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, 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
Foley, James D.; van Dam, Andries; Feiner, Steven K.; Hughes, John (15 June 1990). Computer Graphics: Principles and Practice (2nd ed.). Addison-Wesley. ISBN 978-0-201-12110-0. 978-0-201-12110-0 ↩
"Computer Graphics: Principles and Practice, 3rd Edition". http://cgpp.net/ ↩
"Front Line Awards Hall of Fame Winners". Game Developer. Retrieved 2010-11-01. http://www.gdmag.com/frontlineawards/hof.html ↩