Graphics Gems I / Edition 1

Graphics Gems I / Edition 1

by Andrew S. Glassner
     
 

ISBN-10: 0122861663

ISBN-13: 9780122861666

Pub. Date: 06/29/1993

Publisher: Elsevier Science

"The GRAPHICS GEMS Series" was started in 1990 by Andrew Glassner. The vision and purpose of the 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

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Overview

"The GRAPHICS GEMS Series" was started in 1990 by Andrew Glassner. The vision and purpose of the 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.

Product Details

ISBN-13:
9780122861666
Publisher:
Elsevier Science
Publication date:
06/29/1993
Series:
Graphics Gems - IBM Series
Edition description:
Reissue
Pages:
864
Product dimensions:
7.71(w) x 9.56(h) x 1.72(d)

Table of Contents

Italic page numbers refer to location of corresponding C implementation.
Preface ..... xv
Introduction ..... xvii
Mathematical Notation ..... xix
Pseudo-Code ..... xxi
Contributors ..... xxvi

1 -- 2D Geometry
Useful 2D Geometry ..... 3
Trigonometry Summary ..... 12
Useful Trigonometry ..... 13
Trigonometric Functions at Select Points ..... 18
Triangles ..... 20
Generating Random Points In Triangle (649) ..... 24
Fast Line-Edge Intersections on a Uniform Grid (651) ..... 29
Anti-Aliasing Summary ..... 37
Area of Intersection: Circle and a Half-Plane ..... 38
Area of intersection: Circle and a Thick Line ..... 40
Area of Intersection: Two Circles ..... 43
Vertical Distance from a Point to a Line ..... 47
A Fast 2D Point-on-Line Test (654) ..... 49
Fast Circle-Rectangle Intersection Checking (656) ..... 51

2 -- 2D Rendering
Circles of Integral Radius on Integer Lattices ..... 57
Nice Numbers for Graph Labels (657) ..... 61
Efficient Generation of Sampling Jitter Using Look-up Tables (660) ..... 64
Scan Conversion Summary ..... 75
Fast Anti-Aliasing Polygon Scan Conversion (662) ..... 76
Generic Convex Polygon Scan Conversion and Clipping (667) ..... 84
Concave Polygon Scan Conversion (681) ..... 87
Fast Scan Conversion of Arbitrary Polygons ..... 92
Line-Drawing Summary ..... 98
Digital Line Drawing (685) ..... 99
Symmetric Double Step Line Algorithm (686) ..... 101
Rendering Anti-Aliased Lines (690) ..... 105
An Algorithm for Filling in 2D Wide Line Bevel Joints ..... 107
Rendering Fat Lines on a Raster Grid ..... 114
Two-Dimensional Clipping: A Vector-Based Approach (694) ..... 121
Periodic Tilings of the Plane on a Raster Grid ..... 129

3 -- Image Processing
Anti-Aliasing Filters Summary ..... 143
Convenient Anti-Aliasing Filters That Minimize &Bumpy& Sampling ..... 144
Filters for Common Resampling Tasks ..... 147
Smoothing Enlarged Monochrome Images ..... 166
Median Finding on a 3 x 3 Grid (711) ..... 171
Ordered Dithering (713) ..... 176
A Fast Algorithm for General Raster Rotation ..... 179
Useful 1-to-1 Pixel Transforms ..... 196
Alpha Blending ..... 210

4 -- Frame Buffer Techniques
Frame Buffers and Color Maps ..... 215
Reading a Write-Only Write Mask ..... 219
A Digital "Dissolve" Effect (715) ..... 221
Mapping RGB Triples onto Four Bits (718) ..... 233
What Are the Coordinates of a Pixel? ..... 246
Proper Treatment of Pixels as Integers (719) ..... 249
Normal Coding ..... 257
Recording Animation in Binary Order for Progressive Temporal Refinement (720) ..... 265
1-to-1 Pixel Transforms Optimized through Color-Map Manipulation ..... 270
A Seed Fill Algorithm (721) ..... 275
Filling a Region in a Frame Buffer ..... 278
Precalculating Addresses for Fast Fills, Circles, and Lines ..... 285
A Simple Method for Color Quantization: Octree Quantization ..... 287

5 -- 3D Geometry
Useful 3D Geometry ..... 297
An Efficient Bounding Sphere (723) ..... 301
Intersection of Two Lines in Three-Space ..... 304
Intersection of Three Planes ..... 305
Mapping Summary ..... 306
Digital Cartography for Computer Graphics ..... 307
Albers Equal-Area Conic Map Projection (726) ..... 321
Boxes and Sphere Summary ..... 326
Spheres-to-Voxels Conversion ..... 327
A Simple Method for Box-Sphere Intersection Testing (730) ..... 335

6 -- 3D Rendering
3D Grid Hashing Function (733) ..... 343
Backface Culling ..... 346
Fast Dot Products for Shading ..... 348
Scanline Depth Gradient of a Z-Buffered Triangle ..... 361
Simulating Fox and Haze ..... 3 64
Interpretation of Texture Map Indices ..... 366
Multidimensional Sum Tables ..... 376

7 -- Ray Tracing

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