Graphics gems III

This sequel to Graphics Gems (Academic Press, 1990), and Graphics Gems II (Academic Press, 1991) is a practical collection of computer graphics programming tools and techniques. Graphics Gems III contains a larger percentage of gems related to modeling and rendering, particularly lighting and shadin...

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Detalles Bibliográficos
Otros Autores: Kirk, David, 1960- (-)
Formato: Libro electrónico
Idioma:Inglés
Publicado: Boston : Harcourt Brace Jovanovich c1992.
Edición:1st edition
Colección:Graphics gems series.
Materias:
Ver en Biblioteca Universitat Ramon Llull:https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009628584106719
Tabla de Contenidos:
  • Front Cover; Graphics Gems III; Copyright Page; Table of Contents; Foreword; Preface; Mathematical Notation; Pseudo-Code; Contributors; Part I: IMAGE PROCESSING; Section I: Introduction; Chapter 1. Fast Bitmap Stretching; Introduction; The Algorithm; Some Projects Using the Bitmap Stretcher; Further Work; Chapter 2. General Filtered Image Rescaling; Chapter 3. Optimization of Bitmap Scaling Operations; Chapter 4. A Simple Color Reduction Filter; Introduction; The Filter; Implementation; Summary; Chapter 5. Compact Isocontours from Sampled Data; Problem; Cube-Based Contouring; Compact Cubes
  • Chapter 6. Generating Isovalue Contours from a PixmapChapter 7. Compositing Black-and-White Bitmaps; Introduction; Compositing Bitmaps; Chapter 8. 2 1/2-D Depth-of-Field Simulation for Computer Animation; Introduction; Related Work; The Algorithm; Change-of-Focus Simulation; Acknowledgment and Historical Note; Chapter 9. A Fast Boundary Generator for Composited Regions; Problem; Other Methods; Fast Boundary Generation; Considerations; Part II: NUMERICAL AND PROGRAMMING TECHNIQUES; Section II: Introduction; Chapter 1. IEEE Fast Square Root; Chapter 2. A Simple Fast Memory Allocator
  • Chapter 3. The Rolling BallThe Rolling-Ball Algorithm; Implementation; Extensions of the Rolling-Ball Method; Group Theory of Infinitesimal Rotations; Quaternion rotations, 2 X 2 Matrices, and SU(2) Spinors; Four Euclidean Dimensions; Lorentz Transformations; Summary; Acknowledgment; Chapter 4. Interval Arithmetic; Chapter 5. Fast Generation of Cyclic Sequences; Chapter 6. A Generic Pixel Selection Mechanism; Chapter 7. Nonuniform Random Points Sets via Warping; Chapter 8. Cross Product in Four Dimensions and Beyond; Introduction; Tensor Product; Wedge Product; Acknowledgment
  • Chapter 9. Face-Connected Line Segment Generation in an n-Dimensional SpacePart III: MODELING AND TRANSFORMATIONS; Section III: Introduction; Chapter 1. Quaternion Interpolation with Extra Spins; Chapter 2. Decomposing Projective Transformations; Introduction; First Decomposition Algorithm - Perspective in Four Dimensions; Second Decomposition Algorithm - Affine *Projective; Third Decomposition Algorithm - Perspective *Affine; Fourth Decomposition Algorithm - Affine * Perspective; Summary; Chapter 3. Decomposing Linear and Affine Transformations; Goal; Nonsingular Linear Transformations
  • Singular Linear TransformationsAffine Transformations; Chapter 4. Fast Random Rotation Matrices; Chapter 5. Issues and Techniques for Keyframing Transformations; Introduction; Interpolating in Logarithmic Space; Relative Motion; Linear vs. Splined Interpolation; Subdividing Motion; Chapter 6. Uniform Random Rotations; Background; Planar Rotations; Uniform Spherical Distribution; Spatial Rotations; Angles Not Uniform; Uniform Rotations from Gaussians; Subgroup Algorithm; Distribution Check; Acknowledgments; Chapter 7. Interpolation Using Bézier Curves; Introduction; Numeric Solution
  • Symbolic Solution