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From uupsi!psinntp!rpi!zaphod.mps.ohio-state.edu!swrinde!cs.utexas.edu!asuvax!ennews!enuxha.eas.asu.edu!hollasch Fri Aug 30 12:17:10 EDT 1991Path: eye!uupsi!psinntp!rpi!zaphod.mps.ohio-state.edu!swrinde!cs.utexas.edu!asuvax!ennews!enuxha.eas.asu.edu!hollasch>From: hollasch@enuxha.eas.asu.edu (Steve Hollasch)Newsgroups: comp.graphicsSubject: Re: contents Graphics Gems IISummary: Here it isMessage-ID: <1991Aug28.203807.23624@ennews.eas.asu.edu>Date: 28 Aug 91 20:38:07 GMTReferences: <1991Aug28.160122.9841@cv.ruu.nl>Sender: usenet@ennews.eas.asu.edu (Usenet)Reply-To: hollasch@enuxha.eas.asu.edu (Steve Hollasch)Followup-To: comp.graphicsOrganization: Arizona State UniversityLines: 243Nntp-Posting-Host: enuxha.eas.asu.edukoen@cv.ruu.nl (Koen Vincken) writes:|Could someone post (or mail me) the contents of Graphics Gems II?|The book is still not available here, and I'm curious about the subjects|contained in Gems II (just titles should be sufficient). Well, I figured that a lot of people would probably be interested inthis, so I went ahead and typed it in. You folks had BETTER appreciatethis! =^) By the way, the dates for Graphics Gems III are as follows: 01-Oct-91: Submit first draft of gem and C code. 01-Nov-91: Notification of acceptance and need for revision. 01-Dec-91: Submit final manuscript, figures and C code. Mar-92: Review page proofs. 24-Jul-92: Publication 27-Jul-92: Celebration at SIGGRAPH '92. For further information (and an author's packet), you can sende-mail to Jenifer Swetland at cdp!jswetland@labrea.stanford.edu. The table of contents for Graphics Gems II follows my signature.______________________________________________________________________________Steve Hollasch / Arizona State University (Tempe, Arizona)hollasch@enuxha.eas.asu.edu / uunet!mimsy!oddjob!noao!asuvax!enuxha!hollasch Graphics Gems II edited by James Arvo Copyright (c) 1991 by Academic Press, Inc. ISBN 0-12-064480-0 T A B L E O F C O N T E N T S-----Foreword By Andrew GlassnerPrefaceMathematical NotationPseudo-CodeContributors-----I 2D GEOMETRY AND ALGORITHMSIntroduction1. The Area of a Simple Polygon2. Intersection of Line Segments3. Distance from a Point to a Line4. An Easy Bounding Circle5. The Smallest Circle Containing the Intersection of Two Circles6. Appolonius's 10th Problem7. A Peano Curve Generation Algorithm8. Space-Filling Curves and a Measure of Coherence9. Scanline Coherent Shape Algebra-----II IMAGE PROCESSINGIntroduction1. Image Smoothing and Sharpening by Discrete Convolution2. A Comparison of Digital Halftoning Techniques3. Color Dithering4. Fast Anamorphic Image Scaling5. Real Pixels6. A Fast 90-Degree Bitmap Rotator7. Rotation of Run-Length Encoded Image Data8. Adaptive Run-Length Encoding9. Image File Compression Made Easy10. An Optimal Filter for Image Reconstruction11. Noise Thresholding in Edge Images12. Computing the Area, the Circumference, and the Genus of a Binary Digital Image-----III FRAME BUFFER TECHNIQUES1. Efficient Inverse Color Map Computation2. Efficient Statistical Computations for Optimal Color Quantization3. A Random Color Map Animation Algorithm4. A Fast Approach to PHIGS PLUS Pseudo Color Mapping5. Mapping RGB Triples onto 16 Distinct Values6. Television Color Encoding and "Hot" Broadcast Colors7. An Inexpensive Method of Setting the Monitor White Point8. Some Tips for Making Color Hardcopy-----IV 3D GEOMETRY AND ALGORITHMSIntroduction1. Area of Planar Polygons and Volume of Polyhedra2. Getting Around on a Sphere3. Exact Dihedral Metrics for Common Polyhedra4. A Simple Viewing Geometry5. View Correlation6. Maintaining Winged-Edge Models7. Quadtree/Octree-to-Boundary Conversion8. Three-Dimensional Homogeneous Clipping of Triangle Strips9. InterPhong Shading-----V RAY TRACINGIntroduction1. Fast Ray-Convex Polyhedron Intersection2. Intersecting a Ray with an Elliptical Torus3. Ray-Triangle Intersection Using Binary Recursive Subdivision4. Improved Ray Tagging for Voxel-Based Ray Tracing5. Efficiency Improvements for Hierarchy Traversal in Ray Tracing6. A Recursive Shadow Voxel Cache for Ray Tracing7. Avoiding Incorrect Shadow Intersections for Ray Tracing8. A Body Color Model: Absorption of Light through Translucent Media9. More Shadow Attenuation in Ray Tracing Transparent or Translucent Objects-----VI RADIOSITYIntroduction1. Implementing Progressive Radiosity with User-Provided Polygon Display Routines2. A Cubic Tetrahedral Adaptation of the Hemi-Cube Algorithm3. Fast Vertex Radiosity Update4. Radiosity via Ray Tracing5. Detection of Shadow Boundaries for Adaptive Meshing in Radiosity-----VII MATRIX TECHNIQUESIntroduction1. Decomposing a Matrix into Simple Transformations2. Recovering the Data from the Transformation Matrix3. Transformations as Exponentials4. More Matrices and Transformations: Shear and Pseudo-Perspective5. Fast Matrix Inversion6. Quaternions and 4x4 Matrices7. Random Rotation Matrices8. Classifying Small Sparse Matrices-----VIII NUMERICAL AND PROGRAMMING TECHNIQUESIntroduction1. Bit Picking2. Faster Fourier Transform3. Of Integers, Fields and Bit Counting4. Using Geometric Constructions to Interpolate Orientation with Quaternions5. A Half-Angle Identity for Digital Computation: The Joys of the Halved Tangent6. An Integer Square Root Algorithm7. Fast Approximation to the Arctangent8. Fast Sign of Cross Product Calculation9. Interval Sampling10. A Recursive Implementation of the Perlin Noise Function-----IX CURVES AND SURFACESIntroduction ,1. Least-Squares Approximation to Bezier Curves and Surfaces2. Beyond Bezier Curves3. A Simple Formulation for Curve Interpolation with Variable Control Point Approximation4. Symmetric Evaluation of Polynomials5. Menelaus's Theorem ,6. Geometrically Continuous Cubic Bezier Curves7. A Good Straigh-Line Approximation of a Circular Arc8. Great Circle Plotting9. Fast Anti-Aliased Circle Generation-----C APPENDIX I: C UTILITIESGraphics Gems C Header File2D and 3D Vector C Library -- Corrected and IndexedUseful C Macros for Vector Operations-----C APPENDIX II: C IMPLEMENTATIONSI.2 Intersection of Line SegmentsI.7 A Peano Curve Generation AlgorithmI.8 Space-Filling Curves and a Measure of CoherenceI.9 Scanline Coherent Shape AlgebraII.2 A Comparison of Digital Halftoning TechniquesII.3 Color DitheringII.6 A Fast 90-Degree Bitmap RotatorII.7 Rotation of Run-Length Encoded Image DataII.12 Computing the Area, the Circumference, and the Genus of a Binary Digital ImageIII.1 Efficient Inverse Color Map ComputationIII.3 A Random Color Map Animation AlgorithmIII.6 Television Color Encoding and "Hot" Broadcast ColorsIV.5 View CorrelationIV.8 Three-Dimensional Homogeneous Clipping of Triangle StripsIV.9 InterPhong ShadingV.1 Fast Ray-Convex Polyhedron IntersectionV.2 Intersecting a Ray with an Elliptical TorusV.6 A Recursive Shadow Voxel Cache for Ray TracingVI.1 Implementing Progressive Radiosity with User-Provided Polygon Display RoutinesVI.3 Fast Vertex Radiosity UpdateVII.1 Decomposing a Matrix into Simple TransformationsVII.5 Fast Matrix InversionVII.7 Random Rotation MatricesVII.8 Classifying Small Sparse MatricesVIII.3 Of Integers, Fields and Bit CountingVIII.6 An Integer Square Root AlgorithmVIII.8 Fast Sign of Cross Product CalculationVIII.10 A Recursive Implementation of the Perlin Noise FunctionIX.7 A Good Straight-Line Approximation of a Circular Arc-----ReferencesIndex
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