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📁 [Game.Programming].Academic - Graphics Gems (6 books source code)
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<H1>Graphics Gems, by Author</H1>
Listed by author, in alphabetic order.
<P><center><B><a href="#A_link">A</a> <a href="#B_link">B</a> <a href="#C_link">C</a> <a href="#D_link">D</a> <a href="#E_link">E</a> <a href="#F_link">F</a> <a href="#G_link">G</a> <a href="#H_link">H</a> <a href="#K_link">K</a> <a href="#L_link">L</a> <a href="#M_link">M</a> <a href="#N_link">N</a> <a href="#O_link">O</a> <a href="#P_link">P</a> <a href="#R_link">R</a> <a href="#S_link">S</a> <a href="#T_link">T</a> <a href="#U_link">U</a> <a href="#V_link">V</a> <a href="#W_link">W</a> <a href="#X_link">X</a> <a href="#Y_link">Y</a> <a href="#Z_link">Z</a> </B></center>
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<P><B><a name="A_link">Ahn, Jaewoo</a></B><BR>
Ahn, Jaewoo, 
<B>Fast Generation of Ellipsoids</B>,
<I>Graphics Gems V</I>, p. 179-190, code: p. 185-190, <a href="gemsv/ch4-5/">ch4-5/</a>.<BR>

<P><B>Alciatore, David</B><BR>
Alciatore, David, and Miranda, Rick, 
<B>The Best Least-Squares Line Fit</B>,
<I>Graphics Gems V</I>, p. 91-97.<BR>

<P><B>Allison, Michael J.</B><BR>
Max, Nelson L., and Allison, Michael J., 
<B>Linear Radiosity Approximation Using Vertex-to-Vertex Form Factors</B>,
<I>Graphics Gems III</I>, p. 318-323.<BR>

<P><B>Antonio, Franklin</B><BR>
Antonio, Franklin, 
<B>Faster Line Segment Intersection</B>,
<I>Graphics Gems III</I>, p. 199-202, code: p. 500-501, <a href="gemsiii/insectc.c">insectc.c</a>.<BR>

<P><B>Arata, Louis K.</B><BR>
Arata, Louis K., 
<B>Tri-cubic Interpolation</B>,
<I>Graphics Gems V</I>, p. 107-110, code: p. 108-109, <a href="gemsv/ch3-3/">ch3-3/</a>.<BR>

<P><B>Arvo, James</B><BR>
Arvo, James, 
<B>A Simple Method for Box-Sphere Intersection Testing</B>,
<I>Graphics Gems</I>, p. 335-339, code: p. 730-732, <a href="gems/BoxSphere.c">BoxSphere.c</a>.<BR>

Arvo, James, 
<B>Transforming Axis-Aligned Bounding Boxes</B>,
<I>Graphics Gems</I>, p. 548-550, code: p. 785-786, <a href="gems/TransBox.c">TransBox.c</a>.<BR>

Kirk, David, and Arvo, James, 
<B>Improved Ray Tagging for Voxel-Based Ray Tracing</B>,
<I>Graphics Gems II</I>, p. 264-266.<BR>

Arvo, James, 
<B>Random Rotation Matrices</B>,
<I>Graphics Gems II</I>, p. 355-356, code: p. 606-607, <a href="gemsii/rotate.c">rotate.c</a>.<BR>

Arvo, James, 
<B>Classifying Small Sparse Matrices</B>,
<I>Graphics Gems II</I>, p. 357-361, code: p. 608-609, <a href="gemsii/sparse.c">sparse.c</a>.<BR>

Arvo, James, 
<B>Fast Random Rotation Matrices</B>,
<I>Graphics Gems III</I>, p. 117-120, code: p. 463-464, <a href="gemsiii/rand_rotation.c">rand_rotation.c</a>.<BR>

Arvo, James, and Scofield, Cary, 
<B>The Shader Cache: A Rendering Pipeline Accelerator</B>,
<I>Graphics Gems III</I>, p. 383-389.<BR>

<P><B><a name="B_link">Badouel, Didier</a></B><BR>
Badouel, Didier, 
<B>An Efficient Ray-Polygon Intersection</B>,
<I>Graphics Gems</I>, p. 390-393, code: p. 735, <a href="gems/RayPolygon.c">RayPolygon.c</a>.<BR>

Badouel, Didier, and Wuthrich, Charles A., 
<B>Face-Connected Line Segment Generation in an n-Dimensional Space</B>,
<I>Graphics Gems III</I>, p. 89-91, code: p. 460, <a href="gemsiii/ndline.c">ndline.c</a>.<BR>

<P><B>Bajaj, Chandrajit</B><BR>
Bajaj, Chandrajit, and Xu, Guoliang, 
<B>Converting a Rational Curve to a Standard Rational Bernstein-B閦ier Representation</B>,
<I>Graphics Gems IV</I>, p. 256-260.<BR>

Bajaj, Chandrajit, and Xu, Guoliang, 
<B>Sparse Smooth Connection Between B閦ier/B-Spline Curves</B>,
<I>Graphics Gems V</I>, p. 191-198.<BR>

<P><B>Bame, Paul D.</B><BR>
Bame, Paul D., 
<B>Albers Equal-Area Conic Map Projection</B>,
<I>Graphics Gems</I>, p. 321-325, code: p. 726-729, <a href="gems/Albers.c">Albers.c</a>.<BR>

<P><B>Barr, A.H.</B><BR>
Barr, A.H., 
<B>Physically Based Superquadrics</B>,
<I>Graphics Gems III</I>, p. 137-159, code: p. 472-477, <a href="gemsiii/sqfinal.c">sqfinal.c</a>.<BR>

<P><B>Barry, Phillip</B><BR>
Barry, Phillip, and Goldman, Ronald, 
<B>Knot Insertion using Forward Differences</B>,
<I>Graphics Gems IV</I>, p. 251-255.<BR>

<P><B>Barzel, Ronen</B><BR>
Salesin, David, and Barzel, Ronen, 
<B>Compositing Black-and-White Bitmaps</B>,
<I>Graphics Gems III</I>, p. 34-35.<BR>

Snyder, John, Barzel, Ronen, and Gabriel, Steve, 
<B>Motion Blur on Graphics Workstations</B>,
<I>Graphics Gems III</I>, p. 374-382, code: p. 606-609, <a href="gemsiii/motblur.c">motblur.c</a>.<BR>

<P><B>Bashein, Gerard</B><BR>
Bashein, Gerard, and Detmer, Paul R., 
<B>Centroid of a Polygon</B>,
<I>Graphics Gems IV</I>, p. 3-6, code: p. 5, <a href="gemsiv/centroid.c">centroid.c</a>.<BR>

<P><B>Behrens, Uwe</B><BR>
Behrens, Uwe, 
<B>Fence Shading</B>,
<I>Graphics Gems IV</I>, p. 404-409.<BR>

<P><B>Beran-Koehn, Jeffrey C.</B><BR>
Beran-Koehn, Jeffrey C., and Pavicic, Mark J., 
<B>A Cubic Tetrahedral Adaptation of the Hemi-Cube Algorithm</B>,
<I>Graphics Gems II</I>, p. 299-302.<BR>

Beran-Koehn, Jeffrey C., and Pavicic, Mark J., 
<B>Delta Form-Factor Calculation for the Cubic Tetrahedral Algorithm</B>,
<I>Graphics Gems III</I>, p. 324-328, code: p. 575-576, <a href="gemsiii/forfac.c">forfac.c</a>.<BR>

<P><B>Bian, Buming</B><BR>
Bian, Buming, 
<B>Hemispherical Projection of a Triangle</B>,
<I>Graphics Gems III</I>, p. 314-317, code: p. 569-574, <a href="gemsiii/hemis.c">hemis.c</a>.<BR>

<P><B>Bieri, Hanspeter</B><BR>
Bieri, Hanspeter, and Kohler, Andreas, 
<B>Computing the Area, the Circumference, and the Genus of a Binary Digital Image</B>,
<I>Graphics Gems II</I>, p. 107-111, code: p. 525-527.<BR>

<P><B>Blanc, Carole</B><BR>
Blanc, Carole, 
<B>Generic Implementation of Axial Deformation Techniques</B>,
<I>Graphics Gems V</I>, p. 139-145, code: p. 141-144, <a href="gemsv/ch3-6/">ch3-6/</a>.<BR>

<P><B>Bloomenthal, Jules</B><BR>
Bloomenthal, Jules, 
<B>Calculation of Reference Frames Along a Space Curve</B>,
<I>Graphics Gems</I>, p. 567-571.<BR>

Bloomenthal, Jules, 
<B>An Implicit Surface Polygonizer</B>,
<I>Graphics Gems IV</I>, p. 324-349, code: p. 334-349, <a href="gemsiv/implicit.c">implicit.c</a>.<BR>

<P><B>Bogart, Rod G.</B><BR>
Thomas, Spencer W., and Bogart, Rod G., 
<B>Color Dithering</B>,
<I>Graphics Gems II</I>, p. 72-77, code: p. 509-513, <a href="gemsii/dither/">dither/</a>.<BR>

Bogart, Rod G., 
<B>View Correlation</B>,
<I>Graphics Gems II</I>, p. 181-190, code: p. 550-562, <a href="gemsii/viewcorr/">viewcorr/</a>.<BR>

Glassner, Andrew, and Bogart, Rod G., 
<B>2D and 3D Vector C Library</B>,
<I>Graphics Gems II</I>, p. 458-466, code: p. 633-642, <a href="gemsii/GGVecLib.c">GGVecLib.c</a>  <a href="gemsii/GraphicsGems.h">GraphicsGems.h</a>.<BR>

<P><B>Bouma, William</B><BR>
Bouma, William, and Vanecek, George, Jr., 
<B>Velocity-based Collision Detection</B>,
<I>Graphics Gems V</I>, p. 380-385, code: p. 383-385, <a href="gemsv/ch7-3/">ch7-3/</a>.<BR>

<P><B>Bragg, Dennis</B><BR>
Bragg, Dennis, 
<B>A Simple Color Reduction Filter</B>,
<I>Graphics Gems III</I>, p. 20-22, code: p. 429-431, <a href="gemsiii/rgbvary.c">rgbvary.c</a>  <a href="gemsiii/rgbvaryW.c">rgbvaryW.c</a>.<BR>

<P><B>Buckley, Robert</B><BR>
Buckley, Robert, 
<B>Parallelohedra and Uniform Color Quantization</B>,
<I>Graphics Gems V</I>, p. 65-71.<BR>

<P><B><a name="C_link">Capelli, Ron</a></B><BR>
Capelli, Ron, 
<B>Fast Approximation To the Arctangent</B>,
<I>Graphics Gems II</I>, p. 389-391.<BR>

<P><B>Carling, Richard</B><BR>
Carling, Richard, 
<B>Matrix Inversion</B>,
<I>Graphics Gems</I>, p. 470-471, code: p. 766-769, <a href="gems/MatrixInvert.c">MatrixInvert.c</a>.<BR>

<P><B>Carvalho, Paulo Cezar Pinto</B><BR>
Carvalho, Paulo Cezar Pinto, and Cavalcanti, Paulo Roma, 
<B>Point in Polyhedron Testing Using Spherical Polygons</B>,
<I>Graphics Gems V</I>, p. 42-49, code: p. 46-49, <a href="gemsv/ch2-2/">ch2-2/</a>.<BR>

<P><B>Cavalcanti, Paulo Roma</B><BR>
Carvalho, Paulo Cezar Pinto, and Cavalcanti, Paulo Roma, 
<B>Point in Polyhedron Testing Using Spherical Polygons</B>,
<I>Graphics Gems V</I>, p. 42-49, code: p. 46-49, <a href="gemsv/ch2-2/">ch2-2/</a>.<BR>

<P><B>Chen, Shenchang Eric</B><BR>
Chen, Shenchang Eric, 
<B>Implementing Progressive Radiosity with User-Provided Polygon Display Routines</B>,
<I>Graphics Gems II</I>, p. 295-298, code: p. 583-597, <a href="gemsii/radiosity/">radiosity/</a>.<BR>

<P><B>Cheng, Russell C.H.</B><BR>
Cheng, Russell C.H., 
<B>Fast Linear Color Rendering</B>,
<I>Graphics Gems III</I>, p. 343-348, code: p. 583-585, <a href="gemsiii/fastLinear.c">fastLinear.c</a>.<BR>

Cheng, Russell C.H., 
<B>Edge and Bit-Mask Calculations for Anti-Aliasing</B>,
<I>Graphics Gems III</I>, p. 349-354, code: p. 586-593, <a href="gemsiii/edgeCalc.c">edgeCalc.c</a>.<BR>

<P><B>Chin, Norman</B><BR>
Chin, Norman, 
<B>Partitioning a 3-D Convex Polygon with an Arbitrary Plane</B>,
<I>Graphics Gems III</I>, p. 219-222, code: p. 502-510, <a href="gemsiii/partition3d/">partition3d/</a>.<BR>

Chin, Norman, 
<B>A Walk Through BSP Trees</B>,
<I>Graphics Gems V</I>, p. 121-138, code: p. 131-138, <a href="gemsv/ch3-5/">ch3-5/</a>.<BR>

<P><B>Chiu, Kenneth</B><BR>
Chiu, Kenneth, Shirley, Peter, and Wang, Changyaw, 
<B>Multi-Jittered Sampling</B>,
<I>Graphics Gems IV</I>, p. 370-374, code: p. 373-374, <a href="gemsiv/multi_jitter/">multi_jitter/</a>.<BR>

<P><B>Christensen, Jon</B><BR>
Christensen, Jon, Marks, Joe, and Shieber, Stuart, 
<B>Placing Text Labels on Maps and Diagrams</B>,
<I>Graphics Gems IV</I>, p. 497-504.<BR>

<P><B>Cohen, Daniel</B><BR>
Cohen, Daniel, 
<B>Voxel Traversal along a 3D Line</B>,
<I>Graphics Gems IV</I>, p. 366-369, code: p. 368, <a href="gemsiv/vox_traverse.c">vox_traverse.c</a>.<BR>

<P><B>Cromwell, Robert L.</B><BR>
Cromwell, Robert L., 
<B>Efficient Eigenvalues for Visualization</B>,
<I>Graphics Gems IV</I>, p. 193-198.<BR>

<P><B>Cross, Robert A.</B><BR>
Cross, Robert A., 
<B>Sampling Patterns Optimized for Uniform Distribution of Edges</B>,
<I>Graphics Gems V</I>, p. 359-363, code: p. 362, <a href="gemsv/ch6-7/">ch6-7/</a>.<BR>

<P><B>Cunningham, Steve</B><BR>
Cunningham, Steve, 
<B>3D Viewing and Rotation Using Orthonormal Bases</B>,
<I>Graphics Gems</I>, p. 516-521, code: p. 778-779, <a href="gems/ViewTrans.c">ViewTrans.c</a>.<BR>

<P><B>Cychosz, Joseph M.</B><BR>
Cychosz, Joseph M., 
<B>Efficient Generation of Sampling Jitter Using Look-up Tables</B>,
<I>Graphics Gems</I>, p. 64-74, code: p. 660-661, <a href="gems/FastJitter.c">FastJitter.c</a>.<BR>

Cychosz, Joseph M., 
<B>Efficient Post-Concatenation of Transformation Matrices</B>,
<I>Graphics Gems</I>, p. 476-481, code: p. 770-772, <a href="gems/MatrixPost.c">MatrixPost.c</a>.<BR>

Cychosz, Joseph M., 
<B>Intersecting a Ray with An Elliptical Torus</B>,
<I>Graphics Gems II</I>, p. 251-256, code: p. 577-580, <a href="gemsii/intersect/">intersect/</a>.<BR>

Cychosz, Joseph M., and Waggenspack, Warren N., Jr., 
<B>Intersecting a Ray with a Quadric Surface</B>,
<I>Graphics Gems III</I>, p. 275-283, code: p. 547-550, <a href="gemsiii/intqdr.c">intqdr.c</a>  <a href="gemsiii/intell.c">intell.c</a>.<BR>

Cychosz, Joseph M., 
<B>Use of Residency Masks and Object Space Partitioning to Eliminate Ray-Object Intersection Calculations</B>,
<I>Graphics Gems III</I>, p. 284-287.<BR>

Cychosz, Joseph M., and Waggenspack, Warren N., Jr., 
<B>Intersecting a Ray with a Cylinder</B>,
<I>Graphics Gems IV</I>, p. 356-365, code: p. 361-364, <a href="gemsiv/ray_cyl.c">ray_cyl.c</a>.<BR>

Cychosz, Joseph M., 
<B>Efficient Binary Image Thinning using Neighborhood Maps</B>,
<I>Graphics Gems IV</I>, p. 465-473, code: p. 470-472, <a href="gemsiv/thin_image.c">thin_image.c</a>.<BR>

<P><B><a name="D_link">Dana, Paul</a></B><BR>
Dana, Paul, 
<B>Issues and Techniques for Keyframing Transformations</B>,
<I>Graphics Gems III</I>, p. 121-123.<BR>

<P><B>Dawson, Robert</B><BR>
Lalonde, Paul, and Dawson, Robert, 
<B>A High-Speed, Low Precision Square Root</B>,
<I>Graphics Gems</I>, p. 424-426, code: p. 756-757, <a href="gems/SquareRoot.c">SquareRoot.c</a>.<BR>

<P><B>de Figueiredo, Luiz Henrique</B><BR>
de Figueiredo, Luiz Henrique, 
<B>Adaptive Sampling of Parametric Curves</B>,
<I>Graphics Gems V</I>, p. 173-178, code: p. 177, <a href="gemsv/ch4-4/">ch4-4/</a>.<BR>

<P><B>Detmer, Paul R.</B><BR>
Bashein, Gerard, and Detmer, Paul R., 
<B>Centroid of a Polygon</B>,
<I>Graphics Gems IV</I>, p. 3-6, code: p. 5, <a href="gemsiv/centroid.c">centroid.c</a>.<BR>

<P><B>Donovan, Walt</B><BR>
Donovan, Walt, and Van Hook, Tim, 
<B>Direct Outcode Calculation for Faster Clip Testing</B>,
<I>Graphics Gems IV</I>, p. 125-131, code: p. 127-131, <a href="gemsiv/outcode/">outcode/</a>.<BR>

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