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Index
Graphics Gems II
Cover Copyright About the Cover Contents Foreward Preface Mathmatical Notation Pseudo-Code Contributors
Cover Copyright About the Cover Contents Foreward Preface Mathmatical Notation Pseudo-Code Contributors I 2D Geometry and Algorithms
Introduction 1-Area of a Simple Polygon 2-Intersection of Line Segments 3-Distance from a Point to a Line 4-An Easy Bounding Circle 5-The Smallest Circle Containing the Intersection of Two Circles 6-Appolonius's 10th Problem 7-A Peano Curve Generation Algorithm 8-Space-filling Curves and a Measure of Coherence 9-Scanline Coherent Shape Algebra
Introduction 1-Area of a Simple Polygon 2-Intersection of Line Segments 3-Distance from a Point to a Line 4-An Easy Bounding Circle 5-The Smallest Circle Containing the Intersection of Two Circles 6-Appolonius's 10th Problem 7-A Peano Curve Generation Algorithm 8-Space-filling Curves and a Measure of Coherence 9-Scanline Coherent Shape Algebra II Image Processing
Image Processing Introduction 1-Image Smoothing and Sharpening By Discrete Convolution 2-A Comparison of Digital Halftoning Techniques 3-Color Dithering 4-Fast Anamorphic Image Scaling 5-Real Pixels 6-A Fast 90-Degree Bitmap Rotator 7-Rotation of Run-Length Encoded Image Data 8-Adaptive Run-Length Encoding 9-Image File Compression Made Easy 10-An Optimal Filter For Image Reconstruction 11-Noise Threshholding in Edge Images 12-Computing the Area, the Circumference, and the Genus of a Binary Digital Image
Image Processing Introduction 1-Image Smoothing and Sharpening By Discrete Convolution 2-A Comparison of Digital Halftoning Techniques 3-Color Dithering 4-Fast Anamorphic Image Scaling 5-Real Pixels 6-A Fast 90-Degree Bitmap Rotator 7-Rotation of Run-Length Encoded Image Data 8-Adaptive Run-Length Encoding 9-Image File Compression Made Easy 10-An Optimal Filter For Image Reconstruction 11-Noise Threshholding in Edge Images 12-Computing the Area, the Circumference, and the Genus of a Binary Digital Image III Frame Buffer Techniques
Introduction 1-Efficient Inverse Color Map Computation 2-Efficient Statistical Computations for Optimal Color Quantization 3-A Random Color Map Animation Algorithm 4-A Fast Approach to PHIGS Plus Pseudo Color Mapping 5-Mapping RGB Triples Onto 16 Distinct Values 6-Television Color Encoding and "Hot" Broadcast Colors 7-An Inexpensive Method of Setting the Monitor White Point 8-Some Tips for Making Color Harcopy
Introduction 1-Efficient Inverse Color Map Computation 2-Efficient Statistical Computations for Optimal Color Quantization 3-A Random Color Map Animation Algorithm 4-A Fast Approach to PHIGS Plus Pseudo Color Mapping 5-Mapping RGB Triples Onto 16 Distinct Values 6-Television Color Encoding and "Hot" Broadcast Colors 7-An Inexpensive Method of Setting the Monitor White Point 8-Some Tips for Making Color Harcopy IV 3-D Geometry and Algorithms
Introduction 1-Area of Planar Polygons and Volume of Polyhedra 2-Getting Around on a Sphere 3-Exact Dihedral Metrics for Common Polyhedra 4-A Simple Viewing Geometry 5-View Correlation 6-Maintaining Winged-Edge Models 7-Quadtree/Octree-to-Boundary Conversion 8-Three-Dimensional Homogeneous Clipping of Triangle Strips 9-InterPhong Shading
Introduction 1-Area of Planar Polygons and Volume of Polyhedra 2-Getting Around on a Sphere 3-Exact Dihedral Metrics for Common Polyhedra 4-A Simple Viewing Geometry 5-View Correlation 6-Maintaining Winged-Edge Models 7-Quadtree/Octree-to-Boundary Conversion 8-Three-Dimensional Homogeneous Clipping of Triangle Strips 9-InterPhong Shading V Ray Tracing
Introduction 1-Fast Ray-Convex Polyhedron Intersection 2-Intersecting A Ray with an Elliptical Torus 3-Ray-Triangle Intersection Using Binary Recursive Subdivision 4-Improved Ray Tagging for Voxel-Based Raytracing 5-Efficiency Improvements for Hierarchy Traversal in Ray Tracing 6-A Recursive Shadow Voxel Cache for Ray Tracing 7-Avoiding Incorrect Shadow Intersections for Ray Tracing 8-A Body Color Model: Absorption of Light Through Translucent Media 9-More Shadow Attenuation for Ray Tracing Transparent or Translucent Objects
Introduction 1-Fast Ray-Convex Polyhedron Intersection 2-Intersecting A Ray with an Elliptical Torus 3-Ray-Triangle Intersection Using Binary Recursive Subdivision 4-Improved Ray Tagging for Voxel-Based Raytracing 5-Efficiency Improvements for Hierarchy Traversal in Ray Tracing 6-A Recursive Shadow Voxel Cache for Ray Tracing 7-Avoiding Incorrect Shadow Intersections for Ray Tracing 8-A Body Color Model: Absorption of Light Through Translucent Media 9-More Shadow Attenuation for Ray Tracing Transparent or Translucent Objects VI Radiosity
Introduction 1-Implementing Progressive Radiosity with User-Provided Polygon Display Routines 2-A Cubic Tetrahedral Adaptation of the Hemi-Cube Algorithm 3-Fast Vertex Radiosity Update 4-Radiosity Via Ray Tracing 5-Detection of Shadow Boundaries for Adaptive Meshing in Radiosity
Introduction 1-Implementing Progressive Radiosity with User-Provided Polygon Display Routines 2-A Cubic Tetrahedral Adaptation of the Hemi-Cube Algorithm 3-Fast Vertex Radiosity Update 4-Radiosity Via Ray Tracing 5-Detection of Shadow Boundaries for Adaptive Meshing in Radiosity VII Matrix Techniques
Introduction 1-Decomposing A Matrix into Simple Transformations 2-Recovering the Data from the Transformation Matrix 3-Transformations as Exponentials 4-More Matrices and Transformations: Shear and Pseudo-Perspective 5-Fast Matrix Inversion 6-Quaternions and 4x4 Matrices 7-Random Rotation Matrices 8-Classifying Small Sparse Matrices
Introduction 1-Decomposing A Matrix into Simple Transformations 2-Recovering the Data from the Transformation Matrix 3-Transformations as Exponentials 4-More Matrices and Transformations: Shear and Pseudo-Perspective 5-Fast Matrix Inversion 6-Quaternions and 4x4 Matrices 7-Random Rotation Matrices 8-Classifying Small Sparse Matrices VIII Numerical and Programming Techniques
Introduction 1-Bit Picking 2-Faster Fourier Transform 3-Of Integers, Fields, and Bit Counting 4-Using Geometric Constructions to Interpolate Orientation with Quaternions 5-A Half-Angle Identity for Digital Computation: The Joys of the Halved Tangent 6-An Integer Square Root Algorithm 7-Fast Approximation to the Arctangent 8-Fast Sign of Cross Product Calculation 9-Interval Sampling 10-A Recursive Implementation of the Perlin Noise Function
Introduction 1-Bit Picking 2-Faster Fourier Transform 3-Of Integers, Fields, and Bit Counting 4-Using Geometric Constructions to Interpolate Orientation with Quaternions 5-A Half-Angle Identity for Digital Computation: The Joys of the Halved Tangent 6-An Integer Square Root Algorithm 7-Fast Approximation to the Arctangent 8-Fast Sign of Cross Product Calculation 9-Interval Sampling 10-A Recursive Implementation of the Perlin Noise Function IX Curves and Surfaces
Introduction 1-Least Squares, Approximations to Bézier Curves and Surfaces 2-Beyond Bézier Curves 3-A Simple Formulation for Curve Interpolation with Variable Control Point Approximation 4-Symmetric Evaluation of Polynomials 5-Menelaus's Theorem 6-Geometrically Continuous Cubic Bézier Curves 7-A Good Straight-Line Approximation of a Circular Arc 8-Great Circle Plotting 9-Fast Anti-Aliased Circle Generation
Introduction 1-Least Squares, Approximations to Bézier Curves and Surfaces 2-Beyond Bézier Curves 3-A Simple Formulation for Curve Interpolation with Variable Control Point Approximation 4-Symmetric Evaluation of Polynomials 5-Menelaus's Theorem 6-Geometrically Continuous Cubic Bézier Curves 7-A Good Straight-Line Approximation of a Circular Arc 8-Great Circle Plotting 9-Fast Anti-Aliased Circle Generation References Index
A-B C-D E-H I-L M-N O-Q R-S T U-Z
A-B C-D E-H I-L M-N O-Q R-S T U-Z
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