# Computer Graphics: Principles and Practice

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***Computer Graphics: Principles and Practice*** is a [textbook](/source/Textbook) written by [James D. Foley](/source/James_D._Foley), [Andries van Dam](/source/Andries_van_Dam), [Steven K. Feiner](/source/Steven_K._Feiner), [John Hughes](/source/John_F._Hughes_(computer_scientist)), Morgan McGuire, David F. Sklar, and [Kurt Akeley](/source/Kurt_Akeley) and published by [Addison–Wesley](/source/Addison%E2%80%93Wesley). 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](/source/Computer_graphics_(computer_science)). It is sometimes known as *the bible of computer graphics* (due to its size).

## Editions

### First Edition

The first edition, published in 1982 and titled *Fundamentals of Interactive Computer Graphics*, discussed the SGP library, which was based on [ACM](/source/Association_for_Computing_Machinery)'s *[SIGGRAPH](/source/SIGGRAPH) CORE* 1979 graphics standard, and focused on 2D vector graphics.

### Second Edition

The second edition,[1] published 1990, was completely rewritten and covered 2D and 3D raster and vector graphics, user interfaces, [geometric modeling](/source/Geometric_modeling), [anti-aliasing](/source/Spatial_anti-aliasing), advanced [rendering algorithms](/source/Rendering_(computer_graphics)) 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](/source/PHIGS)*), a library for [3D](/source/3D_computer_graphics) primitives, which were specifically written for the book.

### Second Edition in C

In the second edition in C, published in 1995, all examples were converted from [Pascal](/source/Pascal_(programming_language)) to [C](/source/C_(programming_language)). New implementations for the SRGP and SPHIGS graphics packages in C were also provided.

### Third Edition

A third edition covering modern GPU architecture was released in July 2013. Examples in the third edition are written in C++, C#, [WPF](/source/Windows_Presentation_Foundation), [GLSL](/source/GLSL), [OpenGL](/source/OpenGL), G3D, or pseudocode.[2]

## Awards

The book has won a [Front Line Award](/source/Game_Developer_(magazine)) (Hall of Fame) in 1998.[3]

## References

1. Foley, James D.; van Dam, Andries; Feiner, Steven K.; Hughes, John (15 June 1990). [*Computer Graphics: Principles and Practice*](https://archive.org/details/computergraphics00fole). 2nd ed. Addison-Wesley. ISBN 978-0-201-12110-0.

1. ["Computer Graphics: Principles and Practice, 3rd Edition"](http://cgpp.net/)

1. ["Front Line Awards Hall of Fame Winners"](http://www.gdmag.com/frontlineawards/hof.html). [Game Developer](/source/Game_Developer_(magazine)). Retrieved 2010-11-01.

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Adapted from the Wikipedia article [Computer Graphics: Principles and Practice](https://en.wikipedia.org/wiki/Computer_Graphics%3A_Principles_and_Practice) by Wikipedia contributors ([contributor history](https://en.wikipedia.org/wiki/Computer_Graphics%3A_Principles_and_Practice?action=history)). Available under [Creative Commons Attribution-ShareAlike 4.0 International](https://creativecommons.org/licenses/by-sa/4.0/). Changes may have been made.
