles to the development of efficient code in creating film, game, or web designs.

chapter 1|12 pages


chapter 2|49 pages

Miscellaneous Math

chapter 3|16 pages

Raster Images

chapter 4|18 pages

Ray Tracing

chapter 5|9 pages

Surface Shading

chapter 6|19 pages

Linear Algebra

chapter 7|30 pages

Transformation Matrices

chapter 8|19 pages


chapter 9|28 pages

The Graphics Pipeline

chapter 10|49 pages

Signal Processing

chapter 11|36 pages

Texture Mapping

chapter 13|22 pages


chapter 14|26 pages

Physics-Based Rendering

chapter 15|46 pages


chapter 16|32 pages

Computer Animation

chapter 17|42 pages

Using Graphics Hardware

chapter 18|22 pages


chapter 19|44 pages

Visual Perception

chapter 20|26 pages

Tone Reproduction

chapter 21|28 pages

Implicit Modeling

chapter 22|22 pages

Computer Graphics in Games

chapter 23|35 pages