Graphics gems V /
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...
Clasificación: | Libro Electrónico |
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Otros Autores: | |
Formato: | Electrónico eBook |
Idioma: | Inglés |
Publicado: |
Boston :
AP Professional,
1995.
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Colección: | Graphics gems series.
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Temas: | |
Acceso en línea: | Texto completo |
Tabla de Contenidos:
- Front Cover; Graphics Gems V; Copyright Page; Contents; Foreword; Preface; Author Index; Part I: Algebra and Arithmetic; Chapter I.1. Solving Quartics and Cubics for Graphics; Chapter I.2. Computing the Inverse Square Root; Chapter I.3. Fixed-Point Square Root; Chapter I.4. Rational Approximation; Part II: Computational Geometry; Chapter II. 1. Efficient Computation of Polygon Area and Polyhedron Volume; Chapter II. 2. Point in Polyhedron Testing Using Spherical Polygons; Chapter II. 3. Clipping a Concave Polygon; Chapter II. 4. Rotations for N-Dimensional Graphics.
- Chapter II. 5. Parallelohedra and Uniform QuantizationChapter II. 6. Matrix-based Ellipse Geometry; Chapter II. 7. Distance Approximations and Bounding Polyhedra; Part III: Modeling and Transformation; Chapter III. 1. The Best Least-Squares Line Fit; Chapter III. 2. Surface Models and the Resolution of N-Dimensional; Chapter III. 3. Tricubic Interpolation; Chapter III. 4. Transforming Coordinates from One Coordinate Plane to Another; Chapter III. 5. A Walk through BSP Trees ; Chapter III. 6. Generic Implementation of Axial Deformation Techniques ; Part IV: Curves and Surfaces.
- Chapter IV. 1. Identities for the Univariate and Bivariate Bernstein Basis FunctionsChapter IV. 2. Identities for the B-Spline Basis Functions; Chapter IV. 3. Circular Arc Subdivision; Chapter IV. 4. Adaptive Sampling of Parametric Curves; Chapter IV. 5. Fast Generation of Ellipsoids; Chapter IV. 6. Sparse Smooth Connection between Bézier/B-Spline Curves; Chapter IV. 7. The Length of Bézier Curves; Chapter IV. 8. Quick and Simple Bézier Curve Drawing; Chapter IV. 9. Linear Form Curves; Part V: Ray Tracing and Radiosity; Chapter V.1. Computing the Intersection of a Line and a Cone.
- Chapter V.2. Ray Intersection of Tessellated Surfaces: Quadrangles versus TrianglesChapter V.3. Faster Ray Tracing Using Scanline Rejection ; Chapter V.4. Ray Tracing a Swept Sphere ; Chapter V.5. Acceleration of Ray Tracing via Voronoi Diagrams ; Chapter V.6. Direct Lighting Models for Ray Tracing with Cylindrical Lamps; Chapter V. 7. Improving Intermediate Radiosity Images Using Directional Light ; Part VI: Halftoning and Image Processing; Chapter VI. 1. Improved Threshold Matrices for Ordered Dithering; Chapter VI. 2. Halftoning with Selective Precipitation and Adaptive Clustering.
- Chapter VI.3. Faster "Pixel-Perfect" Line Clipping Chapter VI.4. Efficient and Robust 2D Shape Vectorization ; Chapter VI.5. Reversible Straight Line Edge Reconstruction ; Chapter VI.6 Priority-based Adaptive Image Refinement; Chapter VI.7. Sampling Patterns Optimized for Uniform Distribution of Edges ; Part VII: Utilities; Chapter VII.1. Wave Generators for Computer Graphics; Chapter VII.2. Fast Polygon-Cube Intersection Testing; Chapter VII.3. Velocity-based Collision Detection; Chapter VII.4. Spatial Partitioning of a Polygon by a Plane.