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Many of the figures from this book may be reproduced free of charge in scholarly articles, proceedings, and presentations, provided only that the following citation is clearly indicated: “Reproduced with the permission of the publisher from Computer Graphics: Principles and Practice, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley. Copyright 2014 by Pearson Education, Inc.” Reproduction for any use other than as stated above requires the written permission of Pearson Education, Inc. Reproduction of any figure that bears a copyright notice other than that of Pearson Education, Inc., requires the permission of that copyright holder.

From Computer Graphics, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley (ISBN-13: ). Copyright © 2014 by Pearson Education, Inc. All rights reserved. Figure 33.1 The steps involved in a basic rasterizing renderer.

From Computer Graphics, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley (ISBN-13: ). Copyright © 2014 by Pearson Education, Inc. All rights reserved. Figure 33.2 The steps involved in a basic ray tracer.

From Computer Graphics, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley (ISBN-13: ). Copyright © 2014 by Pearson Education, Inc. All rights reserved. Figure 33.3 An icosahedron rendered by our first shader.

From Computer Graphics, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley (ISBN-13: ). Copyright © 2014 by Pearson Education, Inc. All rights reserved. Figure 33.4 An environment map of the Uffizi, specified by six texture maps, one each for the top, bottom, and four vertical sides of a cube, displayed here in a cross-layout. (Courtesy of Paul Debevec. Photographs used with permission. ©2012 University of Southern California, Institute for Creative Technologies.)

From Computer Graphics, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley (ISBN-13: ). Copyright © 2014 by Pearson Education, Inc. All rights reserved. Figure 33.5 A shiny teapot reflects its surroundings, the plaza of the Uffizi gallery.

From Computer Graphics, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley (ISBN-13: ). Copyright © 2014 by Pearson Education, Inc. All rights reserved. Figure 33.6 Toon shading using a vertex shader; notice the sharp corners of the highlight area.

From Computer Graphics, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley (ISBN-13: ). Copyright © 2014 by Pearson Education, Inc. All rights reserved. Figure 33.7 Toon shading using a fragment shader. Notice the smooth boundary between the shades of red.

From Computer Graphics, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley (ISBN-13: ). Copyright © 2014 by Pearson Education, Inc. All rights reserved. Figure 33.8 The 2D texture map for XToon shading. We use distance as an index into the vertical direction, and v·n as the horizontal index.

From Computer Graphics, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley (ISBN-13: ). Copyright © 2014 by Pearson Education, Inc. All rights reserved. Figure 33.9 XToon-shaded teapot, using the texture map from the previous figure.