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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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