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Graphics Gems V is the newest volume in The Graphics Gems Series. It is intended to provide the graphics community with a set of practical tools for implementing new ideas and techniques, and to offer working solutions to real programming problems. These tools are written by a wide variety of graphics programmers from industry, academia, and research. The books in the series have become essential, time-saving tools for many programmers.

  • Latest collection of graphics tips in The Graphics Gems Series written by the leading programmers in the field
  • Contains over 50 new gems displaying some of the most recent and innovative techniques in graphics programming
  • Includes gems covering ellipses, splines, Bezier curves, and ray tracing

1. Introduction to Algebra and Arithmetic - p. xvi 2. Chapter I.1: Solving Quartics and Cubics for Graphics - p. 1 3. Chapter I.2: Computing the Inverse Square Root - p. 15 4. Chapter I.3: Fixed-Point Square Root - p. 21 5. Chapter I.4: Rational Approximation - p. 24 6. Part II: Computational Geometry - p. 32 7. Introduction to Computational Geometry - p. 32 8. Chapter II.1: Efficient Computation of Polygon Area and Polyhedron Volume - p. 33 9. Chapter II.2: Point in Polyhedron Testing Using Spherical Polygons - p. 41 10. Chapter II.3: Clipping a Concave Polygon - p. 49 11. Chapter II.4: Rotations for N-Dimensional Graphics - p. 54 12. Chapter II.5: Parallelohedra and Uniform Quantization - p. 64 13. Chapter II.6: Matrix-based Ellipse Geometry - p. 71 14. Chapter II.7: Distance Approximations and Bounding Polyhedra - p. 77 15. Part III: Modeling and Transformation - p. 87 16. Introduction to Modeling and Transformation - p. 87 17. Chapter III.1: The Best Least-Squares Line Fit - p. 89 18. Chapter III.2: Surface Models and the Resolution of N-Dimensional Cell Ambiguity - p. 97 19. Chapter III.3: Tricubic Interpolation - p. 106 20. Chapter III.4: Transforming Coordinates from One Coordinate Plane to Another - p. 110 21. Chapter III.5: A Walk through BSP Trees - p. 120 22. Chapter III.6: Generic Implementation of Axial Deformation Techniques - p. 138 23. Part IV: Curves and Surfaces - p. 145 24. Introduction to Curves and Surfaces - p. 145 25. Chapter IV.1: Identities for the Univariate and Bivariate Bernstein Basis Functions - p. 147 26. Chapter IV.2: Identities for the B-Spline Basis Functions - p. 162 27. Chapter IV.3: Circular Arc Subdivision - p. 167 28. Chapter IV.4: Adaptive Sampling of Parametric Curves - p. 172 29. Chapter IV.5: Fast Generation of Ellipsoids - p. 178 30. Chapter IV.6: Sparse Smooth Connection between Bézier/B-Spline Curves - p. 190 31. Chapter IV.7: The Length of Bézier Curves - p. 198 32. Chapter IV.8: Quick and Simple Bézier Curve Drawing - p. 205 33. Chapter IV.9: Linear Form Curves - p. 209 34. Part V: Ray Tracing and Radiosity - p. 223 35. Introduction to Ray Tracing and Radiosity - p. 223 36. Chapter V.1: Computing the Intersection of a Line and a Cone - p. 225 37. Chapter V.2: Ray Intersection of Tessellated Surfaces: Quadrangles versus Triangles - p. 231 38. Chapter V.3: Faster Ray Tracing Using Scanline Rejection - p. 241 39. Chapter V.4: Ray Tracing a Swept Sphere - p. 257 40. Chapter V.5: Acceleration of Ray Tracing via Voronoi Diagrams - p. 267 41. Chapter V.6: Direct Lighting Models for Ray Tracing with Cylindrical Lamps - p. 284 42. Chapter V.7: Improving Intermediate Radiosity Images Using Directional Light - p. 289 43. Part VI: Halftoning and Image Processing - p. 293 44. Introduction to Halftoning and Image Processing - p. 293 45. Chapter VI.1: Improved Threshold Matrices for Ordered Dithering - p. 296 46. Chapter VI.2: Halftoning with Selective Precipitation and Adaptive Clustering - p. 303 47. Chapter VI.3: Faster “Pixel-Perfect” Line Clipping - p. 313 48. Chapter VI.4: Efficient and Robust 2D Shape Vectorization - p. 322 49. Chapter VI.5: Reversible Straight Line Edge Reconstruction - p. 337 50. Chapter VI.6: Priority-based Adaptive Image Refinement - p. 354 51. Chapter VI.7: Sampling Patterns Optimized for Uniform Distribution of Edges - p. 358 52. Part VII: Utilitie - p. 363 53. Introduction to Utilities - p. 363 54. Chapter VII.1: Wave Generators for Computer Graphics - p. 365 55. Chapter VII.2: Fast Polygon–Cube Intersection Testing - p. 374 56. Chapter VII.3: Velocity-based Collision Detection - p. 379 57. Chapter VII.4: Spatial Partitioning of a Polygon by a Plane - p. 385 58. Chapter VII.5: Fast Polygon Triangulation Based on Seidel’s Algorithm - p. 393 59. Chapter VII.6: Accurate Z-Buffer Rendering - p. 397 60. Chapter VII.7: A Survey of Extended Graphics Libraries - p. 399 61. Author Index - p. 406 62. Index - p. xx 63. Volume I–V Cumulative Index - p. xx

Descripcion
Descripción

Graphics Gems V is the newest volume in The Graphics Gems Series. It is intended to provide the graphics community with a set of practical tools for implementing new ideas and techniques, and to offer working solutions to real programming problems. These tools are written by a wide variety of graphics programmers from industry, academia, and research. The books in the series have become essential, time-saving tools for many programmers.

  • Latest collection of graphics tips in The Graphics Gems Series written by the leading programmers in the field
  • Contains over 50 new gems displaying some of the most recent and innovative techniques in graphics programming
  • Includes gems covering ellipses, splines, Bezier curves, and ray tracing

1. Introduction to Algebra and Arithmetic - p. xvi 2. Chapter I.1: Solving Quartics and Cubics for Graphics - p. 1 3. Chapter I.2: Computing the Inverse Square Root - p. 15 4. Chapter I.3: Fixed-Point Square Root - p. 21 5. Chapter I.4: Rational Approximation - p. 24 6. Part II: Computational Geometry - p. 32 7. Introduction to Computational Geometry - p. 32 8. Chapter II.1: Efficient Computation of Polygon Area and Polyhedron Volume - p. 33 9. Chapter II.2: Point in Polyhedron Testing Using Spherical Polygons - p. 41 10. Chapter II.3: Clipping a Concave Polygon - p. 49 11. Chapter II.4: Rotations for N-Dimensional Graphics - p. 54 12. Chapter II.5: Parallelohedra and Uniform Quantization - p. 64 13. Chapter II.6: Matrix-based Ellipse Geometry - p. 71 14. Chapter II.7: Distance Approximations and Bounding Polyhedra - p. 77 15. Part III: Modeling and Transformation - p. 87 16. Introduction to Modeling and Transformation - p. 87 17. Chapter III.1: The Best Least-Squares Line Fit - p. 89 18. Chapter III.2: Surface Models and the Resolution of N-Dimensional Cell Ambiguity - p. 97 19. Chapter III.3: Tricubic Interpolation - p. 106 20. Chapter III.4: Transforming Coordinates from One Coordinate Plane to Another - p. 110 21. Chapter III.5: A Walk through BSP Trees - p. 120 22. Chapter III.6: Generic Implementation of Axial Deformation Techniques - p. 138 23. Part IV: Curves and Surfaces - p. 145 24. Introduction to Curves and Surfaces - p. 145 25. Chapter IV.1: Identities for the Univariate and Bivariate Bernstein Basis Functions - p. 147 26. Chapter IV.2: Identities for the B-Spline Basis Functions - p. 162 27. Chapter IV.3: Circular Arc Subdivision - p. 167 28. Chapter IV.4: Adaptive Sampling of Parametric Curves - p. 172 29. Chapter IV.5: Fast Generation of Ellipsoids - p. 178 30. Chapter IV.6: Sparse Smooth Connection between Bézier/B-Spline Curves - p. 190 31. Chapter IV.7: The Length of Bézier Curves - p. 198 32. Chapter IV.8: Quick and Simple Bézier Curve Drawing - p. 205 33. Chapter IV.9: Linear Form Curves - p. 209 34. Part V: Ray Tracing and Radiosity - p. 223 35. Introduction to Ray Tracing and Radiosity - p. 223 36. Chapter V.1: Computing the Intersection of a Line and a Cone - p. 225 37. Chapter V.2: Ray Intersection of Tessellated Surfaces: Quadrangles versus Triangles - p. 231 38. Chapter V.3: Faster Ray Tracing Using Scanline Rejection - p. 241 39. Chapter V.4: Ray Tracing a Swept Sphere - p. 257 40. Chapter V.5: Acceleration of Ray Tracing via Voronoi Diagrams - p. 267 41. Chapter V.6: Direct Lighting Models for Ray Tracing with Cylindrical Lamps - p. 284 42. Chapter V.7: Improving Intermediate Radiosity Images Using Directional Light - p. 289 43. Part VI: Halftoning and Image Processing - p. 293 44. Introduction to Halftoning and Image Processing - p. 293 45. Chapter VI.1: Improved Threshold Matrices for Ordered Dithering - p. 296 46. Chapter VI.2: Halftoning with Selective Precipitation and Adaptive Clustering - p. 303 47. Chapter VI.3: Faster “Pixel-Perfect” Line Clipping - p. 313 48. Chapter VI.4: Efficient and Robust 2D Shape Vectorization - p. 322 49. Chapter VI.5: Reversible Straight Line Edge Reconstruction - p. 337 50. Chapter VI.6: Priority-based Adaptive Image Refinement - p. 354 51. Chapter VI.7: Sampling Patterns Optimized for Uniform Distribution of Edges - p. 358 52. Part VII: Utilitie - p. 363 53. Introduction to Utilities - p. 363 54. Chapter VII.1: Wave Generators for Computer Graphics - p. 365 55. Chapter VII.2: Fast Polygon–Cube Intersection Testing - p. 374 56. Chapter VII.3: Velocity-based Collision Detection - p. 379 57. Chapter VII.4: Spatial Partitioning of a Polygon by a Plane - p. 385 58. Chapter VII.5: Fast Polygon Triangulation Based on Seidel’s Algorithm - p. 393 59. Chapter VII.6: Accurate Z-Buffer Rendering - p. 397 60. Chapter VII.7: A Survey of Extended Graphics Libraries - p. 399 61. Author Index - p. 406 62. Index - p. xx 63. Volume I–V Cumulative Index - p. xx

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