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Graphic Gems Package

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ISBN-10: 0122703502

ISBN-13: 9780122703508

Edition: 1993

Authors: David Kirk, Andrew S. Glassner, James Arvo

List price: $72.95
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Description:

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. Key Features * Contains public domain C implementations of many gems * Supplements and extends Graphics Gems--uses similar notation and, when applicable, refers to material in…    
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Book details

List price: $72.95
Copyright year: 1993
Publisher: Elsevier Science & Technology
Publication date: 1/5/1994
Pages: 2107
Size: 7.50" wide x 9.50" long x 4.50" tall
Weight: 9.460
Language: English

Preface
2D Geometry and Algorithms
The Area of a Simple Polygon
Intersection of Line Segments
Distance from a Point to a Line
An Easy Bounding Circle
The Smallest Circle Containing the Intersection of Two Circles
Appolonius 10th Problem
A Peano Curve Generation Algorithm
Space-Filling Curves and a Measure of Coherence
Scan-Line Coherent Shape Algorithm
Image Processing
Image Smoothing and Sharpening by Discrete Convolution
A Comparison of Digital Halftoning Techniques
Color Dithering
Fast Anamorphic Image Scaling
Real Pixels
A Fast 90-Degree Bitmap Rotator
Rotation of Runlength Encoded Image Data
Adaptive Run-Length Encoding
Image File Compression Made Easy
An Optimal Filter for Image Reconstruction
Noise Thresholding in Edge Images
Computing the Area, the Circumference, and the Genus of a Binary Digital Image
Frame Buffer Techniques
Efficient Inverse Colormap Computation
Efficient Statistic Computations for Optimal Color Quantization
A Random Colormap Animation Algorithm
A Fast Approach to PHIGS Plus Pseudo Color Mapping
Mapping RGB Triples onto Sixteen Distinct Values
Television Color Encoding and "Hot" Broadcast Colors
An Inexpensive Method of Setting the Monitor White Point
Some Tips for Making Color Hardcopy
3D Geometry and Algorithms
The Area of Planar Polygons and Volume of Polyhedra
Getting Around on a Sphere
Exact Metrics for the Regular Convex Solids
A Simple Viewing Geometry
View Correlation
Maintaining Winged-Edge Models
Quadtree/Octree to Boundary Conversion
Three Dimensional Homogeneous Clipping of Triangle Strips
The InterPhong Shading
Ray Tracing
Fast Ray-Convex Polyhedron Intersection
Intersecting a Ray with an Elliptical Torus
Ray-Triangle Intersection Using Binary Recursive Subdivision
Improved Ray Tagging for Voxel-Based Ray Tracing
Efficiency Improvements for Hierarchy Traversal in Ray Tracing
A Recursive Shadow Voxel Cache for Ray Tracing
Avoiding Incorrect Shadow Intersection for Ray Tracing
A Body Color Model: Absorption of Light through Translucent Media
More Shadow Attenuation for Ray Tracing Transparent or Translucent Objects
Radiosity
Implementing Progressive Radiosity with User-Provided Polygon Display Routines
A Cubic Tetrahedral Adaptation of the Hemi-Cube Algorithm
Fast Vertex Radiosity Update
Radiosity via Ray Tracing
Detection of Shadow Boundaries for Adaptive Meshing in Radiosity
Matrix Techniques
Decomposing a Matrix into Simple Transformations
Recovering the Data from the Transformation Matrix
Transformations as Exponentials
More Matrices and Transformations: Shear and Pseudoperspective
Fast Matrix Inversion
Quaternions and 4 x 4 Matrices
Random Rotation Matrices
Classifying Small Sparse Matrices
Numerical and Programming Techniques
Bit Picking
Faster Fourier Transform
Fast In-Line Manipulations: Of Integers and Bit Counting
Using Geometric Constructions to Interpolate Orientation with Quaternions
A Half-Angle Identity for Digital Computation