Graphics Gems V [electronic resource]
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Graphics Gems V is the newest volume in The Graphics Gems Series. It is intended to provide the graphics community with a set of practical tools for implementing new ideas and techniques, and to offer working solutions to real programming problems. These tools are written by a wide variety of graphics programmers from industry, academia, and research. The books in the series have become essential, time-saving tools for many programmers.Key Features* Latest collection of graphics tips in The Graphics Gems Series written by the leading programmers in the field* C
Title |
Graphics Gems V [electronic resource] : (IBM Version) |
---|---|
Edition |
1st edition. |
Publisher |
Burlington : Elsevier Science |
Creation Date |
1995 |
Notes |
Description based upon print version of record. English |
Content |
Front Cover Graphics Gems V Copyright Page Contents Foreword Preface Author Index Part I: Algebra and Arithmetic Chapter I.1. Solving Quartics and Cubics for Graphics Chapter I.2. Computing the Inverse Square Root Chapter I.3. Fixed-Point Square Root Chapter I.4. Rational Approximation Part II: Computational Geometry Chapter II.1. Efficient Computation of Polygon Area and Polyhedron Volume Chapter II.2. Point in Polyhedron Testing Using Spherical Polygons Chapter II.3. Clipping a Concave Polygon Chapter II.4. Rotations for N-Dimensional Graphics Chapter II.5. Parallelohedra and Uniform QuantizationChapter II.6. Matrix-based Ellipse Geometry Chapter II.7. Distance Approximations and Bounding Polyhedra Part III: Modeling and Transformation Chapter III.1. The Best Least-Squares Line Fit Chapter III.2. Surface Models and the Resolution of N-Dimensional Chapter III.3. Tricubic Interpolation Chapter III.4. Transforming Coordinates from One Coordinate Plane to Another Chapter III.5. A Walk through BSP Trees Chapter III.6. Generic Implementation of Axial Deformation Techniques Part IV: Curves and Surfaces Chapter IV.1. Identities for the Univariate and Bivariate Bernstein Basis FunctionsChapter IV.2. Identities for the B-Spline Basis Functions Chapter IV.3. Circular Arc Subdivision Chapter IV.4. Adaptive Sampling of Parametric Curves Chapter IV.5. Fast Generation of Ellipsoids Chapter IV.6. Sparse Smooth Connection between Bézier/B-Spline Curves Chapter IV.7. The Length of Bézier Curves Chapter IV.8. Quick and Simple Bézier Curve Drawing Chapter IV.9. Linear Form Curves Part V: Ray Tracing and Radiosity Chapter V.1. Computing the Intersection of a Line and a Cone Chapter V.2.Ray Intersection of Tessellated Surfaces: Quadrangles versus TrianglesChapter V.3.Faster Ray Tracing Using Scanline Rejection Chapter V.4.Ray Tracing a Swept Sphere Chapter V.5. Acceleration of Ray Tracing via Voronoi Diagrams Chapter V.6. Direct Lighting Models for Ray Tracing with Cylindrical Lamps Chapter V. 7. Improving Intermediate Radiosity Images Using Directional Light Part VI: Halftoning and Image Processing Chapter VI.1. Improved Threshold Matrices for Ordered Dithering Chapter VI.2.Halftoning with Selective Precipitation and Adaptive Clustering Chapter VI.3. Faster "Pixel-Perfect" Line ClippingChapter VI.4. Efficient and Robust 2D Shape Vectorization Chapter VI.5. Reversible Straight Line Edge Reconstruction Chapter VI.6 Priority-based Adaptive Image Refinement Chapter VI.7. Sampling Patterns Optimized for Uniform Distribution of Edges Part VII: Utilities Chapter VII.1. Wave Generators for Computer Graphics Chapter VII.2. Fast Polygon-Cube Intersection Testing Chapter VII.3. Velocity-based Collision Detection Chapter VII.4. Spatial Partitioning of a Polygon by a Plane Chapter VII.5. Fast Polygon Triangulation Based on Seidel's Algorithm |
Series |
The Morgan Kaufmann Series in Computer Graphics |
Extent |
1 online resource (465 p.) |
Language |
English |
National Library system number |
997010710692705171 |
MARC RECORDS
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