Graphic Gems Package

Graphic Gems Package

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The Graphics Gems Package contains Volumes 1, 2, and 3 of the Graphics Gems Series.

Started in 1990 by Andrew Glassner, the vision and purpose of the The Graphics Gems Series was - and still is - to provide tips, techniques, and algorithms for graphics programmers. All of the gems are written by programmers who work in the field and are motivated by a common desire to share interesting ideas and tools with their colleagues. Each volume provides a new set of innovative solutions to a variety of programming problems.
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Product details

  • Mixed media product | 2107 pages
  • 203.2 x 241.3 x 111.8mm | 4,331.86g
  • Morgan Kaufmann Publishers In
  • San Francisco, United States
  • English
  • 0122703502
  • 9780122703508

Table of contents

A.S. Glassner, Preface. 2D Geometry and Algorithms: J. Rokne, The Area of a Simple Polygon. M. Prasad, Intersection of Line Segments. J.C. Morrison, Distance from a Point to a Line. J. Rokne, An Easy Bounding Circle. J. Rokne, The Smallest Circle Containing the Intersection of Two Circles. J. Rokne, Appolonius 10th Problem. K. Musgrave, A Peano Curve Generation Algorithm. D. Voorhies, Space-Filling Curves and a Measure of Coherence. J.E. Steinhart, Scan-Line Coherent Shape Algorithm. Image Processing: D. Schumacher, Image Smoothing and Sharpening by Discrete Convolution. D. Schumacher, A Comparison of Digital Halftoning Techniques. S.W. Thomas, Color Dithering. D. Schumacher, Fast Anamorphic Image Scaling. G. Ward, Real Pixels. S.-K. Yap, A Fast 90-Degree Bitmap Rotator. J. Holt, Rotation of Runlength Encoded Image Data. A.S. Glassner, Adaptive Run-Length Encoding. A.W. Paeth, Image File Compression Made Easy. N. Max, An Optimal Filter for Image Reconstruction. J. Schlag, Noise Thresholding in Edge Images. H. Bieri and A. Kohler, Computing the Area, the Circumference, and the Genus of a Binary Digital Image. Frame Buffer Techniques: S.W. Thomas, Efficient Inverse Colormap Computation. X. Wu, Efficient Statistic Computations for Optimal Color Quantization. K. Musgrave, A Random Colormap Animation Algorithm. J. Hall and T. Lindgren, A Fast Approach to PHIGS Plus Pseudo Color Mapping. A.W. Paeth, Mapping RGB Triples onto Sixteen Distinct Values. D. Martindale and A.W. Paeth, Television Color Encoding and "Hot" Broadcast Colors. G.W. Meyer, An Inexpensive Method of Setting the Monitor White Point. K. Musgrave, Some Tips for Making Color Hardcopy. 3D Geometry and Algorithms: R.N. Goldman, The Area of Planar Polygons and Volume of Polyhedra. C.A. Shaffer, Getting Around on a Sphere. A.W. Paeth, Exact Metrics for the Regular Convex Solids. A.S. Glassner, A Simple Viewing Geometry. R. Bogart, View Correlation. A.S. Glassner, Maintaining Winged-Edge Models. C. Montani and R. Scopigno, Quadtree/Octree to Boundary Conversion. P.-G. Maillot, Three Dimensional Homogeneous Clipping of Triangle Strips. H.T. Minh, D. Thalmann, and N.M. Thalmann, The InterPhong Shading. Ray Tracing: E. Haines, Fast Ray-Convex Polyhedron Intersection. J.M. Cychosz, Intersecting a Ray with an Elliptical Torus. D. Voorhies and D. Kirk, Ray-Triangle Intersection Using Binary Recursive Subdivision. D. Kirk and J. Arvo, Improved Ray Tagging for Voxel-Based Ray Tracing. E. Haines, Efficiency Improvements for Hierarchy Traversal in Ray Tracing. A. Pearce, A Recursive Shadow Voxel Cache for Ray Tracing. A. Pearce, Avoiding Incorrect Shadow Intersection for Ray Tracing. M.E. Lee and S.P. Uselton, A Body Color Model: Absorption of Light through Translucent Media. M.E. Lee and S.P. Uselton, More Shadow Attenuation for Ray Tracing Transparent or Translucent Objects. Radiosity: S.E. Chen, Implementing Progressive Radiosity with User-Provided Polygon Display Routines. J.C. Beran-Koehn and M.J. Pavicic, A Cubic Tetrahedral Adaptation of the Hemi-Cube Algorithm. F. Tampieri, Fast Vertex Radiosity Update. P. Shirley, Radiosity via Ray Tracing. F. Sillion, Detection of Shadow Boundaries for Adaptive Meshing in Radiosity. Matrix Techniques: S.W. Thomas, Decomposing a Matrix into Simple Transformations. R.N. Goldman, Recovering the Data from the Transformation Matrix. R.N. Goldman, Transformations as Exponentials. R.N. Goldman, More Matrices and Transformations: Shear and Pseudoperspective. K. Wu, Fast Matrix Inversion. K. Shoemake, Quaternions and 4 x 4 Matrices. J. Arvo, Random Rotation Matrices. J. Arvo, Classifying Small Sparse Matrices. Numerical and Programming Techniques: K. Shoemake, Bit Picking. K. Shoemake, Faster Fourier Transform. D. Schilling and A.W. Paeth, Fast In-Line Manipulations: Of Integers and Bit Counting. J. Schlag, Using Geometric Constructions to Interpolate Orientation with Quaternions. A.W. Paeth, A Half-Angle Identity for Digital Computation. C.J. Musial, An Integer Square Root Algorithm. R. Capelli, Fast Approximation to the Arctangent. J. Ritter, Fast-Sign of Cross Product Calculation. K. Shoemake, Interval Sampling. G. Ward, A Recursive Implementation of the Perlin Noise Function. Curves and Surfaces: D. Moore and J. Warren, Least Squares Approximations to Bezier Curves and Surfaces. K. Shoemake, Beyond Bezier Curves. J. Schlag, A Simple Formulation for Curve Interpolation with Variable Control Point Approximation. T. Lindgen, Symmetric Evaluation of Polynomials. H.-P. Seidel, Menelaus' Theorem. H.-P. Seidel, Geometrically Continuous Cubic Bezier Curves. C.J. Musial, A Good Straight-Line Approximation of a Circular Arc. A.W. Paeth, Great Circle Plotting. X. Wu, Fast Anti-Aliased Circle Generation. Appendix I: C Utilities. Appendix II: C Implementations. References. Index.
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About Andrew S. Glassner

Andrew Glassner's contributions to computer graphics span 20 years. His work at Microsoft Research, Xerox PARC, the IBM Watson Research Labs, Bell Communications Research, and the Delft University of Technology has produced numerous technical articles on rendering theory and practice, animation, modeling, and new media. He currently creates new computer graphics tools at Microsoft Research. Among his recent work is Chicken Crossing, a 3D animated short film that has been shown internationally at film festivals and on television, and Dead Air, an interactive game for play over the Internet. Dr. Glassner is the author of the two volume bible, Principles of Digital Image Synthesis and 3D Computer Graphics: A Handbook for Artists and Designers. He has also edited An Introduction to Ray Tracing, and created the Graphics Gems series for programmers.
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