Graphics Gems V (IBM Version) (eBook)
438 Seiten
Elsevier Science (Verlag)
978-0-08-050757-6 (ISBN)
Key Features
* 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
* Disk included containing source code from the gems available in both IBM and Macintosh versions
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
Front Cover 1
Graphics Gems V 4
Copyright Page 5
Contents 6
Foreword 10
Preface 14
Author Index 18
Part I: Algebra and Arithmetic 22
Chapter I.1. Solving Quartics and Cubics for Graphics 24
Chapter I.2. Computing the Inverse Square Root 37
Chapter I.3. Fixed-Point Square Root 43
Chapter I.4. Rational Approximation 46
Part II: Computational Geometry 54
Chapter II.1. Efficient Computation of Polygon Area and Polyhedron Volume 56
Chapter II.2. Point in Polyhedron Testing Using Spherical Polygons 63
Chapter II.3. Clipping a Concave Polygon 71
Chapter II.4. Rotations for N-Dimensional Graphics 76
Chapter II.5. Parallelohedra and Uniform Quantization 86
Chapter II.6. Matrix-based Ellipse Geometry 93
Chapter II.7. Distance Approximations and Bounding Polyhedra 99
Part III: Modeling and Transformation 110
Chapter III.1. The Best Least-Squares Line Fit 112
Chapter III.2. Surface Models and the Resolution of N-Dimensional 119
Chapter III.3. Tricubic Interpolation 128
Chapter III.4. Transforming Coordinates from One Coordinate Plane to Another 132
Chapter III.5. A Walk through BSP Trees 142
Chapter III.6. Generic Implementation of Axial Deformation Techniques 160
Part IV: Curves and Surfaces 168
Chapter IV.1. Identities for the Univariate and Bivariate Bernstein Basis Functions 170
Chapter IV.2. Identities for the B-Spline Basis Functions 184
Chapter IV.3. Circular Arc Subdivision 189
Chapter IV.4. Adaptive Sampling of Parametric Curves 194
Chapter IV.5. Fast Generation of Ellipsoids 200
Chapter IV.6. Sparse Smooth Connection between Bézier/B-Spline Curves 212
Chapter IV.7. The Length of Bézier Curves 220
Chapter IV.8. Quick and Simple Bézier Curve Drawing 227
Chapter IV.9. Linear Form Curves 231
Part V: Ray Tracing and Radiosity 246
Chapter V.1. Computing the Intersection of a Line and a Cone 248
Chapter V.2.Ray Intersection of Tessellated Surfaces: Quadrangles versus Triangles 253
Chapter V.3.Faster Ray Tracing Using Scanline Rejection 263
Chapter V.4.Ray Tracing a Swept Sphere 279
Chapter V.5. Acceleration of Ray Tracing via Voronoi Diagrams 289
Chapter V.6. Direct Lighting Models for Ray Tracing with Cylindrical Lamps 306
Chapter V. 7. Improving Intermediate Radiosity Images Using Directional Light 311
Part VI: Halftoning and Image Processing 316
Chapter VI.1. Improved Threshold Matrices for Ordered Dithering 318
Chapter VI.2.Halftoning with Selective Precipitation and Adaptive Clustering 323
Chapter VI.3. Faster “Pixel-Perfect” Line Clipping 335
Chapter VI.4. Efficient and Robust 2D Shape Vectorization 344
Chapter VI.5. Reversible Straight Line Edge Reconstruction 359
Chapter VI.6 Priority-based Adaptive Image Refinement 376
Chapter VI.7. Sampling Patterns Optimized for Uniform Distribution of Edges 380
Part VII: Utilities 386
Chapter VII.1. Wave Generators for Computer Graphics 388
Chapter VII.2. Fast Polygon–Cube Intersection Testing 396
Chapter VII.3. Velocity-based Collision Detection 401
Chapter VII.4. Spatial Partitioning of a Polygon by a Plane 407
Chapter VII.5. Fast Polygon Triangulation Based on Seidel's Algorithm 415
Chapter VII.6. Accurate Z-Buffer Rendering 419
Chapter VII.7. A Survey of Extended Graphics Libraries 421
Index 428
Volume I–V Cumulative Index 432
Other AP Professional Titles of Interest 460
Virtual Reality Excursions With Programs in C 461
3-D Sound for Virtual Reality and Multimedia Applications 462
Color Plate Section 464
Erscheint lt. Verlag | 15.6.1995 |
---|---|
Sprache | englisch |
Themenwelt | Mathematik / Informatik ► Informatik ► Grafik / Design |
Mathematik / Informatik ► Informatik ► Software Entwicklung | |
Informatik ► Weitere Themen ► Hardware | |
Mathematik / Informatik ► Mathematik | |
ISBN-10 | 0-08-050757-3 / 0080507573 |
ISBN-13 | 978-0-08-050757-6 / 9780080507576 |
Haben Sie eine Frage zum Produkt? |
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