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Graphics Gems III (IBM Version) Ibm Version

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ISBN-10: 0124096735

ISBN-13: 9780124096738

Edition: 2nd 1992

Authors: David Kirk

List price: $72.95
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Description:

This sequel to Graphics Gems (Academic Press, 1990), and Graphics Gems II (Academic Press, 1991) is a practical collection of computer graphics programming tools and techniques. Graphics Gems III contains a larger percentage of gems related to modeling and rendering, particularly lighting and shading. This new edition also covers image processing, numerical and programming techniques, modeling and transformations, 2D and 3D geometry and algorithms,ray tracing and radiosity, rendering, and more clever new tools and tricks for graphics programming. Volume III also includes a disk containing source codes for either the IBM or Mac versions featuring all code from Volumes I, II, and III. author…    
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Book details

List price: $72.95
Edition: 2nd
Copyright year: 1992
Publisher: Elsevier Science & Technology
Publication date: 4/25/1994
Binding: Hardcover
Pages: 631
Size: 7.85" wide x 9.54" long x 1.43" tall
Weight: 2.882
Language: English

Foreword
Preface
Mathematical Notation
Pseudo-Code
Contributors
Image Processing
Introduction
Fast Bitmap Stretching
General Filtered Image Rescaling
Optimization of Bitmap Scaling Operations
A Simple Color Reduction Filter
Compact Isocontours from Sampled Data
Generating Isovalue Contours from a Pixmap
Compositing Black-and-White Bitmaps
2 1/2-D Depth-of-Field Simulation for Computer Animation
A Fast Boundary Generator for Composited Regions
Numerical and Programming Techniques
Introduction
IEEE Fast Square Root
A Simple Fast Memory Allocator
The Rolling Ball
Interval Arithmetic
Fast Generation of Cyclic Sequences
A Generic Pixel Selection Mechanism
Nonuniform Random Points Sets via Warping
Cross Product in Four Dimensions and Beyond
Face-Connected Line Segment Generation in an n-Dimensional Space
Modeling and Transformations
Introduction
Quaternion Interpolation with Extra Spins
Decomposing Projective Transformations
Decomposing Linear and Affine Transformations
Fast Random Rotation Matrices
Issues and Techniques for Keyframing Transformations
Uniform Random Rotations
Interpolation Using Bezier Curves
Physically Based Superquadrics
2-D Geometry and Algorithms
Introduction
A Parametric Elliptical Arc Algorithm
Simple Connection Algorithm for 2-D Drawing
A Fast Circle Clipping Algorithm
Exact Computation of 2-D Intersections
Joining Two Lines with a Circular Arc Fillet
Faster Line Segment Intersection
Solving the Problem of Apollonius and Other Related Problems
3-D Geometry and Algorithms
Introduction
Triangles Revisited
Partitioning a 3-D Convex Polygon with an Arbitrary Plane
Signed Distance from Point to Plane
Grouping Nearly Coplanar Polygons into Coplanar Sets
Newell's Method for Computing the Plane Equation of a Polygon
Plane-to-Plane Intersection
Triangle-Cube Intersection
Fast n-Dimensional Extent Overlap Testing
Subdividing Simplices
Understanding Simploids
Converting Bezier Triangles into Rectangular Patches
Curve Tesselation Criteria through Sampling
Ray Tracing and Radiosity
Introduction
Ray Tracing with the BSP Tree
Intersecting a Ray with a Quadric Surface
Use of Residency Masks and Object Space Partitioning to Eliminate Ray-Object Intersection Calculations
A Panoramic Virtual Screen for Ray Tracing
Rectangular Bounding Volumes for Popular Primitives
A Linear-Time Simple Bounding Volume Algorithm
Physically Correct Direct Lighting for Distribution Ray Tracing
Hemispherical Projection of a Triangle
Linear Radiosity Approximation Using Vertex-to-Vertex Form Factors
Delta Form-Factor Calculation for the Cubic Tetrahedral Algorithm
Accurate Form-Factor Computation
Rendering
Introduction
The Shadow Depth Map Revisited
Fast Linear Color Rendering
Edge and Bit-Mask Calculations for Anti-Aliasing
Fast Span Conversion: Unrolling Short Loops
Progressive Image Refinement Via Gridded Sampling
Accurate Polygon Scan Conversion Using Half-Open Intervals
Darklights
Anti-Aliasing in Triangular Pixels
Motion Blur on Graphics Workstations
The Shader Cache: A Rendering Pipeline Accelerator
Utilities
Graphics Gems C Header File
2-D and 3-D Vector C Library--Corrected and Indexed
Useful C Macros for Vector Operations
Appendix C
References
Index