Graphics Gems V (IBM Version)

Paeth, Alan W.

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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

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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