Graphic Gems Package: Graphics Gems III

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Edition: Har/Dis

Series: IBM Version Graphics Gems - IBM

ISBN: 0124096735, 9780124096738

Size: 5 MB (4986995 bytes)

Pages: 444/444

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David Kirk0124096735, 9780124096738

This CD-ROM serves as a reference source for programmers, developers, researchers and students in computer graphics by including electronic versions for AP Professional titles, including the first three volumes of “Graphics Gems Series”. The CD-ROM is a referencing tool and will run on Macintosh, Windows and UNIX machines. Users can search by word, author name, and contributor name, in a variety of locations. The CD-ROM will also have all of the code for the books included. Key Features include: key word search via icon, table of contents, contributor list and index; a file with basic operating instructions and a help file for assistance; and a list of references for other books which can be found by clicking on key words within the index.

Table of contents :
Cover……Page 1
Copyright……Page 4
About the Cover……Page 5
Contents……Page 7
Foreward……Page 17
Preface……Page 19
Mathmatical Notations……Page 21
Pseudo-Code……Page 23
Contributors……Page 28
I Image Processing……Page 32
Introduction……Page 33
1-Fast Bitmap Stretching……Page 34
2-General Filtered Image Rescaling……Page 38
3-Optimization of Bitmap Scaling Operations……Page 47
4-A Simple Color Reduction Filter……Page 50
5-Compact Isocontours from Sampled Data……Page 54
6-Generating Isovalue Contours from a Pixmap……Page 60
7-Compositing Black-and White Bitmaps……Page 65
8-2.5D Depth-Of-Field Simulation for Computer Animation……Page 67
9-Fast Boundary Generator for Composited Regions……Page 71
II Numerical and Programming Techniques……Page 78
Introduction……Page 79
1-IEEE Fast Square Root……Page 80
2-Simple Fast Memory Allocator……Page 81
3-The Rolling Ball……Page 83
4-Interval Arithmetic……Page 93
5-Fast Generation of Cyclic Sequences……Page 99
6-Generic Pixel Selection Mechanism……Page 109
7- Nonuniform Random Point Sets Via Warping……Page 112
8-Cross Product in 4D and Beyond……Page 116
9-Fast-Conn. Line Seg. in an n-D Space……Page 121
III Modeling and Transformations……Page 126
Introduction……Page 127
1-Quarternion Interpolation w/ extra spins……Page 128
2-Decomposing Projective Transformations……Page 130
3-Decomposing Linear & Affine Transformations……Page 140
4-Fast Random Rotation Matrices……Page 149
5-Key Framing Transformations……Page 153
6-Uniform Random Rotations……Page 156
7-Interpolation using Bézier Curves……Page 165
8-Rigid Physically Based Superquadratics……Page 169
IV 2D Geometry and Algorithms……Page 194
Introduction……Page 195
1-Parametric Elliptical Arc Algorithm……Page 196
2-Simple Conn. Algorithm for 2D Drawing……Page 205
3-Fast Circle Clipping Algorithm……Page 214
4-Computation of 2D Intersections……Page 220
5-Joining Two lines with a Circular Arc Fillet……Page 225
6-Line Seg. Intersection……Page 231
7-Problem of Apollonius and Related Problems……Page 235
V 3D Geometry and Algorithms……Page 244
1-Triangles Revisited……Page 247
2-Partitioning 3-D Convex Polygon with An Arbitrary Plane……Page 251
3-Signed Distance From Point to Plane……Page 255
4-Grouping Nearly Coplanar Polygons into Coplanar Sets……Page 257
5-Newell’s Method for Computing Plane Equation of Polygon……Page 263
6-Plane-To-Plane Intersection……Page 265
7-Triangle-Cube Intersection……Page 268
8-n-Dimensional Extent Overlap Testing……Page 272
9-Subdividing Simplices……Page 276
10-Understanding Simploids……Page 282
11-Converting Bézier Triangles into Rectangular Patches……Page 288
12-Curve Tessellation Criteria Through Sampling……Page 294
VI Ray Tracing and Radiosity……Page 300
Introduction……Page 301
1-Ray Tracing with the BSP Tree……Page 303
2-Intersecting a Ray with a Quadratic Surface……Page 307
3-Residency Masks & Object Space Partitioning……Page 316
4-Panoramic Virtual Screen for Ray Tracing……Page 320
5-Rect. Bounding Vol. for Popular Primitives……Page 328
6-Linear-Time Simple Bounding Vol. Algorithm……Page 334
7-Direct Lighting for Distribution Ray Tracing……Page 340
8-Hemispherical Projection of a Triangle……Page 347
9-Linear Radiosity Approx. Using Vertex-To Vertex Form Factors……Page 351
10-Delta Form-Factor Calc. for the Cubic Tetrahedral Algorithm……Page 357
11-Accurate Form-Factor Computation……Page 362
VII Rendering……Page 369
Introduction……Page 370
1-Shadow Depth Map Revisted……Page 371
2-Fast Linear Color Rendering……Page 376
3-Edge & Bit-Mask Calc. for Anti-Aliasing……Page 382
4-Fast Span Conversion: Unrolling Short Loops……Page 388
5-Progressive Image Refinement Via Gridded Sampling……Page 391
6-Polygon Scan Conversion Using Half-Open Intervals……Page 395
7-Darklights……Page 399
8-Anti-Aliasing in Triangular Pixels……Page 402
9-Motion Blur on Graphics WorkStations……Page 407
10-The Shader Cache: A Rendering Pipeline Accelerator……Page 417
References……Page 424
A-C……Page 438
C-F……Page 439
F-L……Page 440
L-P……Page 441
P-R……Page 442
R-T……Page 443
T-Z……Page 444

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