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📁 [Game.Programming].Academic - Graphics Gems (6 books source code)
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3 108      Goldman	decomposing linear and affine transformations
3 117 463  Arvo		fast random rotation matrices
3 121      Dana		issues and techniques for keyframing transformations
3 124 465  Shoemake	uniform random rotations
3 133 468  Elber	interpolation using bezier curves
3 137 472  Barr		physically based superquadrics

3 IV. 2D Geometry and Algorithms
3 163      		Introduction
3 164 478  VanAken,Simar	a parametric elliptical arc algorithm
3 173 480  Rosati	a simple connection algorithm for 2d drawing
3 182 487  Srinivasan	a fast circle clipping algorithm
3 188 491  Shaffer,Feustel	exact computation of 2d intersections
3 193 496  Miller	joining two lines with a circular arc fillet
3 199 500  Antonio	faster line segment intersection
3 203      Sevici	the problem of apollonius and other related problems

3 V. 3D Geometry and Algorithms
3 213      		Introduction
3 215      Lopez-Lopez	triangles revisited
3 219 502  Chin		partitioning a 3d convex polygon with an arbitrary plane
3 223 511  Georgiades	signed distance from point to plane
3 225 512  Salesin,Tampieri	grouping coplanar polygons into coplanar sets
3 231 517  Tampieri	newell's method for the plane equation of a polygon
3 233 519  Georgiades	plane to plane intersection
3 236 521  Voorhies	triangle-cube intersection
3 240 527  Wanger,Fusco	fast n-dimensional extent overlap testing
3 244 534  Moore	subdividing simplices
3 250      Moore	understanding simploids
3 256 536  Lischinski	converting bezier triangles into rectangular patches
3 262      Lindgren,Sanchez,Hall    curve tessellation criteria thru sampling

3 VI. Ray Tracing & Radiosity
3 269      		Introduction
3 271 538  Sung,Shirley	ray tracing with the BSP tree
3 275 547  Cychosz,Waggenspack	intersecting a ray with a quadric surface
3 284      Cychosz	... eliminate ray-object intersection calculations
3 288 551  Musgrave	a panoramic virtual screen for ray tracing
3 295 555  Trumbore	rectangular bounding volumes for popular primitives
3 301      X.Wu		a linear time simple bounding volume algorithm
3 307 562  Wang		correct direct lighting for distribution ray tracing
3 314 569  Bian		Hemispherical Projection of a triangle
3 318      Max,Allison	linear rad approx using vertex-to-vertex form factors
3 324 575  Beran-Koehn,Pavicic	delta form factor for cubic tetrahedral alg.
3 329 577  Tampieri	accurate form factor computation

3 VII. Rendering
3 337      		Introduction
3 338 582  Woo		the shadow depth map revisited
3 343 583  Cheng	fast linear color rendering
3 349 586  Cheng	edge and bitmask calculations for antialiasing
3 355 594  Grace	fast span conversion: unrolling short loops
3 358 597  Hollasch	progressive image refinement via gridded sampling
3 362 599  Fleischer,Salesin	poly. scan conversion using half-open intervals
3 366      Glassner	darklights
3 369      Glassner	anti-aliasing in triangular pixels
3 374 606  Snyder,Barzel,Gabriel	motion blur on graphics workstations
3 383      Arvo,Scofield	shader cache: a rendering pipeline accelerator 

3 C Utilities
3 393      Glassner	Graphics Gems C Header File
3 396      Glassner	2-D and 3-D Vector C Library -- Corrected and Indexed
3 405      Hollasch	Useful C Macros for Vector Operations

3 Appendix: C Implementations
3 411      code starts

3 611      References
3 625      Index
3 631      last page

===========================================
Graphics Gems IV (Paul Heckbert, Editor)
===========================================

Below is the table of contents for "Graphics Gems IV".  This table also
serves as an index to the code in the FTP collection.  Note that every
article has text that appears in the book but not in the FTP archive,
and some articles contain no C or C++ code.

file or		book	chapter title and author
directory      chapter
------------------------------------------------------------

		I	POLYGONS AND POLYHEDRA

centroid.c	I.1	Centroid of a Polygon
			Gerard Bashein and Paul R. Detmer

convex_test/	I.2	Testing the Convexity of a Polygon
			Peter Schorn and Frederick Fisher

ptpoly_weiler/	I.3	An Incremental Angle Point in Polygon Test
			Kevin Weiler

ptpoly_haines/	I.4	Point in Polygon Strategies
			Eric Haines

delaunay/	I.5	Incremental Delaunay Triangulation
			Dani Lischinski

vert_norm/	I.6	Building Vertex Normals from an Unstructured Polygon
			List
			Andrew Glassner

		I.7	Detecting Intersection of a Rectangular Solid and a
			Convex Polyhedron
			Ned Greene

collide.c	I.8	Fast Collision Detection of Moving Convex Polyhedra
			Rich Rabbitz
------------------------------------------------------------

		II	GEOMETRY

		II.1	Distance to an Ellipsoid
			John C. Hart

dist_fast.c	II.2	Fast Linear Approximations of Euclidean Distance in
			Higher Dimensions
			Yoshikazu Ohashi

outcode/	II.3	Direct Outcode Calculation for Faster Clip Testing
			Walt Donovan and Tim Van Hook

sph_poly.c	II.4	Computing the Area of a Spherical Polygon
			Robert D. Miller

		II.5	The Pleasures of `Perp Dot' Products
			F. S. Hill, Jr.

		II.6	Geometry for N-Dimensional Graphics
			Andrew J. Hanson
------------------------------------------------------------

		III	TRANSFORMATIONS

arcball/	III.1	Arcball Rotation Control
			Ken Shoemake

		III.2	Efficient Eigenvalues for Visualization
			Robert L. Cromwell

inv_fast.c	III.3	Fast Inversion of Length- and Angle-Preserving Matrices
			Kevin Wu

polar_decomp/	III.4	Polar Matrix Decomposition
			Ken Shoemake

euler_angle/	III.5	Euler Angle Conversion
			Ken Shoemake

		III.6	Fiber Bundle Twist Reduction
			Ken Shoemake
------------------------------------------------------------

		IV	CURVES AND SURFACES

data_smooth/	IV.1	Smoothing and Interpolation with Finite Differences
			Paul H. C. Eilers

		IV.2	Knot Insertion using Forward Differences
			Phillip Barry and Ron Goldman

		IV.3	Converting a Rational Curve to a Standard Rational
			Bernstein-Bezier Representation
			Chandrajit Bajaj and Guoliang Xu

curve_isect/	IV.4	Intersecting Parametric Cubic Curves by Midpoint
			Subdivision
			R. Victor Klassen

patch_conv.C	IV.5	Converting Rectangular Patches into Bezier Triangles
			Dani Lischinski

nurb_polyg/	IV.6	Tessellation of NURB Surfaces
			John W. Peterson

		IV.7	Equations of Cylinders and Cones
			Ching-Kuang Shene

implicit.c	IV.8	An Implicit Surface Polygonizer
			Jules Bloomenthal
------------------------------------------------------------

		V	RAY TRACING

		V.1	Computing the Intersection of a Line and a Cylinder
			Ching-Kuang Shene

ray_cyl.c	V.2	Intersecting a Ray with a Cylinder
			Joseph M. Cychosz and Warren N. Waggenspack, Jr.

vox_traverse.c	V.3	Voxel Traversal along a 3D Line
			Daniel Cohen

multi_jitter/	V.4	Multi-Jittered Sampling
			Kenneth Chiu, Peter Shirley, and Changyaw Wang

minray/		V.5	A Minimal Ray Tracer
			Paul S. Heckbert
------------------------------------------------------------

		VI	SHADING

		VI.1	A Fast Alternative to Phong's Specular Model
			Christophe Schlick

		VI.2	R.E versus N.H Specular Highlights
			Frederick Fisher and Andrew Woo

		VI.3	Fast Alternatives to Perlin's Bias and Gain Functions
			Christophe Schlick

		VI.4	Fence Shading
			Uwe Behrens
------------------------------------------------------------

		VII	FRAME BUFFER TECHNIQUES

		VII.1	XOR-Drawing with Guaranteed Contrast
			Manfred Kopp and Michael Gervautz

		VII.2	A Contrast-Based Scalefactor for Luminance Display
			Greg Ward

dyn_range/	VII.3	High Dynamic Range Pixels
			Christophe Schlick
------------------------------------------------------------

		VIII	IMAGE PROCESSING

emboss.c	VIII.1	Fast Embossing Effects on Raster Image Data
			John Schlag

coons_warp.c	VIII.2	Bilinear Coons Patch Image Warping
			Paul S. Heckbert

convolve.c	VIII.3	Fast Convolution with Packed Lookup Tables
			George Wolberg and Henry Massalin

thin_image.c	VIII.4	Efficient Binary Image Thinning using Neighborhood Maps
			Joseph M. Cychosz

clahe.c		VIII.5	Contrast Limited Adaptive Histogram Equalization
			Karel Zuiderveld

mrsfoley.im	VIII.6	Ideal Tiles for Shading and Halftoning
			Alan Wm Paeth
------------------------------------------------------------

		IX	GRAPHIC DESIGN

		IX.1	Placing Text Labels on Maps and Diagrams
			Jon Christensen, Joe Marks, and Stuart Shieber

graph_layout/	IX.2	Dynamic Layout Algorithm to Display General Graphs
			Laszlo Szirmay-Kalos
------------------------------------------------------------

		X	UTILITIES

trilerp.c	X.1	Tri-linear Interpolation
			Steve Hill

interp_fast.c	X.2	Faster Linear Interpolation
			Steven Eker

vec_mat/	X.3	C++ Vector and Matrix Algebra Routines
			Jean-Francois Doue

GraphicsGems.c	X.4	C Header File and Vector Library
GraphicsGems.h		Andrew Glassner and Eric Haines

===========================================
Graphics Gems V (Alan Paeth, Editor)
===========================================

 Pg Author(s)	  Title

 -- (Glassner)    (Forward)
 -- (Paeth)       (Preface/Afterword)

  1 I.   Algebra and Arithmetic
  3 Herbison-Evans Solving Quartics and Cubics for Graphics
 16 Turkowski     Computing the Inverse Square Root
 22 Turkowski     Fixed Point Square Root
 25 Shoemake      Rational Approximation

 33 II.  Computational Geometry
 35 Van Gelder    Efficient Computation of Polygon Area and Polyhedron Volume
 42 Carvalho/Cavalcanti Point in Polyhedron Testing using Spherical Polygons
 50 Glassner      Clipping a Concave Polygon
 55 Hanson        Rotations for N-dimensional Graphics
 65 Buckley       Parallelohedra and Uniform Color Quantization
 72 Hill          Matrix-based Ellipse Geometry
 78 Paeth         Distance Approximations and Bounding Polyhedra

 89 III. Modeling and Transformation
 91 Alciatore/Miranda The Best Least-Squares Line Fit
 98 Hill/Roberts  Surface Models and the Resolution of n-Dim. Cell Ambiguity
107 Arata         Tri-cubic Interpolation
111 Miller        Transforming Coordinates from One Coordinate Plane to Another
121 Chin          A Walk Through BSP Trees
139 Blanc         Generic Implementation of Axial Deformation Techniques

147 IV.  Curves and Surfaces
149 Goldman       Identities for the Univariate, Bivariate Bernstein Basis Fcns
163 Goldman       Identities for the B-Spline Basis Functions
168 Turkowski     Circular Arc Subdivision
173 de Figueiredo Adaptive Sampling of Parametric Curves
179 Ahn           Fast Generation of Ellipsoids
191 Bajaj/Xu      Sparse Smooth Connection between Bezier/B-Spline Curves
199 Gravesen      The Length of Bezier Curves
206 Miller        Quick and Simple Bezier Curve Drawing
210 Shoemake      Linear Form Curves

225 V.   Ray Tracing and Radiosity
227 Shene         Computing the Intersection of a Line and a Cone
232 Schlick/Subrenat Ray Intersection of Tessellated Surfaces: Quad vs Triangle
242 Moller        Faster Raytracing using Scanline Rejection
258 Leipelt       Ray Tracing a Swept Sphere
268 Marton        Acceleration of Ray Tracing via Voronoi-diagrams
285 Zimmerman     Direct Lighting Models for Ray Tracing with Cylindrical Lamps
290 Feda          Improving Intermediate Radiosity using Directional Light

295 VI.  Halftoning and Image Processing
297 Purgathofer/Tobler/Geiler Improved Threshold Matrices for Ordered Dithering
302 Wong/Hsu      Halftoning with Selective Precipitation & Adaptive Clustering
314 Eker          Faster Pixel-Perfect Line Clipping
323 Doue/Rubio    Efficient and Robust 2D Shape Vectorization
338 Hsu/Lee       Reversable Straight Line Edge Reconstruction
355 Sharma        Priority-based Adaptive Image Refinement
359 Cross         Sampling Patterns Optimized for Uniform Distribution of Edges

365 VII. Utilities
367 Schlick       Wave Generators for Computer Graphics
375 Green/Hatch   Fast Polygon-Cube Intersection Testing
380 Bouma/Vanecek Velocity-based Collision Detection
386 Vanecek       Spatial Partitioning of a Polygon by a Plane
394 Narkhede/Manocha Fast Polygon Triangulation based on Seidel's Algorithm
398 Karinthi      Accurate Z-buffer Rendering
400 Paeth (et al) A Survey of Graphics Libraries

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