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📁 [Game.Programming].Academic - Graphics Gems (6 books source code)
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<B>Computing Surface Normals for 3D Models</B>,
p. 562-566.<BR>
Bloomenthal, Jules, 
<B>Calculation of Reference Frames Along a Space Curve</B>,
p. 567-571.<BR>
Glassner, Andrew, 
<B>Planar Cubic Curves</B>,
p. 575-578.<BR>
Rasala, Richard, 
<B>Explicit Cubic Spline Interpolation Formulas</B>,
p. 579-584.<BR>
Gomez, Julian, 
<B>Fast Spline Drawing</B>,
p. 585-586.<BR>
Goldman, Ronald, 
<B>Some Properties of B閦ier Curves</B>,
p. 587-593.<BR>
Wallis, Bob, 
<B>Tutorial on Forward Differencing</B>,
p. 594-603.<BR>
Goldman, Ronald, 
<B>Integration of Bernstein Basis Functions</B>,
p. 604-606.<BR>
Schneider, Philip J., 
<B>Solving the Nearest-Point-on-Curve Problem</B>,
p. 607-611, code: p. 787-796, <a href="gems/NearestPoint.c">NearestPoint.c</a>.<BR>
Schneider, Philip J., 
<B>An Algorithm for Automatically Fitting Digitized Curves</B>,
p. 612-626, code: p. 797-807, <a href="gems/FitCurves.c">FitCurves.c</a>.<BR>
Glassner, Andrew, 
<B>Graphics Gems Header File</B>,
p. 629-632, code: p. 629-632, <a href="gems/GraphicsGems.h">GraphicsGems.h</a>.<BR>
Glassner, Andrew, 
<B>2D and 3D Vector C Library</B>,
p. 633-642, code: p. 633-642, <a href="gems/GGVecLib.c">GGVecLib.c</a>  <a href="gems/GraphicsGems.h">GraphicsGems.h</a>.<BR>
Hultquist, Jeff, 
<B>Memory Allocation in C</B>,
p. 643, code: p. 643.<BR>
Raible, Eric, 
<B>Two Useful C Macros</B>,
p. 644, code: p. 644.<BR>
Thompson, Kelvin, 
<B>How to Build Circular Structures in C</B>,
p. 645, code: p. 645.<BR>
Thompson, Kelvin, 
<B>How to Use C Register Variables to Point to 2D Arrays</B>,
p. 646, code: p. 646.<BR>
<P><H2><a name="gemsii">Graphics Gems II</a></H2>Rokne, Jon, 
<B>The Area of a Simple Polygon</B>,
p. 5-6.<BR>
Prasad, Mukesh, 
<B>Intersection of Line Segments</B>,
p. 7-9, code: p. 473-476, <a href="gemsii/xlines.c">xlines.c</a>.<BR>
Morrison, Jack C., 
<B>Distance From a Point To a Line</B>,
p. 10-13.<BR>
Rokne, Jon, 
<B>An Easy Bounding Circle</B>,
p. 14-16.<BR>
Rokne, Jon, 
<B>The Smallest Circle Containing the Intersection of Two Circles</B>,
p. 17-18.<BR>
Rokne, Jon, 
<B>Appolonius's 10th Problem</B>,
p. 19-24.<BR>
Musgrave, F. Kenton, 
<B>A Peano Curve Generation Algorithm</B>,
p. 25, code: p. 477-484, <a href="gemsii/Peano/">Peano/</a>.<BR>
Voorhies, Douglas, 
<B>Space-Filling Curves and a Measure of Coherence</B>,
p. 26-30, code: p. 485-486, <a href="gemsii/Hilbert.c">Hilbert.c</a>.<BR>
Steinhart, Jonathan E., 
<B>Scanline Coherent Shape Algebra</B>,
p. 31-45, code: p. 487-501.<BR>
Schumacher, Dale A., 
<B>Image Smoothing and Sharpening by Discrete Convolution</B>,
p. 50-56.<BR>
Schumacher, Dale A., 
<B>A Comparison of Digital Halftoning Techniques</B>,
p. 57-71, code: p. 502-508.<BR>
Thomas, Spencer W., and Bogart, Rod G., 
<B>Color Dithering</B>,
p. 72-77, code: p. 509-513, <a href="gemsii/dither/">dither/</a>.<BR>
Schumacher, Dale A., 
<B>Fast Anamorphic Image Scaling</B>,
p. 78-79.<BR>
Ward, Greg, 
<B>Real Pixels</B>,
p. 80-83, code:  <a href="gemsii/RealPixels/">RealPixels/</a>.<BR>
Yap, Sue-Ken, 
<B>A Fast 90-Degree Bitmap Rotator</B>,
p. 84-85, code: p. 514-515, <a href="gemsii/rotate8x8.c">rotate8x8.c</a>.<BR>
Holt, Jeff, 
<B>Rotation of Run-Length Encoded Image Data</B>,
p. 86-88, code: p. 516-524.<BR>
Glassner, Andrew, 
<B>Adaptive Run-Length Encoding</B>,
p. 89-92.<BR>
Paeth, Alan W., 
<B>Image File Compression Made Easy</B>,
p. 93-100.<BR>
Max, Nelson L., 
<B>An Optimal Filter for Image Reconstruction</B>,
p. 101-104.<BR>
Schlag, John, 
<B>Noise Thresholding in Edge Images</B>,
p. 105-106.<BR>
Bieri, Hanspeter, and Kohler, Andreas, 
<B>Computing the Area, the Circumference, and the Genus of a Binary Digital Image</B>,
p. 107-111, code: p. 525-527.<BR>
Thomas, Spencer W., 
<B>Efficient Inverse Color Map Computation</B>,
p. 116-125, code: p. 528-535, <a href="gemsii/inv_cmap/">inv_cmap/</a>.<BR>
Wu, Xiaolin, 
<B>Efficient Statistical Computations for Optimal Color Quantization</B>,
p. 126-133, code:  <a href="gemsii/quantizer.c">quantizer.c</a>.<BR>
Musgrave, F. Kenton, 
<B>A Random Color Map Animation Algorithm</B>,
p. 134-137, code: p. 536-541, <a href="gemsii/ran_ramp.c">ran_ramp.c</a>.<BR>
Hall, Jim, and Lindgren, Terence, 
<B>A Fast Approach To PHIGS PLUS Pseudo Color</B>,
p. 138-142.<BR>
Paeth, Alan W., 
<B>Mapping RGB Triples Onto 16 Distinct Values</B>,
p. 143-146.<BR>
Martindale, David, and Paeth, Alan W., 
<B>Television Color Encoding and "Hot" Broadcast Colors</B>,
p. 147-158, code: p. 542-549, <a href="gemsii/hot.c">hot.c</a>.<BR>
Meyer, Gary W., 
<B>An Inexpensive Method of Setting the Monitor White Point</B>,
p. 159-162.<BR>
Musgrave, F. Kenton, 
<B>Some Tips for Making Color Hardcopy</B>,
p. 163-165.<BR>
Goldman, Ronald, 
<B>Area of Planar Polygons and Volume of Polyhedra</B>,
p. 170-171.<BR>
Shaffer, Clifford A., 
<B>Getting Around on a Sphere</B>,
p. 172-173.<BR>
Paeth, Alan W., 
<B>Exact Dihedral Metrics for Common Polyhedra</B>,
p. 174-178.<BR>
Glassner, Andrew, 
<B>A Simple Viewing Geometry</B>,
p. 179-180.<BR>
Bogart, Rod G., 
<B>View Correlation</B>,
p. 181-190, code: p. 550-562, <a href="gemsii/viewcorr/">viewcorr/</a>.<BR>
Glassner, Andrew, 
<B>Maintaining Winged-Edge Models</B>,
p. 191-201.<BR>
Montani, Claudio, and Scopigno, Roberto, 
<B>Quadtree/Octree-to-Boundary Conversion</B>,
p. 202-218.<BR>
Maillot, Patrick-Gilles, 
<B>Three-Dimensional Homogeneous Clipping of Triangle Strips</B>,
p. 219-231, code: p. 563-570.<BR>
Thalmann, Nadia Magnenat, Thalmann, Daniel, and Minh, Hong Tong, 
<B>InterPhong Shading</B>,
p. 232-241, code: p. 571-574, <a href="gemsii/InterPhong.c">InterPhong.c</a>.<BR>
Haines, Eric, 
<B>Fast Ray-Convex Polyhedron Intersection</B>,
p. 247-250, code: p. 575-576, <a href="gemsii/RayCPhdron.c">RayCPhdron.c</a>.<BR>
Cychosz, Joseph M., 
<B>Intersecting a Ray with An Elliptical Torus</B>,
p. 251-256, code: p. 577-580, <a href="gemsii/intersect/">intersect/</a>.<BR>
Voorhies, Douglas, and Kirk, David, 
<B>Ray-Triangle Intersection Using Binary Recursive Subdivision</B>,
p. 257-263.<BR>
Kirk, David, and Arvo, James, 
<B>Improved Ray Tagging for Voxel-Based Ray Tracing</B>,
p. 264-266.<BR>
Haines, Eric, 
<B>Efficiency Improvements for Hierarchy Traversal in Ray Tracing</B>,
p. 267-272.<BR>
Pearce, Andrew, 
<B>A Recursive Shadow Voxel Cache for Ray Tracing</B>,
p. 273-274, code: p. 581-582, <a href="gemsii/VoxelCache.c">VoxelCache.c</a>.<BR>
Pearce, Andrew, 
<B>Avoiding Incorrect Shadow Intersections for Ray Tracing</B>,
p. 275-276.<BR>
Lee, Mark E., and Uselton, Samuel P., 
<B>A Body Color Model: Absorption Through Translucent Media</B>,
p. 277-282.<BR>
Lee, Mark E., and Uselton, Samuel P., 
<B>More Shadow Attenuation for Ray Tracing Transparent or Translucent Objects</B>,
p. 283-289.<BR>
Chen, Shenchang Eric, 
<B>Implementing Progressive Radiosity with User-Provided Polygon Display Routines</B>,
p. 295-298, code: p. 583-597, <a href="gemsii/radiosity/">radiosity/</a>.<BR>
Beran-Koehn, Jeffrey C., and Pavicic, Mark J., 
<B>A Cubic Tetrahedral Adaptation of the Hemi-Cube Algorithm</B>,
p. 299-302.<BR>
Tampieri, Filippo, 
<B>Fast Vertex Radiosity Update</B>,
p. 303-305, code: p. 598, <a href="gemsii/FastUpdate.c">FastUpdate.c</a>.<BR>
Shirley, Peter, 
<B>Radiosity via Ray Tracing</B>,
p. 306-310.<BR>
Sillion, Fran鏾is, 
<B>Detection of Shadow Boundaries for Adaptive Meshing in Radiosity</B>,
p. 311-315.<BR>
Thomas, Spencer W., 
<B>Decomposing a Matrix Into Simple Transformations</B>,
p. 320-323, code: p. 599-602, <a href="gemsii/unmatrix.c">unmatrix.c</a>.<BR>
Goldman, Ronald, 
<B>Recovering the Data From the Transformation Matrix</B>,
p. 324-331.<BR>
Goldman, Ronald, 
<B>Transformations as Exponentials</B>,
p. 332-337.<BR>
Goldman, Ronald, 
<B>More Matrices and Transforms: Shear and Pseudo-Perspective</B>,
p. 338-341.<BR>
Wu, Kevin, 
<B>Fast Matrix Inversion</B>,
p. 342-350, code: p. 603-605, <a href="gemsii/inverse.c">inverse.c</a>.<BR>
Shoemake, Ken, 
<B>Quaternions and 4x4 Matrices</B>,
p. 351-354.<BR>
Arvo, James, 
<B>Random Rotation Matrices</B>,
p. 355-356, code: p. 606-607, <a href="gemsii/rotate.c">rotate.c</a>.<BR>
Arvo, James, 
<B>Classifying Small Sparse Matrices</B>,
p. 357-361, code: p. 608-609, <a href="gemsii/sparse.c">sparse.c</a>.<BR>
Shoemake, Ken, 
<B>Bit Picking</B>,
p. 366-367.<BR>
Shoemake, Ken, 
<B>Faster Fourier Transform</B>,
p. 368-370.<BR>
Paeth, Alan W., and Schilling, David, 
<B>Of Integers, Fields, and Bit Counting</B>,
p. 371-376, code: p. 610-611, <a href="gemsii/BitCounting/">BitCounting/</a>.<BR>
Schlag, John, 
<B>Using Geometric Constructions to Interpolate Orientation with Quaternions</B>,
p. 377-380.<BR>
Paeth, Alan W., 
<B>A Half-Angle Identity for Digital Computation: The Joys of the Halved Tangent</B>,
p. 381-386.<BR>
Musial, Christopher J., 
<B>An Integer Square Root Algorithm</B>,
p. 387-388, code: p. 612.<BR>
Capelli, Ron, 
<B>Fast Approximation To the Arctangent</B>,
p. 389-391.<BR>
Ritter, Jack, 
<B>Fast Sign of Cross Product Calculation</B>,
p. 392-393, code: p. 613-614.<BR>
Shoemake, Ken, 
<B>Interval Sampling</B>,
p. 394-395.<BR>
Ward, Greg, 
<B>A Recursive Implementation of the Perlin Noise Function</B>,
p. 396-401, code: p. 615-616, <a href="gemsii/noise3.c">noise3.c</a>.<BR>
Moore, Doug, and Warren, Joseph, 
<B>Least-Squares Approximations To B閦ier Curves and Surfaces</B>,
p. 406-411.<BR>
Shoemake, Ken, 
<B>Beyond B閦ier Curves</B>,
p. 412-416.<BR>
Schlag, John, 
<B>A Simple Formulation for Curve Interpolation with Variable Control Point Approximation</B>,
p. 417-419.<BR>
Lindgren, Terence, 
<B>Symmetric Evaluation of Polynomials</B>,
p. 420-423.<BR>
Seidel, Hans-Peter, 
<B>Menelaus's Theorem</B>,
p. 424-427.<BR>
Seidel, Hans-Peter, 
<B>Geometrically Continuous Cubic B閦ier Curves</B>,
p. 428-434.<BR>
Musial, Christopher J., 
<B>A Good Straight-Line Approximation of a Circular Arc</B>,
p. 435-439, code: p. 617.<BR>
Paeth, Alan W., 
<B>Great Circle Plotting</B>,
p. 440-445.<BR>
Wu, Xiaolin, 
<B>Fast Anti-Aliased Circle Generation</B>,
p. 446-450.<BR>
Glassner, Andrew, 
<B>Graphics Gems Header File</B>,
p. 455-457, code: p. 629-632, <a href="gemsii/GraphicsGems.h">GraphicsGems.h</a>.<BR>
Glassner, Andrew, and Bogart, Rod G., 
<B>2D and 3D Vector C Library</B>,
p. 458-466, code: p. 633-642, <a href="gemsii/GGVecLib.c">GGVecLib.c</a>  <a href="gemsii/GraphicsGems.h">GraphicsGems.h</a>.<BR>
Hollasch, Steve, 
<B>Useful C Macros for Vector Operations</B>,
p. 467-469, code: p. 467-469, <a href="gemsii/vector.h">vector.h</a>.<BR>
<P><H2><a name="gemsiii">Graphics Gems III</a></H2>M鰈ler, Tomas, 
<B>Fast Bitmap Stretching</B>,
p. 4-7, code: p. 411-413, <a href="gemsiii/fastBitmap.c">fastBitmap.c</a>.<BR>
Schumacher, Dale A., 
<B>General Filtered Image Rescaling</B>,
p. 8-16, code: p. 414-424, <a href="gemsiii/filter.c">filter.c</a>  <a href="gemsiii/filter_rcg.c">filter_rcg.c</a>.<BR>
Schumacher, Dale A., 
<B>Optimization of Bitmap Scaling Operations</B>,
p. 17-19, code: p. 425-428, <a href="gemsiii/bitmap.c">bitmap.c</a>.<BR>
Bragg, Dennis, 
<B>A Simple Color Reduction Filter</B>,
p. 20-22, code: p. 429-431, <a href="gemsiii/rgbvary.c">rgbvary.c</a>  <a href="gemsiii/rgbvaryW.c">rgbvaryW.c</a>.<BR>
Moore, Doug, and Warren, Joseph, 
<B>Compact Isocontours From Sampled Data</B>,
p. 23-28.<BR>
Feldman, Tim, 
<B>Generating Iso-value Contours From a Pixmap</B>,
p. 29-33, code: p. 432-440, <a href="gemsiii/contour.c">contour.c</a>.<BR>
Salesin, David, and Barzel, Ronen, 
<B>Compositing Black-and-White Bitmaps</B>,
p. 34-35.<BR>
Scofield, Cary, 
<B>2-1/2-d Depth-of-Field Simulation for Computer Animation</B>,
p. 36-38.<BR>
Furman, Eric, 
<B>A Fast Boundary Generator for Composited Regions</B>,
p. 39-43, code: p. 441-445, <a href="gemsiii/scallops8.c">scallops8.c</a>.<BR>
Hill, Steve, 

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