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