Graphics Gems IV is the newest volume in the Graphics Gems series. All of the books in the series contain practical solutions for graphics problems using the latest techniques in the field. The books in this series have become essential, time saving toolsfor many programmers. Volume IV is a collecti
Graphics Gems V (IBM Version) (Graphics Gems - IBM)
β Scribed by Alan W. Paeth
- Publisher
- Morgan Kaufmann
- Year
- 1995
- Tongue
- English
- Leaves
- 465
- Edition
- 1
- Category
- Library
No coin nor oath required. For personal study only.
β¦ Synopsis
Graphics Gems V is the newest volume in The Graphics Gems Series. It is intended to provide the graphics community with a set of practical tools for implementing new ideas and techniques, and to offer working solutions to real programming problems. These tools are written by a wide variety of graphics programmers from industry, academia, and research. The books in the series have become essential, time-saving tools for many programmers.
- Latest collection of graphics tips in The Graphics Gems Series written by the leading programmers in the field
- Contains over 50 new gems displaying some of the most recent and innovative techniques in graphics programming
- Includes gems covering ellipses, splines, Bezier curves, and ray tracing
β¦ Table of Contents
Front Cover
Graphics Gems V
Copyright Page
Contents
Foreword
Preface
Author Index
Part I: Algebra and Arithmetic
Chapter I.1. Solving Quartics and Cubics for Graphics
Chapter I.2. Computing the Inverse Square Root
Chapter I.3. Fixed-Point Square Root
Chapter I.4. Rational Approximation
Part II: Computational Geometry
Chapter II.1. Efficient Computation of Polygon Area and Polyhedron Volume
Chapter II.2. Point in Polyhedron Testing Using Spherical Polygons
Chapter II.3. Clipping a Concave Polygon
Chapter II.4. Rotations for N-Dimensional Graphics
Chapter II.5. Parallelohedra and Uniform Quantization
Chapter II.6. Matrix-based Ellipse Geometry
Chapter II.7. Distance Approximations and Bounding Polyhedra
Part III: Modeling and Transformation
Chapter III.1. The Best Least-Squares Line Fit
Chapter III.2. Surface Models and the Resolution of N-Dimensional
Chapter III.3. Tricubic Interpolation
Chapter III.4. Transforming Coordinates from One Coordinate Plane to Another
Chapter III.5. A Walk through BSP Trees
Chapter III.6. Generic Implementation of Axial Deformation Techniques
Part IV: Curves and Surfaces
Chapter IV.1. Identities for the Univariate and Bivariate Bernstein Basis Functions
Chapter IV.2. Identities for the B-Spline Basis Functions
Chapter IV.3. Circular Arc Subdivision
Chapter IV.4. Adaptive Sampling of Parametric Curves
Chapter IV.5. Fast Generation of Ellipsoids
Chapter IV.6. Sparse Smooth Connection between BΓ©zier/B-Spline Curves
Chapter IV.7. The Length of BΓ©zier Curves
Chapter IV.8. Quick and Simple BΓ©zier Curve Drawing
Chapter IV.9. Linear Form Curves
Part V: Ray Tracing and Radiosity
Chapter V.1. Computing the Intersection of a Line and a Cone
Chapter V.2.Ray Intersection of Tessellated Surfaces: Quadrangles versus Triangles
Chapter V.3.Faster Ray Tracing Using Scanline Rejection
Chapter V.4.Ray Tracing a Swept Sphere
Chapter V.5. Acceleration of Ray Tracing via Voronoi Diagrams
Chapter V.6. Direct Lighting Models for Ray Tracing with Cylindrical Lamps
Chapter V. 7. Improving Intermediate Radiosity Images Using Directional Light
Part VI: Halftoning and Image Processing
Chapter VI.1. Improved Threshold Matrices for Ordered Dithering
Chapter VI.2.Halftoning with Selective Precipitation and Adaptive Clustering
Chapter VI.3. Faster βPixel-Perfectβ Line Clipping
Chapter VI.4. Efficient and Robust 2D Shape Vectorization
Chapter VI.5. Reversible Straight Line Edge Reconstruction
Chapter VI.6 Priority-based Adaptive Image Refinement
Chapter VI.7. Sampling Patterns Optimized for Uniform Distribution of Edges
Part VII: Utilities
Chapter VII.1. Wave Generators for Computer Graphics
Chapter VII.2. Fast PolygonβCube Intersection Testing
Chapter VII.3. Velocity-based Collision Detection
Chapter VII.4. Spatial Partitioning of a Polygon by a Plane
Chapter VII.5. Fast Polygon Triangulation Based on Seidel's Algorithm
Chapter VII.6. Accurate Z-Buffer Rendering
Chapter VII.7. A Survey of Extended Graphics Libraries
Index
Volume IβV Cumulative Index
Other AP Professional Titles of Interest
Virtual Reality Excursions With Programs in C
3-D Sound for Virtual Reality and Multimedia Applications
Color Plate Section
π SIMILAR VOLUMES
I'm the archivist for the free Graphics Gems code base on the web. I do it for free, because this code is so valuable. Others think so, too: there is an average of 100 hits a day on the site. Go look at the online list of what's in this volume to see if it's for you.<p>Highlights (for me) include
This sequel to <b>Graphics Gems</b> (Academic Press, 1990), and <b>Graphics Gems II</b> (Academic Press, 1991) is a practical collection of computer graphics programming tools and techniques. <b>Graphics Gems III</b> contains a larger percentage of gems related to modeling and rendering, particularl
I'm the archivist for the free Graphics Gems code base on the web. I do it for free, because this code is so valuable. Others think so, too: there is an average of 100 hits a day on the site. Go look at the online list of what's in this volume to see if it's for you.<p>Highlights (for me) include
I'm the archivist for the free Graphics Gems code base on the web. I do it for free, because this code is so valuable. Others think so, too: there is an average of 100 hits a day on the site. Go look at the online list of what's in this volume to see if it's for you.<p>Highlights (for me) include