Graphics Gems I-III下载

weixin_39821526 2019-07-09 03:30:24
一本全面的图形学基础的资料合集,压缩包里有前3卷。
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Foreword By Andrew Glassner xvii Preface xix Mathematical Notation xxi Pseudo-Code xxiii Contributors xxviii I I I I I I I I I IMAGE PROCESSING MAGE PROCESSING MAGE PROCESSING MAGE PROCESSING MAGE PROCESSING Introduction 3 1. Fast Bitmap Stretching C 4 Tomas Möller 2. General Filtered Image Rescaling C 8 Dale Schumacher 3. Optimization of Bitmap Scaling Operations 17 Dale Schumacher 4. A Simple Color Reduction Filter C 20 Dennis Braggviii CONTENTS 5. Compact Isocontours from Sampled Data 23 Douglas Moore and Joseph Warren 6. Generating Isovalue Contours from a Pixmap C 29 Tim Feldman 7. Compositing Black-and-White Bitmaps 34 David Salesin and Ronen Barzel 8. 2 1 2 -D Depth-of-Field Simulation for Computer 36 Animation Cary Scofield 9. A Fast Boundary Generator for Composited 39 Regions C Eric Furman II II II II II N N N N NUMERICAL AND PROGRAMMING UMERICAL AND PROGRAMMING UMERICAL AND PROGRAMMING UMERICAL AND PROGRAMMING UMERICAL AND PROGRAMMING T T T T TECHNIQUES ECHNIQUES ECHNIQUES ECHNIQUES ECHNIQUES Introduction 47 1. IEEE Fast Square Root C 48 Steve Hill 2. A Simple Fast Memory Allocator C 49 Steve Hill 3. The Rolling Ball C 51 Andrew J. Hanson 4. Interval Arithmetic C 61 Jon Rokne 5. Fast Generation of Cyclic Sequences C 67 Alan W. Paeth 6. A Generic Pixel Selection Mechanism 77 Alan W. Paethix CONTENTS 7. Nonuniform Random Points Sets via Warping 80 Peter Shirley 8. Cross Product in Four Dimensions and Beyond 84 Ronald N. Goldman 9. Face-Connected Line Segment Generation in an n-Dimensional Space C 89 Didier Badouel and Charles A. Wüthrich III III III III III M M M M MODELING AND TRANSFORMATIONS ODELING AND TRANSFORMATIONS ODELING AND TRANSFORMATIONS ODELING AND TRANSFORMATIONS ODELING AND TRANSFORMATIONS Introduction 95 1. Quaternion Interpolation with Extra Spins C 96 Jack Morrison 2. Decomposing Projective Transformations 98 Ronald N. Goldman 3. Decomposing Linear and Affine Transformations 108 Ronald N. Goldman 4. Fast Random Rotation Matrices C 117 James Arvo 5. Issues and Techniques for Keyframing Transformations 121 Paul Dana 6. Uniform Random Rotations C 124 Ken Shoemake 7. Interpolation Using Bézier Curves C 133 Gershon Elber 8. Physically Based Superquadrics C 137 A. H. Barrx CONTENTS I I I I IV V V V V 2-D 2-D 2-D 2-D 2-D GEOMETRY AND ALGORITHMS GEOMETRY AND ALGORITHMS GEOMETRY AND ALGORITHMS GEOMETRY AND ALGORITHMS GEOMETRY AND ALGORITHMS Introduction 163 1. A Parametric Elliptical Arc Algorithm C 164 Jerry Van Aken and Ray Simar 2. Simple Connection Algorithm for 2-D Drawing C 173 Claudio Rosati 3. A Fast Circle Clipping Algorithm C 182 Raman V. Srinivasan 4. Exact Computation of 2-D Intersections C 188 Clifford A. Shaffer and Charles D. Feustel 5. Joining Two Lines with a Circular Arc Fillet C 193 Robert D. Miller 6. Faster Line Segment Intersection C 199 Franklin Antonio 7. Solving the Problem of Apollonius and Other 203 Related Problems Constantina Sevici V V V V V 3-D 3-D 3-D 3-D 3-D GEOMETRY AND ALGORITHMS GEOMETRY AND ALGORITHMS GEOMETRY AND ALGORITHMS GEOMETRY AND ALGORITHMS GEOMETRY AND ALGORITHMS Introduction 213 1. Triangles Revisited 215 Fernando J. López-López 2. Partitioning a 3-D Convex Polygon with an 219 Arbitrary Plane C Norman Chin 3. Signed Distance from Point to Plane C 223 Príamos Georgiadesxi CONTENTS 4. Grouping Nearly Coplanar Polygons into Coplanar Sets C 225 David Salesin and Filippo Tampieri 5. Newell’s Method for Computing the Plane Equation of a Polygon C 231 Filippo Tampieri 6. Plane-to-Plane Intersection C 233 Príamos Georgiades 7. Triangle-Cube Intersection C 236 Douglas Voorhies 8. Fast n-Dimensional Extent Overlap Testing C 240 Len Wanger and Mike Fusco 9. Subdividing Simplices C 244 Doug Moore 10.Understanding Simploids 250 Doug Moore 11. Converting Bézier Triangles into Rectangular Patches C 256 Dani Lischinski 12.Curve Tesselation Criteria through Sampling 262 Terence Lindgren, Juan Sanchez, and Jim Hall Vl Vl Vl Vl Vl R R R R RAY TRACING AND RADIOSITY AY TRACING AND RADIOSITY AY TRACING AND RADIOSITY AY TRACING AND RADIOSITY AY TRACING AND RADIOSITY Introduction 269 1. Ray Tracing with the BSP Tree C 271 Kelvin Sung and Peter Shirley 2. Intersecting a Ray with a Quadric Surface C 275 Joseph M. Cychosz and Warren N. Waggenspack, Jr.xii CONTENTS 3. Use of Residency Masks and Object Space Partitioning to Eliminate Ray-Object Intersection Calculations 284 Joseph M. Cychosz 4. A Panoramic Virtual Screen for Ray Tracing C 288 F. Kenton Musgrave 5. Rectangular Bounding Volumes for Popular Primitives C 295 Ben Trumbore 6. A Linear-Time Simple Bounding Volume Algorithm 301 Xiaolin Wu 7. Physically Correct Direct Lighting for Distribution Ray Tracing C 307 Changyaw Wang 8. Hemispherical Projection of a Triangle C 314 Buming Bian 9. Linear Radiosity Approximation Using Vertex-to-Vertex Form Factors 318 Nelson L. Max and Michael J. Allison 10. Delta Form-Factor Calculation for the Cubic Tetrahedral Algorithm C 324 Jeffrey C. Beran-Koehn and Mark J. Pavicic 11. Accurate Form-Factor Computation C 329 Filippo Tampieri VII VII VII VII VII R R R R RENDERING ENDERING ENDERING ENDERING ENDERING Introduction 337 1. The Shadow Depth Map Revisited 338 Andrew Wooxiii CONTENTS 2. Fast Linear Color Rendering C 343 Russell C. H. Cheng 3. Edge and Bit-Mask Calculations for Anti-Aliasing C 349 Russell C. H. Cheng 4. Fast Span Conversion: Unrolling Short Loops C 355 Thom Grace 5. Progressive Image Refinement Via Gridded Sampling C 358 Steve Hollasch 6. Accurate Polygon Scan Conversion Using Half-Open Intervals C 362 Kurt Fleischer and David Salesin 7. Darklights 366 Andrew S. Glassner 8. Anti-Aliasing in Triangular Pixels 369 Andrew S. Glassner 9. Motion Blur on Graphics Workstations C 374 John Snyder, Ronen Barzel and Steve Gabriel 10. The Shader Cache: A Rendering Pipeline Accelerator 383 James Arvo and Cary Scofeld References 611 Index
Foreword By Andrew Glassner xvii Preface xix Mathematical Notation xxi Pseudo-Code xxiii Contributors xxix I I I I I 2 2 2 2 2D GEOMETRY AND ALGORITHMS D GEOMETRY AND ALGORITHMS D GEOMETRY AND ALGORITHMS D GEOMETRY AND ALGORITHMS D GEOMETRY AND ALGORITHMS Introduction 3 1. The Area of a Simple Polygon 5 Jon Rokne 2. Intersection of Line Segments C 7 Mukesh Prasad 3. Distance from a Point to a Line 10 Jack C. Morrison 4. An Easy Bounding Circle 14 Jon Rokneviii 5. The Smallest Circle Containing the Intersection C of Two Circles 17 Jon Rokne 6. Appolonius’s 10th Problem 19 Jon Rokne 7. A Peano Curve Generation Algorithm C 25 Ken Musgrave 8. Space-Filling Curves and a Measure of Coherence C 26 Douglas Voorhies 9. Scanline Coherent Shape Algebra 31 Jonathan E. Steinhart II II II II II I I I I IMAGE PROCESSING MAGE PROCESSING MAGE PROCESSING MAGE PROCESSING MAGE PROCESSING Introduction 49 1. Image Smoothing and Sharpening by Discrete Convolution 50 Dale A. Schumacher 2. A Comparison of Digital Halftoning Techniques C 75 Dale A. Schumacher 3. Color Dithering C 72 Spencer W. Thomas and Rod G. Bogart 4. Fast Anamorphic Image Scaling 78 Dale A. Schumacher 5. Real Pixels 80 Greg Ward 6. A Fast 90-Degree Bitmap Rotator C 84 Sue-Ken Yap CONTENTSix CONTENTS 7. Rotation of Run-Length Encoded Image Data C 86 Jeff Holt 8. Adaptive Run-Length Encoding 89 Andrew S. Glassner 9. Image File Compression Made Easy 93 Alan W. Paeth 10. An Optimal Filter for Image Reconstruction 101 Nelson Max 11. Noise Thresholding in Edge Images 105 John Schlag 12. Computing the Area, the Circumference, and the Genus of a Binary Digital Image C 107 Hanspeter Bieri and Andreas Kohler III III III III III F F F F FRAM RAM RAM RAM RAME E E E E BUFFER TECH BUFFER TECH BUFFER TECH BUFFER TECH BUFFER TECHN N N N NIQUES IQUES IQUES IQUES IQUES Introduction 115 1. Efficient Inverse Color Map Computation C 116 Spencer W. Thomas 2. Efficient Statistical Computations for Optimal Color Quantization 126 Xiaolin Wu 3. A Random Color Map Animation Algorithm C 134 Ken Musgrave 4. A Fast Approach to PHIGS PLUS Pseudo Color 138 Mapping James Hall and Terence Lindgren 5. Mapping RGB Triples onto 16 Distinct Values 143x 6. Television Color Encoding and “Hot” Broadcast Colors C 147 David Martindale and Alan W. Paeth 7. An Inexpensive Method of Setting the Monitor White Point 159 Gary W. Meyer 8. Some Tips for Making Color Hardcopy 163 Ken Musgrave IV IV IV IV IV 3 3 3 3 3D GEOMETRY AND ALGORITHMS D GEOMETRY AND ALGORITHMS D GEOMETRY AND ALGORITHMS D GEOMETRY AND ALGORITHMS D GEOMETRY AND ALGORITHMS Introduction 169 1. Area of Planar Polygons and Volume of Polyhedra 170 Ronald N. Goldman 2. Getting Around on a Sphere 172 Clifford A. Shaffer 3. Exact Dihedral Metrics for Common Polyhedra 174 Alan W. Paeth 4. A Simple Viewing Geometry 179 Andrew S. Glassner 5. View Correlation C 181 Rod G. Bogart 6. Maintaining Winged-Edge Models 191 Andrew S. Glassner 7. Quadtree/Octree-to-Boundary Conversion 202 Claudio Montani and Roberto Scopigno 8. Three-Dimensional Homogeneous Clipping of Triangle Strips C 219 Patrick-Gilles Maillot CONTENTSxi 9. InterPhong Shading C 232 Nadia Magnenat Thalmann, Daniel Thalmann, and Hong Tong Minh V V V V V R R R R RAY TRACING AY TRACING AY TRACING AY TRACING AY TRACING Introduction 245 1. Fast Ray–Convex Polyhedron Intersection C 247 Eric Haines 2. Intersecting a Ray with an Elliptical Torus C 251 Joseph M. Cychosz 3. Ray–Triangle Intersection Using Binary Recursive Subdivision 257 Douglas Voorhies and David Kirk 4. Improved Ray Tagging for Voxel-Based Ray Tracing 264 David Kirk and James Arvo 5. Efficiency Improvements for Hierarchy Traversal in Ray Tracing 267 Eric Haines 6. A Recursive Shadow Voxel Cache for Ray Tracing C 273 Andrew Pearce 7. Avoiding Incorrect Shadow Intersections for Ray Tracing 275 Andrew Pearce 8. A Body Color Model: Absorption of Light through Translucent Media 277 Mark E. Lee and Samuel P. Uselton 9. More Shadow Attenuation for Ray Tracing Transparent or Translucent Objects 283 Mark E. Lee and Samuel P. Uselton CONTENTSxii CONTENTS Vl Vl Vl Vl Vl R R R R RADIOSITY ADIOSITY ADIOSITY ADIOSITY ADIOSITY Introduction 293 1. Implementing Progressive Radiosity with User- Provided Polygon Display Routines C 295 Shenchang Eric Chen 2. A Cubic Tetrahedral Adaptation of the Hemi-Cube Algorithm 299 Jeffrey C. Beran-Koehn and Mark J. Pavicic 3. Fast Vertex Radiosity Update C 303 Filippo Tampieri 4. Radiosity via Ray Tracing 306 Peter Shirley 5. Detection of Shadow Boundaries for Adaptive Meshing in Radiosity 311 François Sillion Vll Vll Vll Vll Vll M M M M MATRIX TECHNIQUES ATRIX TECHNIQUES ATRIX TECHNIQUES ATRIX TECHNIQUES ATRIX TECHNIQUES Introduction 319 1. Decomposing a Matrix into Simple Transformations C 320 Spencer W. Thomas 2. Recovering the Data from the Transformation Matrix 324 Ronald N. Goldman 3. Transformations as Exponentials 332 Ronald N. Goldman 4. More Matrices and Transformations: Shear and Pseudo-Perspective 338 Ronald N. Goldmanxiii 5. Fast Matrix Inversion C 342 Kevin Wu 6. Quaternions and 4 × 4 Matrices 351 Ken Shoemake 7. Random Rotation Matrices C 355 James Arvo 8. Classifying Small Sparse Matrices C 357 James Arvo Vlll Vlll Vlll Vlll Vlll N N N N NUMERICAL AND PROGRAMMING UMERICAL AND PROGRAMMING UMERICAL AND PROGRAMMING UMERICAL AND PROGRAMMING UMERICAL AND PROGRAMMING T T T T TECHNIQUES ECHNIQUES ECHNIQUES ECHNIQUES ECHNIQUES Introduction 365 1. Bit Picking 366 Ken Shoemake 2. Faster Fourier Transform 368 Ken Shoemake 3. Of Integers, Fields, and Bit Counting C 371 Alan W. Paeth and David Schilling 4. Using Geometric Constructions to Interpolate Orientation with Quaternions 377 John Schlag 5. A Half-Angle Identity for Digital Computation: 381 The Joys of the Halved Tangent Alan W. Paeth 6. An Integer Square Root Algorithm C 387 Christopher J. Musial 7. Fast Approximation to the Arctangent 389 Ron Capelli CONTENTSxiv CONTENTS 8. Fast Sign of Cross Product Calculation C 392 Jack Ritter 9. Interval Sampling 394 Ken Shoemake 10.A Recursive Implementation of the Perlin Noise Function C 396 Greg Ward I I I I IX X X X X C C C C CURVES AN URVES AN URVES AN URVES AN URVES AND D D D D SURFACES SURFACES SURFACES SURFACES SURFACES Introduction 405 1. Least-Squares Approximations to Bézier Curves and Surfaces 406 Doug Moore and Joe Warren 2. Beyond Bézier Curves 412 Ken Shoemake 3. A Simple Formulation for Curve Interpolation with Variable Control Point Approximation 417 John Schlag 4. Symmetric Evaluation of Polynomials 420 Terence Lindgren 5. Menelaus’s Theorem 424 Hans-Peter Seidel 6. Geometrically Continuous Cubic Bézier Curves 428 Hans-Peter Siedel 7. A Good Straight-Line Approximation of a Circular Arc C 435 Christopher J. Musial 8. Great Circle Plotting 440 Alan W. Paeth 9. Fast Anti-Aliased Circle Generation 446 Xiaolin Wu

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