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Graphics gems II /

Graphics Gems II is a collection of articles shared by a diverse group of people that reflect ideas and approaches in graphics programming which can benefit other computer graphics programmers. This volume presents techniques for doing well-known graphics operations faster or easier. The book contai...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Otros Autores: Arvo, James, 1956-
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Boston : Academic Press, �1991.
�1991
Colección:Graphics gems series.
Temas:
Acceso en línea:Texto completo

MARC

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245 0 0 |a Graphics gems II /  |c edited by James Arvo. 
246 3 |a Graphics gems 2. 
246 3 |a Graphics gems two 
260 |a Boston :  |b Academic Press,  |c �1991. 
264 4 |c �1991 
300 |a 1 online resource (xxxii, 643 pages) :  |b illustrations (some color) 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
490 1 |a The Graphics gems series 
500 |a Continues: Graphics gems. 
504 |a Includes bibliographical references (pages 621-633) and index. 
588 0 |a Print version record. 
506 |3 Use copy  |f Restrictions unspecified  |2 star  |5 MiAaHDL 
533 |a Electronic reproduction.  |b [Place of publication not identified] :  |c HathiTrust Digital Library,  |d 2011.  |5 MiAaHDL 
538 |a Master and use copy. Digital master created according to Benchmark for Faithful Digital Reproductions of Monographs and Serials, Version 1. Digital Library Federation, December 2002.  |u http://purl.oclc.org/DLF/benchrepro0212  |5 MiAaHDL 
583 1 |a digitized  |c 2011  |h HathiTrust Digital Library  |l committed to preserve  |2 pda  |5 MiAaHDL 
505 0 |a Front Cover; Graphics Gems II; Copyright Page; Table of Contents; Foreword; Preface; Mathematical Notation; Pseudo-Code; Contributors; CHAPTER I. 2D GEOMETRY AND ALGORITHMS; Introduction; 1. The Area of a Simple Polygon; 2. Intersection of Line Segments ; 3. Distance from a Point to a Line; 4. An Easy Bounding Circle; 5. The Smallest Circle Containing the Intersection of Two Circles; 6. Appolonius's 10th Problem; 7. A Peano Curve Generation Algorithm ; 8. Space-Filling Curves and a Measure of Coherence ; 9. Scanline Coherent Shape Algebra ; CHAPTER II. IMAGE PROCESSING; Introduction. 
505 8 |a 1. Image Smoothing and Sharpening by Discrete Convolution2. A Comparison of Digital Halftoning Techniques ; 3. Color Dithering ; 4. Fast Anamorphic Image Scaling; 5. Real Pixels; 6. A Fast 90-Degree Bitmap Rotator ; 7. Rotation of Run-Length Encoded Image Data ; 8. Adaptive Run-Length Encoding; 9. Image File Compression Made Easy; 10. An Optimal Filter for Image Reconstruction; 11. Noise Thresholding in Edge Images; 12. Computing the Area, the Circumference, and the Genus of a Binary Digital Image ; CHAPTER III. FRAME BUFFER TECHNIQUES; Introduction. 
505 8 |a 1. Efficient Inverse Color Map Computation 2. Efficient Statistical Computations for Optimal Color Quantization; 3. A Random Color Map Animation Algorithm; 4. A Fast Approach to PHIGS PLUS Pseudo Color Mapping; 5. Mapping RGB Triples onto 16 Distinct Values; 6. Television Color Encoding and ""Hot"" Broadcast Colors; 7. An Inexpensive Method of Setting the Monitor White Point; 8. Some Tips for Making Color Hardcopy; CHAPTER IV. 3D GEOMETRY AND ALGORITHMS; Introduction; 1. Area of Planar Polygons and Volume of Polyhedra; 2. Getting Around on a Sphere. 
505 8 |a 3. Exact Dihedral Metrics for Common Polyhedra4. A Simple Viewing Geometry; 5. View Correlation ; 6. Maintaining Winged-Edge Models; 7. Quadtree/Octree-to-Boundary Conversion; 8. Three-Dimensional Homogeneous Clipping of Triangle Strips; 9. InterPhong Shading ; CHAPTER V. RAY TRACING; Introduction; 1. Fast Ray-Convex Polyhedron Intersection ; 2. Intersecting a Ray with an Elliptical Torus ; 3. Ray-Triangle Intersection Using Binary Recursive Subdivision; 4. Improved Ray Tagging for Voxel-Based Ray Tracing; 5. Efficiency Improvements for Hierarchy Traversal in Ray Tracing. 
505 8 |a 6. A Recursive Shadow Voxel Cache for Ray Tracing 7. Avoiding Incorrect Shadow Intersections for Ray Tracing; 8. A Body Color Model: Absorption of Light through Translucent Media; 9. More Shadow Attenuation for Ray Tracing Transparent or Translucent Objects; CHAPTER VI. RADIOSITY; Introduction; 1. Implementing Progressive Radiosity with User- Provided Polygon Display Routines ; 2. A Cubic Tetrahedral Adaptation of the Hemi-Cube Algorithm; 3. Fast Vertex Radiosity Update ; 4. Radiosity via Ray Tracing; 5. Detection of Shadow Boundaries for Adaptive Meshing in Radiosity. 
520 |a Graphics Gems II is a collection of articles shared by a diverse group of people that reflect ideas and approaches in graphics programming which can benefit other computer graphics programmers. This volume presents techniques for doing well-known graphics operations faster or easier. The book contains chapters devoted to topics on two-dimensional and three-dimensional geometry and algorithms, image processing, frame buffer techniques, and ray tracing techniques. The radiosity approach, matrix techniques, and numerical and programming techniques are likewise discussed. Graphics artists and comput. 
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650 7 |a Computer graphics.  |2 fast  |0 (OCoLC)fst00872119 
650 7 |a Computa�c�ao gr�afica.  |2 larpcal 
650 7 |a Infographie.  |2 ram 
650 7 |a C (langage de programmation)  |2 ram 
653 0 |a Graphics  |a Use of  |a Computers 
700 1 |a Arvo, James,  |d 1956- 
776 0 8 |i Print version:  |w (DLC) 91004716  |w (OCoLC)23254386 
830 0 |a Graphics gems series. 
856 4 0 |u https://sciencedirect.uam.elogim.com/science/book/9780080507545  |z Texto completo