The CG:P&P e-book and hardcover text are now available for purchase online from:

In this book, we explain the principles, as well as the mathematics, underlying computer graphics--knowledge that is essential for successful work both now and in the future. Early chapters show how to create 2D and 3D pictures right away, supporting experimentation. Later chapters, covering a broad range of topics, demonstrate more sophisticated approaches. Sections on current computer graphics practice show how to apply given principles in common situations, such as how to approximate an ideal solution on available hardware, or how to represent a data structure more efficiently. Topics are reinforced by exercises, programming problems, and hands-on projects.

The completely re-written third edition features:

- The rendering equation, GPU architecture considerations, and importance sampling in physically based rendering
- An emphasis on modern approaches, as in a new chapter on probability theory for use in Monte-Carlo rendering
- Implementations of GPU shaders, software rendering, and graphics-intensive 3D interfaces
- 3D real-time graphics platforms--their design goals and trade-offs--including new mobile and browser platforms
- Programming and debugging approaches unique to graphics development

The text and hundreds of figures are presented in full color throughout the book. Programs are written in C++, C#, WPF, GLSL, OpenGL, G3D, or pseudocode--whichever language or API is most effective for a given example. Source code and figures from the book, testbed programs, and additional content are be available on this website.