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Tables of Contents for Graphics Gems III
Chapter/Section Title
Page #
Page Count
Foreword
xvii
 
Andrew Glassner
Preface
xix
 
Mathematical Notation
xxi
 
Pseudo-Code
xxiii
 
Contributors
xxviii
 
I IMAGE PROCESSING
Introduction
3
1
Fast Bitmap Stretching C
4
4
Tomas Moller
General Filtered Image Rescaling C
8
9
Dale Schumacher
Optimization of Bitmap Scaling Operations C
17
3
Dale Schumacher
A Simple Color Reduction Filter C
20
3
Dennis Bragg
Compact Isocontours from Sampled Data
23
6
Douglas Moore
Joseph Warren
Generating Isovalue Contours from a Pixmap C
29
5
Tim Feldman
Compositing Black-and-White Bitmaps
34
2
David Salesin
Ronen Barzel
21/2-D Depth-of-Field Simulation for Computer Animation
36
3
Cary Scofield
A Fast Boundary Generator for Composited Regions C
39
9
Eric Furman
II NUMERICAL AND PROGRAMMING TECHNIQUES
Introduction
47
1
IEEE Fast Square Root C
48
1
Steve Hill
A Simple Fast Memory Allocator C
49
2
Steve Hill
The Rolling Ball C
51
10
Andrew J. Hanson
Interval Arithmetic C
61
6
Jon Rokne
Fast Generation of Cyclic Sequences C
67
10
Alan W. Paeth
A Generic Pixel Selection Mechanism
77
3
Alan W. Paeth
Nonuniform Random Points Sets via Warping
80
4
Peter Shirley
Cross Product in Four Dimensions and Beyond
84
5
Ronald N. Goldman
Face-Connected Line Segment Generation in an n-Dimensional Space C
89
7
Didier Badouel
Charles A. Wuthrich
III MODELING AND TRANSFORMATIONS
Introduction
95
1
Quaternion Interpolation with Extra Spins C
96
2
Jack Morrison
Decomposing Projective Transformations
98
10
Ronald N. Goldman
Decomposing Linear and Affine Transformations
108
9
Ronald N. Goldman
Fast Random Rotation Matrices C
117
4
James Arvo
Issues and Techniques for Keyframing Transformations
121
3
Paul Dana
Uniform Random Rotations C
124
9
Ken Shoemake
Interpolation Using Bezier Curves C
133
4
Gershon Elber
Physically Based Superquadrics C
137
27
A. H. Barr
IV 2-D GEOMETRY AND ALGORITHMS
Introduction
163
1
A Parametric Elliptical Arc Algorithm C
164
9
Jerry Van Aken
Ray Simar
Simple Connection Algorithm for 2-D Drawing C
173
9
Claudio Rosati
A Fast Circle Clipping Algorithm C
182
6
Raman V. Srinivasan
Exact Computation of 2-D Intersections C
188
5
Clifford A. Shaffer
Charles D. Feustel
Joining Two Lines with a Circular Arc Fillet C
193
6
Robert D. Miller
Faster Line Segment Intersection C
199
4
Franklin Antonio
Solving the Problem of Apollonius and Other Related Problems
203
12
Constantin A. Sevici
V 3-D GEOMETRY AND ALGORITHMS
Introduction
213
2
Triangles Revisited
215
4
Fernando J. Lopez-Lopez
Partitioning a 3-D Convex Polygon with an Arbitrary Plane C
219
4
Norman Chin
Signed Distance from Point to Plane C
223
2
Priamos Georgiades
Grouping Nearly Coplanar Polygons into Coplanar Sets C
225
6
David Salesin
Filippo Tampieri
Newell's Method for Computing the Plane Equation of a Polygon C
231
2
Filippo Tampieri
Plane-to-Plane Intersection C
233
3
Priamos Georgiades
Triangle--Cube Intersection C
236
4
Douglas Voorhies
Fast n-Dimensional Extent Overlap Testing C
240
4
Len Wanger
Mike Fusco
Subdividing Simplices C
244
6
Doug Moore
Understanding Simploids
250
6
Doug Moore
Converting Bezier Triangles into Rectangular Patches C
256
6
Dani Lischinski
Curve Tesselation Criteria through Sampling
262
9
Terence Lindgren
Juan Sanchez
Jim Hall
VI RAY TRACING AND RADIOSITY
Introduction
269
2
Ray Tracing with the BSP Tree C
271
4
Kelvin Sung
Peter Shirley
Intersecting a Ray with a Quadric Surface C
275
9
Joseph M. Cychosz
Warren N. Waggenspack, Jr.
Use of Residency Masks and Object Space Partitioning to Eliminate Ray--Object Intersection Calculations
284
4
Joseph M. Cychosz
A Panoramic Virtual Screen for Ray Tracing C
288
7
F. Kenton Musgrave
Rectangular Bounding Volumes for Popular Primitives C
295
6
Ben Trumbore
A Linear-Time Simple Bounding Volume Algorithm
301
6
Xiaolin Wu
Physically Correct Direct Lighting for Distribution Ray Tracing C
307
7
Changyaw Wang
Hemispherical Projection of a Triangle C
314
4
Buming Bian
Linear Radiosity Approximation Using Vertex-to-Vertex Form Factors
318
6
Nelson L. Max
Michael J. Allison
Delta Form-Factor Calculation for the Cubic Tetrahedral Algorithm C
324
5
Jeffrey C. Beran-Koehn
Mark J. Pavicic
Accurate Form-Factor Computation C
329
9
Filippo Tampieri
VII RENDERING
Introduction
337
1
The Shadow Depth Map Revisited C
338
5
Andrew Woo
Fast Linear Color Rendering C
343
6
Russell C. H. Cheng
Edge and Bit-Mask Calculations for Anti-Aliasing C
349
6
Russell C. H. Cheng
Fast Span Conversion: Unrolling Short Loops C
355
3
Thom Grace
Progressive Image Refinement Via Gridded Sampling C
358
4
Steve Hollasch
Accurate Polygon Scan Conversion Using Half-Open Intervals C
362
4
Kurt Fleischer
David Salesin
Darklights
366
3
Andrew S. Glassner
Anti-Aliasing in Triangular Pixels
369
5
Andrew S. Glassner
Motion Blur on Graphics Workstations C
374
9
John Snyder
Ronen Barzel
Steve Gabriel
The Shader Cache: A Rendering Pipeline Accelerator
383
228
James Arvo
Cary Scofield
C C CUTILITIES
Graphics Gems C Header File
393
3
Andrew Glassner
2-D and 3-D Vector C Library---Corrected and Indexed
396
9
Andrew Glassner
Useful C Macros for Vector Operations
405
6
Steve Hollasch
C APPENDIX C IMPLEMENTATIONS
I.1 Fast Bitmap Stretching
411
3
I.2 General Filtered Image Rescaling
414
11
I.3 Optimization of Bitmap Scaling Operations
425
4
I.4 A Simple Color Reduction Filter
429
3
I.6 Generating Isovalue contours from a Pixmap
432
9
I.9 A Fast Boundary Generator for Composited Regions
441
5
II.1 IEEE Fast Square Root
446
2
II.2 A Simple Fast Memory Allocator
448
4
II.3 The Rolling Ball
452
2
II.4 Interval Arithmetic
454
4
II.5 Fast Generation of Cyclic Sequences
458
2
II.9 Face-Connected Line Segment Generation in an n-Dimensional Space
460
1
III.1 Quaternion Interpolation with Extra Spins
461
2
III.4 Fast Random Rotation matrices
463
2
III.6 Uniform Random Rotations
465
3
III.7 Interpolation Using Bezier Curves
468
4
III.8 Physically Based Superquadrics
472
6
IV.1 A Parametric Elliptical Arc Algorithm
478
2
IV.2 Simple Connection Algorithm for 2-D Drawing
480
7
IV.3 A Fast Circle Clipping Algorithm
487
4
IV.4 Exact Computation of 2-D Intersections
491
5
IV.5 Joining Two Lines with a Circular Arc Fillet
496
4
IV.6 Faster Line Segment Intersection
500
2
V.2 Partitioning a 3-D Convex Polygon with an Arbitrary Plane
502
9
V.3 Signed Distance from Point to Plane
511
1
V.4 Grouping Nearly Coplanar Polygons into Coplanar Sets
512
5
V.5 Newell's Method for Computing the Plane Equation of a Polygon
517
2
V.6 Plane-to-Plane Intersection
519
2
V.7 Triangle-Cube Intersection
521
6
V.8 Fast n-Dimensional Extent Overlap Testing
527
7
V.9 Subdividing Simplices
534
2
V.11 Converting Bezier Triangles into Rectangular Patches
536
2
VI.1 Ray Tracing with the BSP Tree
538
9
VI.2 Intersecting a Ray with a Quadric Surface
547
4
VI.4 A Panoramic Virtual Screen for Ray Tracing
551
4
VI.5 Rectangular Bounding Volumes for Popular Primitives
555
7
VI.7 Physically Correct Direct Lighting for Distribution Ray Tracing
562
7
VI.8 Hemispherical Projection of a Triangle
569
6
VI.10 Delta Form-Factor Calculation for the Cubic Tetrahedral Algorithm
575
2
VI.11 Accurate Form-Factor Computation
577
5
VII.1 The Shadow Depth Map Revisited
582
1
VII.2 Fast Linear Color Rendering
583
3
VII.3 Edge and Bit-Mask Calculations for Anti-Aliasing
586
8
VII.4 Fast Span Conversion: Unrolling Short Loops
594
3
VII.5 Progressive Image Refinement Via Gridded Sampling
597
2
VII.6 Accurate Polygon Scan Conversion Using Half-Open Intervals
599
7
VII.9 Motion Blur on Graphics Workstations
606
5
References
611
14
Index
625