Graphics Gems III
Cover
Copyright
About the Cover
Contents
Foreward
Preface
Mathmatical Notations
Pseudo-Code
Contributors
I Image Processing
Introduction
1-Fast Bitmap Stretching
2-General Filtered Image Rescaling
3-Optimization of Bitmap Scaling Operations
4-A Simple Color Reduction Filter
5-Compact Isocontours from Sampled Data
6-Generating Isovalue Contours from a Pixmap
7-Compositing Black-and White Bitmaps
8-2.5D Depth-Of-Field Simulation for Computer Animation
9-Fast Boundary Generator for Composited Regions
II Numerical and Programming Techniques
Introduction
1-IEEE Fast Square Root
2-Simple Fast Memory Allocator
3-The Rolling Ball
4-Interval Arithmetic
5-Fast Generation of Cyclic Sequences
6-Generic Pixel Selection Mechanism
7- Nonuniform Random Point Sets Via Warping
8-Cross Product in 4D and Beyond
9-Fast-Conn. Line Seg. in an n-D Space
III Modeling and Transformations
Introduction
1-Quarternion Interpolation w/ extra spins
2-Decomposing Projective Transformations
3-Decomposing Linear & Affine Transformations
4-Fast Random Rotation Matrices
5-Key Framing Transformations
6-Uniform Random Rotations
7-Interpolation using Bézier Curves
8-Rigid Physically Based Superquadratics
IV 2D Geometry and Algorithms
Introduction
1-Parametric Elliptical Arc Algorithm
2-Simple Conn. Algorithm for 2D Drawing
3-Fast Circle Clipping Algorithm
4-Computation of 2D Intersections
5-Joining Two lines with a Circular Arc Fillet
6-Line Seg. Intersection
7-Problem of Apollonius and Related Problems
V 3D Geometry and Algorithms
Introduction
1-Triangles Revisited
2-Partitioning 3-D Convex Polygon with An Arbitrary Plane
3-Signed Distance From Point to Plane
4-Grouping Nearly Coplanar Polygons into Coplanar Sets
5-Newell’s Method for Computing Plane Equation of Polygon
6-Plane-To-Plane Intersection
7-Triangle-Cube Intersection
8-n-Dimensional Extent Overlap Testing
9-Subdividing Simplices
10-Understanding Simploids
11-Converting Bézier Triangles into Rectangular Patches
12-Curve Tessellation Criteria Through Sampling
VI Ray Tracing and Radiosity
Introduction
1-Ray Tracing with the BSP Tree
2-Intersecting a Ray with a Quadratic Surface
3-Residency Masks & Object Space Partitioning
4-Panoramic Virtual Screen for Ray Tracing
5-Rect. Bounding Vol. for Popular Primitives
6-Linear-Time Simple Bounding Vol. Algorithm
7-Direct Lighting for Distribution Ray Tracing
8-Hemispherical Projection of a Triangle
9-Linear Radiosity Approx. Using Vertex-To Vertex Form Factors
10-Delta Form-Factor Calc. for the Cubic Tetrahedral Algorithm
11-Accurate Form-Factor Computation
VII Rendering
Introduction
1-Shadow Depth Map Revisted
2-Fast Linear Color Rendering
3-Edge & Bit-Mask Calc. for Anti-Aliasing
4-Fast Span Conversion: Unrolling Short Loops
5-Progressive Image Refinement Via Gridded Sampling
6-Polygon Scan Conversion Using Half-Open Intervals
7-Darklights
8-Anti-Aliasing in Triangular Pixels
9-Motion Blur on Graphics WorkStations
10-The Shader Cache: A Rendering Pipeline Accelerator
References
Index
A-C
C-F
F-L
L-P
P-R
R-T
T-Z