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Table of contents
- Contentsv
- Forewordix
- Prefacexiii
- Author Indexxvii
- Part I: Algebra and Arithmetic1
- Chapter I.1. Solving Quartics and Cubics for Graphics3
- Chapter I.2. Computing the Inverse Square Root16
- Chapter I.3. Fixed-Point Square Root22
- Chapter I.4. Rational Approximation25
- Part II: Computational Geometry33
- Chapter II.1. Efficient Computation of Polygon Area and Polyhedron Volume35
- Chapter II.2. Point in Polyhedron Testing Using Spherical Polygons42
- Chapter II.3. Clipping a Concave Polygon50
- Chapter II.4. Rotations for N-Dimensional Graphics55
- Chapter II.5. Parallelohedra and Uniform Quantization65
- Chapter II.6. Matrix-based Ellipse Geometry72
- Chapter II.7. Distance Approximations and Bounding Polyhedra78
- Part III: Modeling and Transformation89
- Chapter III.1. The Best Least-Squares Line Fit91
- Chapter III.2. Surface Models and the Resolution of N-Dimensional98
- Chapter III.3. Tricubic Interpolation107
- Chapter III.4. Transforming Coordinates from One Coordinate Plane to Another111
- Chapter III.5. A Walk through BSP Trees121
- Chapter III.6. Generic Implementation of Axial Deformation Techniques139
- Part IV: Curves and Surfaces147
- Chapter IV.1. Identities for the Univariate and Bivariate Bernstein Basis Functions149
- Chapter IV.2. Identities for the B-Spline Basis Functions163
- Chapter IV.3. Circular Arc Subdivision168
- Chapter IV.4. Adaptive Sampling of Parametric Curves173
- Chapter IV.5. Fast Generation of Ellipsoids179
- Chapter IV.6. Sparse Smooth Connection between Bézier/B-Spline Curves191
- Chapter IV.7. The Length of Bézier Curves199
- Chapter IV.8. Quick and Simple Bézier Curve Drawing206
- Chapter IV.9. Linear Form Curves210
- Part V: Ray Tracing and Radiosity225
- Chapter V.1. Computing the Intersection of a Line and a Cone227
- Chapter V.2. Ray Intersection of Tessellated Surfaces: Quadrangles versus Triangles232
- Chapter V.3.Faster Ray Tracing Using Scanline Rejection242
- Chapter V.4. Ray Tracing a Swept Sphere258
- Chapter V.5. Acceleration of Ray Tracing via Voronoi Diagrams268
- Chapter V.6. Direct Lighting Models for Ray Tracing with Cylindrical Lamps285
- Chapter V. 7. Improving Intermediate Radiosity Images Using Directional Light290
- Part VI: Halftoning and Image Processing295
- Chapter VI.1. Improved Threshold Matrices for Ordered Dithering297
- Chapter VI.2.Halftoning with Selective Precipitation and Adaptive Clustering302
- Chapter VI.3. Faster Pixel-PerfectŽ Line Clipping314
- Chapter VI.4. Efficient and Robust 2D Shape Vectorization323
- Chapter VI.5. Reversible Straight Line Edge Reconstruction338
- Chapter VI.6 Priority-based Adaptive Image Refinement355
- Chapter VI.7. Sampling Patterns Optimized for Uniform Distribution of Edges359
- Part VII: Utilities365
- Chapter VII.1. Wave Generators for Computer Graphics367
- Chapter VII.2. Fast Polygon–Cube Intersection Testing375
- Chapter VII.3. Velocity-based Collision Detection380
- Chapter VII.4. Spatial Partitioning of a Polygon by a Plane386
- Chapter VII.5. Fast Polygon Triangulation Based on Seidel's Algorithm394
- Chapter VII.6. Accurate Z-Buffer Rendering398
- Chapter VII.7. A Survey of Extended Graphics Libraries400
- Index407
- Volume I–V Cumulative Index411
- Color Plate Section443
Book details
- Vendor Elsevier S & T
- SKU 9780125434553
- ISBN-13 9780080507576
- Author Paeth, Alan W.
- Category Computers
- Subject Computer Graphics
Do you have questions about this book?
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.
Key Features
* 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
* Disk included containing source code from the gems available in both IBM and Macintosh versions
Key Features
* 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
* Disk included containing source code from the gems available in both IBM and Macintosh versions
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