⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 allgems.toc

📁 图形处理算法合集3:包括图形处理、帧缓存技术、渲染、矩阵运算、建模方法
💻 TOC
📖 第 1 页 / 共 2 页
字号:
Graphics Gems vol. 1-5
Master Table of Contents
(ver 1.1; June 22, 2000)

Derived from source material created by
David Kirk, Paul Heckbert and Alan Paeth
Notes: some titles have been truncated;
       page numbers must be rechecked.

===========================================
Graphics Gems I (Andrew Glassner, Editor)
===========================================
Vol Txt Code   Auth Title

1 Preface
1 Introduction
1 Mathematical Notation
1 Pseudo-Code
1 Contributors

1 I. 2D Geometry
1   3      Glassner	Useful 2D Geometry
1  12      		Trigonometry Summary
1  13      Glassner	Useful Trigonometry
1  18      Paeth	Trigonometric Functions at Select Points
1  20      Goldman	Triangles
1  24 649  Turk		Generating Random Points in Triangles
1  29 651  Shapira	Fast Line-Edge Intersections on a Uniform Grid
1  37      		Anti-Aliasing Summary
1  38      Thompson	Area of Intersection: Circle and a Half-Plane
1  40      Thompson	Area of Intersection: Circle and a Thick Line
1  43      Thompson	Area of Intersection: Two Circles
1  47      Thompson	Vertical Distance from a Point to a Line
1  49 654  Paeth	A Fast 2D Point-on-line Test
1  51 656  Shaffer	Fast Circle-Rectangle Intersection Checking

1 II. 2D Rendering
1  57      Paeth	Circles of Integral Radius on Integer Lattices
1  61 657  Heckbert	Nice Numbers for Graph Labels
1  64 660  Cychosz	Efficient Gen. of Sampling Jitter Using Look-up Tables
1  75      		Scan Conversion Summary
1  76 662  Morrison	Fast Anti-Aliasing Polygon Scan Conversion
1  84 667  Heckbert	Generic Convex Polygon Scan Conversion and Clipping
1  87 681  Heckbert	Concave Polygon Scan Conversion
1  92      Wallis	Fast Scan Conversion of Arbitrary Polygons
1  98      		Line-Drawing Summary
1  99 685  Heckbert	Digital Line Drawing
1 101 686  Wyvill	Symmetric Double Step Line Algorithm
1 105 690  Thompson	Rendering Anti-Aliased Lines
1 107      Ritter	An Algorithm for Filling in 2D Wide Line Bevel Joints
1 114      Wallis	Rendering Fat Lines on a Raster Grid
1 121 694  Spoelder,Ullings	Two-Dimensional Clipping: Vector-Based Approach
1 129      G.Lee,Penk,Wallis	Periodic Tilings of the Plane on a Raster Grid

1 III. Image Processing
1 143      		Anti-Aliasing Filters Summary
1 144      Pavicic	Anti-Aliasing Filters that Minimize "Bumpy" Sampling
1 147      Turkowski	Filters for Common Resampling Tasks
1 166      Olsen	Smoothing Enlarged Monochrome Images
1 171 711  Paeth	Median Finding on a 3-by-3 Grid
1 176 713  Hawley	Ordered Dithering
1 179      Paeth	A Fast Algorithm for General Raster Rotation
1 196      Schumacher	Useful 1-to-1 Pixel Transforms
1 210      Thompson	Alpha Blending

1 IV. Frame Buffer Techniques
1 215      Glassner	Frame Buffers and Color Maps
1 219      Paeth	Reading a Write-Only Write Mask
1 221 715  Morton	A Digital "Dissolve" Effect
1 233 718  Paeth	Mapping RGB Triples onto Four Bits
1 246      Heckbert	What Are the Coordinates of a Pixel?
1 249 719  Paeth	Proper Treatment of Pixels as Integers
1 257      Glassner	Normal Coding
1 265 720  Heckbert	Recording Animation for Progressive Temporal Refinement
1 270      Schumacher	1-to-1 Pixel xforms through Color-Map Manipulation
1 275 721  Heckbert	A Seed Fill Algorithm
1 278      Fishkin	Filling a Region in a Frame Buffer
1 285      Wallace	Precalculating for Fast Fills, Circles, and lines
1 287      Gervautz,Purgathofer	Color Quantization by Octree Quantization

1 V. 3D Geometry
1 297      Glassner	Useful 3D Geometry
1 301 723  Ritter	An Efficient Bounding Sphere
1 304      Goldman	Intersection of Two Lines in Three-Space
1 305      Goldman	Intersection of Three Planes
1 306      		Mapping Summary
1 307      Paeth	Digital Cartography for Computer Graphics
1 321 726  Bame		Albers Equal-Area Conic Map Projection
1 326      		Boxes and Spheres Summary
1 327      Montani,Scopigno	Spheres-to-Voxels Conversion
1 335 730  Arvo		A Simple Method for Box-Sphere Intersection Testing

1 VI. 3D Rendering
1 343 733  Wyvill	3D Grid Hashing Function
1 346      Hultquist	Backface Culling
1 348      M.Lee	Fast Dot Products for Shading
1 361      Thompson	Scanline Depth Gradient of a Z-Buffered Triangle
1 364      Glassner	Simulating Fog and Haze
1 366      Glassner	Interpretation of Texture Map Indices
1 376      Glassner	Multidimensional Sum Tables

1 VII. Ray Tracing
1 385      Ritter	A Simple Ray Rejection Test
1 387      Ray-Object	Intersection Summary
1 388      Hultquist	Intersection of a Ray with a Sphere
1 390 735  Badouel	An Efficient Ray-Polygon Intersection
1 394      A.Woo	Fast Ray-Polygon Intersection
1 395 736  A.Woo	Fast Ray-Box Intersection
1 397      Pearce	Shadow Attenuation for Ray Tracing Transparent Objects

1 VIII. Numerical and Programming Techniques
1 403      		Root Finding Summary
1 404 738  Schwarze	Cubic and Quartic Roots
1 408 787  Schneider	A Bezier Curve-Based Root-Finder
1 416 743  Hook,McAree	Using Sturm Sequences to Bracket Roots of Polynomials
1 423      		Distance Measures Summary
1 424 756  Lalonde,Dawson	A High-Speed, Low Precision Square Root
1 427 758  Paeth	A Fast Approximation to the Hypotenuse
1 432      Ritter	A Fast Approximation to 3D Euclidean Distance
1 434      Thompson	Full-Precision Constants
1 435      Thompson	Converting Between Bits and Digits
1 436      Wyvill	Storage-free Swapping
1 438      Glassner	Generating Random Integers
1 440      Ritter	Fast 2D-3D Rotation
1 442      Shoemake	Bit Patterns for Encoding Angles
1 443 759  Shaffer	Bit Interleaving for Quad- or Octrees
1 448 763  Fishkin	A Fast HSL-to-RGB Transform

1 IX. Matrix Techniques
1 453      Thompson	Matrix Identities
1 455      		Rotation Matrix Methods Summary
1 456      Thompson	Transforming Axes
1 460      Thompson	Fast Matrix Multiplication
1 462      Hultquist	A Virtual Trackball
1 464 765  Raible	Matrix Orthogonalization
1 465      Pique	Rotation Tools
1 470 766  Carling	Matrix Inversion
1 472      Goldman	Matrices and Transformations
1 476 770  Cychosz	Efficient Post-Concatenation of Transformation Matrices

1 X. Modeling and Transformations
1 485      Greene	Transformation Identities
1 494 773  Turkowski	Fixed-Point Trigonometry with CORDIC Iterations
1 498 775  Maillot	Using Quaternions for Coding 3D Transformations
1 516 778  Cunningham	3D Viewing and Rotation Using Orthonormal Bases
1 522      Turkowski	The Use of Coordinate Frames in Computer Graphics
1 533 780  Wallis	Forms, Vectors, and Transforms
1 539      Turkowski	Properties of Surface-Normal Transformations
1 548 785  Arvo		Transforming Axis-Aligned Bounding Boxes
1 551      		Constructing Shapes Summary
1 552      Hall		Defining Surfaces from Sampled Data
1 558      Hall		Defining Surfaces from Contour Data
1 562      Glassner	Computing Surface Normals for 3D Models
1 567      Bloomenthal	Calculation of Reference Frames along a Space Curve

1 XI. Curves and Surfaces
1 575      Glassner	Planar Cubic Curves
1 579      Rasala	Explicit Cubic Spline Interpolation Formulas
1 585      Gomez	Fast Spline Drawing
1 587      Goldman	Some Properties of Bezier Curves
1 594      Wallis	Tutorial on Forward Differencing
1 604      Goldman	Integration of Bernstein Basis Functions
1 607 787  Schneider	Solving the Nearest-Point-on-Curve Problem
1 612 797  Schneider	An Algorithm for Automatically Fitting Digitized Curves

1 Appendix I: C Utilities
1 629      Graphics Gems C Header File
1 633      2D and 3D Vector C Library
1 643      Memory Allocation in C
1 644      Two Useful C Macros
1 645      How to Build Circular Structures in C
1 646      How to Use C Register Variables to Point to 2D Arrays

1 Appendix II: C Implementations
1 647      code starts

1 808      References
1 822      Index
1 833      last page

===========================================
Graphics Gems II (James Arvo, Editor)
===========================================

2 Foreword
2 Preface
2 Mathematical Notation
2 Pseudo-Code
2 Contributors

2 I. 2D Geometry and Algorithms
2 3        		Introduction
2 5        Rokne	The Area of a Simple Polygon
2 7 473    Prasad	Intersection of Line Segments
2 10       Morrison	Distance from a Point to a Line
2 14       Rokne	An Easy Bounding Circle
2 17       Rokne	The Smallest Circle Containing Two Circles
2 19       Rokne	Appolonius' 10th Problem
2 25 477   Musgrave	A Peano Curve Generation Algorithm
2 26 485   Voorhies	Space-Filling Curves and a Measure of Coherence
2 31 487   Steinhart	Scanline Coherent Shape Algebra

2 II. Image Processing
2 49       Schumacher	Image Smoothing and Sharpening by Discrete Convolution
2 57 502   Schumacher	A Comparison of Digital Halftoning Techniques
2 72 509   Thomas,Bogart	Color Dithering
2 78       Schumacher	Fast Anamorphic Image Scaling
2 80       Ward		Real Pixels
2 84 514   Yap		A Fast 90-Degree Bitmap Rotator
2 86 516   Holt		Rotation of Run-Length Encoded Image Data
2 89       Glassner	Adaptive Run-Length Encoding
2 93       Paeth	Image File Compression Made Easy
2 101      Max		An Optimal Filter for Image Reconstruction
2 105      Schlag	Noise Thresholding in Edge Images
2 107 525  Bieri,Kohler	Area, Circumference, and Genus of a Binary Digital Image

2 III. Frame Buffer Techniques
2 115      		Introduction
2 116 528  Thomas	Efficient Inverse Color Map Computation
2 126      X.Wu		Statistical Computations for Optimal Color Quantization
2 134 536  Musgrave	A Random Color Map Animation Algorithm
2 138      Hall,Lindgren	A Fast Approach to PHIGS PLUS Pseudo Color
2 143      Paeth	Mapping RGB Triples onto 16 Distinct Values
2 147 542  Martindale,Paeth	Television Color Encoding and "Hot" Colors
2 159      Meyer	An Inexpensive Method of Setting the Monitor White Point
2 163      Musgrave	Some Tips for Making Color Hardcopy

2 IV. 3D Geometry and Algorithms
2 169      		Introduction
2 170      Goldman	Area of Planar Polygons and Volume of Polyhedra
2 172      Shaffer	Getting Around on a Sphere
2 174      Paeth	Exact Dihedral Metrics for Common Polyhedra
2 179      Glassner	A Simple Viewing Geometry
2 181 550  Bogart	View Correlation
2 191      Glassner	Maintaining Winged-Edge Models
2 202      Montani,Scopigno	Quadtree/Octree-to-Boundary Conversion
2 219 563  Maillot	3-D Homogeneous Clipping of Triangle Strips
2 232 571  Thalmann,Thalmann,Minh	InterPhong Shading

2 V. Ray Tracing
2 245      		Introduction
2 247 575  Haines	Fast Ray-Convex Polyhedron Intersection
2 251 577  Cychosz	Intersecting a Ray with an Elliptical Torus
2 257      Voorhies,Kirk	Ray-Triangle Intersection Using Binary Subdiv.
2 264      Kirk,Arvo	Improved Ray Tagging for Voxel-Based Ray Tracing
2 267      Haines	Efficient Hierarchy Traversal in Ray Tracing
2 273 581  Pearce	A Recursive Shadow Voxel Cache for Ray Tracing
2 275      Pearce	Avoiding Incorrect Shadow Intersections for Ray Tracing
2 277      Lee,Uselton	A Body Color Model: Absorption through Translucent Media
2 283      Lee,Uselton	More Shadow Attenuation for Ray Tracing Translucent Objs

2 VI. Radiosity
2 293      		Introduction
2 295 583  Chen	Progressive Radiosity with Provided Polygon Display Routines
2 299      Beran-Koehn,Pavicic	A Cubic Tetrahedral Hemi-Cube Algorithm
2 303 598  Tampieri	Fast Vertex Radiosity Update
2 306      Shirley	Radiosity via Ray Tracing
2 311      Sillion	Shadow Boundaries for Adaptive Meshing in Radiosity

2 VII. Matrix Techniques
2 319      Introduction
2 320 599  Thomas	Decomposing a Matrix into Simple Transformations
2 324      Goldman	Recovering the Data from the Transformation Matrix
2 332      Goldman	Transformations as Exponentials
2 338      Goldman	Matrices and Transforms: Shear and Pseudo-Perspective
2 342 603  K.Wu		Fast Matrix Inversion
2 351      Shoemake	Quaternions and 4x4 Matrices
2 355 606  Arvo		Random Rotation Matrices
2 357 608  Arvo		Classifying Small Sparse Matrices

2 VIII. Numerical and Programming Techniques
2 365      		Introduction
2 366      Shoemake	Bit Picking
2 368      Shoemake	Faster Fourier Transform
2 371 610  Paeth,Schilling	Of Integers, Fields, and Bit Counting
2 377      Schlag	Geometric ... Interpolate Orientation with Quaternions
2 381      Paeth	The Joys of the Halved Tangent
2 387 612  Musial	An Integer Square Root Algorithm
2 389      Capelli	Fast Approximation to the Arctangent
2 392 613  Ritter	Fast Sign of Cross Product Calculation
2 394      Shoemake	Interval Sampling
2 396 615  Ward		A Recursive Implementation of the Perlin Noise Function

2 IX. Curves and Surfaces
2 405      		Introduction
2 406      Moore,Warren	Least-Squares Approx. to Bezier Curves and Surfaces
2 412      Shoemake	Beyond Bezier Curves
2 417      Schlag	Curve Interpolation with Variable Control Point Approx.
2 420      Lindgren	Symmetric Evaluation of Polynomials
2 424      Seidel	Menelaus's Theorem
2 428      Seidel	Geometrically Continuous Cubic Bezier Curves
2 435 617  Musial	A Good Straight-Line Approximation of a Circular Arc
2 440      Paeth	Great Circle Plotting
2 446      X.Wu		Fast Anti-Aliased Circle Generation

2 Appendix I: C Utilities
2 455      		Graphics Gems C Header File
2 458      		2D and 3D Vector C Library -- Corrected and Indexed
2 467      Hollasch	Useful C Macros for Vector Operations

2 Appendix II: C Implementations
2 473      code starts

2 621      References
2 635      Index
2 643      last page

===========================================
Graphics Gems III (David Kirk, Editor)
===========================================

3 Foreword
3 Preface
3 Mathematical Notation
3 Pseudo-Code
3 Contributors

3 I. Image Processing
3 4 411    Moller	fast bitmap stretching
3 8 414    Schumacher	general filtered image rescaling
3 17 425   Schumacher	optimization of bitmap scaling operations
3 20 429   Bragg	a simple color reduction filter
3 23       Moore,Warren	compact isocontours from sampled data
3 29 432   Feldman	generating iso-value contours from a pixmap
3 34       Salesin,Barzel	compositing black and white bitmaps
3 36       Scofield	2-1/2-d depth of field simulation for computer animation 
3 39 441   Furman	a fast boundary generator for composited regions

3 II. Numerical & Programming Techniques
3 47       		Introduction
3 48 446   Hill		IEEE fast square root
3 49 448   Hill		A simple fast memory allocator
3 51 452   Hanson	the rolling ball
3 61 454   Rokne	interval arithmetic
3 67 458   Paeth	fast generation of cyclic sequences
3 77       Paeth	a generic pixel selection mechanism
3 80       Shirley	nonuniform random point sets
3 84       Goldman	cross product in 4-dimensions and beyond
3 89 460   Badouel,Wuthrich	face connected line segment generation in n-d

3 III. Modeling and Transformations
3 95       		Introduction
3 96 461   Morrison	quaternion interpolation with extra spins
3 98       Goldman	decomposing projective transformations

⌨️ 快捷键说明

复制代码 Ctrl + C
搜索代码 Ctrl + F
全屏模式 F11
切换主题 Ctrl + Shift + D
显示快捷键 ?
增大字号 Ctrl + =
减小字号 Ctrl + -