Graphics Gems II. (eBook, 2013) [WorldCat.org]
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Graphics Gems II.

Author: James Arvo
Publisher: Saint Louis : Elsevier Science, 2013.
Series: Graphics Gems - IBM.
Edition/Format:   eBook : Document : EnglishView all editions and formats
Summary:
Graphics Gems II is a collection of articles shared by a diverse group of people that reflect ideas and approaches in graphics programming which can benefit other computer graphics programmers. This volume presents techniques for doing well-known graphics operations faster or easier. The book contains chapters devoted to topics on two-dimensional and three-dimensional geometry and algorithms, image processing, frame  Read more...
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Genre/Form: Electronic books
Additional Physical Format: Print version:
Arvo, James.
Graphics Gems II.
Saint Louis : Elsevier Science, ©2013
Material Type: Document, Internet resource
Document Type: Internet Resource, Computer File
All Authors / Contributors: James Arvo
ISBN: 9780080507545 0080507549
OCLC Number: 1055746004
Notes: 5. Detection of Shadow Boundaries for Adaptive Meshing in Radiosity.
Description: 1 online resource (683 pages).
Contents: Front Cover --
Graphics Gems II --
Copyright Page --
Table of Contents --
Foreword --
Preface --
Mathematical Notation --
Pseudo-Code --
Contributors --
CHAPTER I. 2D GEOMETRY AND ALGORITHMS --
Introduction --
1. The Area of a Simple Polygon --
2. Intersection of Line Segments --
3. Distance from a Point to a Line --
4. An Easy Bounding Circle --
5. The Smallest Circle Containing the Intersection of Two Circles --
6. Appolonius's 10th Problem --
7. A Peano Curve Generation Algorithm --
8. Space-Filling Curves and a Measure of Coherence --
9. Scanline Coherent Shape Algebra. CHAPTER II. IMAGE PROCESSING --
Introduction --
1. Image Smoothing and Sharpening by Discrete Convolution --
2. A Comparison of Digital Halftoning Techniques --
3. Color Dithering --
4. Fast Anamorphic Image Scaling --
5. Real Pixels --
6. A Fast 90-Degree Bitmap Rotator --
7. Rotation of Run-Length Encoded Image Data --
8. Adaptive Run-Length Encoding --
9. Image File Compression Made Easy --
10. An Optimal Filter for Image Reconstruction --
11. Noise Thresholding in Edge Images --
12. Computing the Area, the Circumference, and the Genus of a Binary Digital Image. CHAPTER III. FRAME BUFFER TECHNIQUES --
Introduction --
1. Efficient Inverse Color Map Computation --
2. Efficient Statistical Computations for Optimal Color Quantization --
3. A Random Color Map Animation Algorithm --
4. A Fast Approach to PHIGS PLUS Pseudo Color Mapping --
5. Mapping RGB Triples onto 16 Distinct Values --
6. Television Color Encoding and ""Hot"" Broadcast Colors --
7. An Inexpensive Method of Setting the Monitor White Point --
8. Some Tips for Making Color Hardcopy --
CHAPTER IV. 3D GEOMETRY AND ALGORITHMS --
Introduction --
1. Area of Planar Polygons and Volume of Polyhedra. 2. Getting Around on a Sphere --
3. Exact Dihedral Metrics for Common Polyhedra --
4. A Simple Viewing Geometry --
5. View Correlation --
6. Maintaining Winged-Edge Models --
7. Quadtree/Octree-to-Boundary Conversion --
8. Three-Dimensional Homogeneous Clipping of Triangle Strips --
9. InterPhong Shading --
CHAPTER V. RAY TRACING --
Introduction --
1. Fast Ray-Convex Polyhedron Intersection --
2. Intersecting a Ray with an Elliptical Torus --
3. Ray-Triangle Intersection Using Binary Recursive Subdivision --
4. Improved Ray Tagging for Voxel-Based Ray Tracing. 5. Efficiency Improvements for Hierarchy Traversal in Ray Tracing --
6. A Recursive Shadow Voxel Cache for Ray Tracing --
7. Avoiding Incorrect Shadow Intersections for Ray Tracing --
8. A Body Color Model: Absorption of Light through Translucent Media --
9. More Shadow Attenuation for Ray Tracing Transparent or Translucent Objects --
CHAPTER VI. RADIOSITY --
Introduction --
1. Implementing Progressive Radiosity with User- Provided Polygon Display Routines --
2. A Cubic Tetrahedral Adaptation of the Hemi-Cube Algorithm --
3. Fast Vertex Radiosity Update --
4. Radiosity via Ray Tracing.
Series Title: Graphics Gems - IBM.

Abstract:

Graphics Gems II is a collection of articles shared by a diverse group of people that reflect ideas and approaches in graphics programming which can benefit other computer graphics programmers. This volume presents techniques for doing well-known graphics operations faster or easier. The book contains chapters devoted to topics on two-dimensional and three-dimensional geometry and algorithms, image processing, frame buffer techniques, and ray tracing techniques. The radiosity approach, matrix techniques, and numerical and programming techniques are likewise discussed. Graphics ar.

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