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📄 gemsv.toc

📁 [Game.Programming].Academic - Graphics Gems (6 books source code)
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===========================================Graphics Gems V (Alan Paeth, Editor)Table of Contents(ver 1.0; March 6, 1995)=========================================== 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 Ambiguity107 Arata         Tri-cubic Interpolation111 Miller        Transforming Coordinates from One Coordinate Plane to Another121 Chin          A Walk Through BSP Trees139 Blanc         Generic Implementation of Axial Deformation Techniques147 IV.  Curves and Surfaces149 Goldman       Identifies for the Univariate, Bivariate Bernstein Basis Fcns163 Goldman       Identities for the B-Spline Basis Functions168 Turkowski     Circular Arc Subdivision173 de Figueiredo Adaptive Sampling of Parametric Curves179 Ahn           Fast Generation of Ellipsoids191 Bajaj/Xu      Sparse Smooth Connection between Bezier/B-Spline Curves199 Gravesen      The Length of Bezier Curves206 Miller        Quick and Simple Bezier Curve Drawing210 Shoemake      Linear Form Curves225 V.   Ray Tracing and Radiosity227 Shene         Computing the Intersection of a Line and a Cone232 Schlick/Subrenat Ray Intersection of Tessellated Surfaces: Quad vs Triangle242 Moller        Faster Raytracing using Scanline Rejection258 Leipelt       Ray Tracing a Swept Sphere268 Marton        Acceleration of Ray Tracing via Voronoi-diagrams285 Zimmerman     Direct Lighting Models for Ray Tracing with Cylindrical Lamps290 Feda          Improving Intermediate Radiosity using Directional Light295 VI.  Halftoning and Image Processing297 Purgathofer/Tobler/Geiler Improved Threshold Matrices for Ordered Dithering302 Wong/Hsu      Halftoning with Selective Precipitation & Adaptive Clustering314 Eker          Faster Pixel-Perfect Line Clipping323 Doue/Rubio    Efficient and Robust 2D Shape Vectorization338 Hsu/Lee       Reversable Straight Line Edge Reconstruction355 Sharma        Priority-based Adaptive Image Refinement359 Cross         Sampling Patterns Optimized for Uniform Distribution of Edges365 VII. Utilities367 Schlick       Wave Generators for Computer Graphics375 Green/Hatch   Fast Polygon-Cube Intersection Testing380 Bouma/Vanecek Velocity-based Collision Detection386 Vanecek       Spatial Partitioning of a Polygon by a Plane394 Narkhede/Manocha Fast Polygon Triangulation based on Seidel's Algorithm398 Karinthi      Accurate Z-buffer Rendering400 Paeth (et al) A Survey of Graphics Libraries

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