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