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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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