Book description
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 shading. This new edition also covers image processing, numerical and programming techniques, modeling and transformations, 2D and 3D geometry and algorithms,ray tracing and radiosity, rendering, and more clever new tools and tricks for graphics programming. Volume III also includes a disk containing source codes for either the IBM or Mac versions featuring all code from Volumes I, II, and III.
Author David Kirk lends his expertise to the Graphics Gems series in Volume III with his far-reaching knowledge of modeling and rendering, specifically focusing on the areas of lighting and shading. Volume III includes a disk containing source codes for both the IBM and Mac versions featuring all code from volumes I, II, and III. Graphics Gems I, II, and III are sourcebooks of ideas for graphics programmers. They also serve as toolboxes full of useful tricks and techniques for novice programmers and graphics experts alike. Each volume reflects the personality and particular interests of its respective editor.
- Includes a disk containing source codes for both the IBM and Mac versions featuring code from volumes I, II, and III
- Features all new graphics gems
- Explains techniques for making computer graphics implementations more efficient
- Emphasizes physically based modeling, rendering, radiosity, and ray tracing
- Presents techniques for making computer graphics implementations more efficient
Table of contents
- Cover image
- Title page
- Table of Contents
- Inside Front Cover
- Copyright
- About the Cover
- FOREWORD
- PREFACE
- MATHEMATICAL NOTATION
- PSEUDO-CODE
- CONTRIBUTORS
-
I: IMAGE PROCESSING
- INTRODUCTION TO IMAGE PROCESSING
- Chapter 1.1: FAST BITMAP STRETCHING
- Chapter 1.2: GENERAL FILTERED IMAGE RESCALING
- Chapter 1.3: OPTIMIZATION OF BITMAP SCALING OPERATIONS
- Chapter 1.4: A SIMPLE COLOR REDUCTION FILTER
- Chapter 1.5: COMPACT ISOCONTOURS FROM SAMPLED DATA
- Chapter 1.6: GENERATING ISOVALUE CONTOURS FROM A PIXMAP
- Chapter 1.7: COMPOSITING BLACK-AND-WHITE BITMAPS
- Chapter 1.8: 2½-D DEPTH-OF-FIELD SIMULATION FOR COMPUTER ANIMATION
- Chapter 1.9: A FAST BOUNDARY GENERATOR FOR COMPOSITED REGIONS
-
II: NUMERICAL AND PROGRAMMING TECHNIQUES
- INTRODUCTION TO NUMERICAL AND PROGRAMMING TECHNIQUES
- Chapter II.1: IEEE FAST SQUARE ROOT
- Chapter II.2: A SIMPLE FAST MEMORY ALLOCATOR
- Chapter II.3: THE ROLLING BALL
- Chapter II.4: INTERVAL ARITHMETIC
- Chapter II.5: FAST GENERATION OF CYCLIC SEQUENCES
- Chapter II.6: A GENERIC PIXEL SELECTION MECHANISM
- Chapter II.7: NONUNIFORM RANDOM POINT SETS VIA WARPING
- Chapter II.8: CROSS PRODUCT IN FOUR DIMENSIONS AND BEYOND
- Chapter II.9: FACE-CONNECTED LINE SEGMENT GENERATION IN AN n-DIMENSIONAL SPACE
-
III: MODELING AND TRANSFORMATIONS
- INTRODUCTION TO MODELING AND TRANSFORMATIONS
- Chapter III.1: QUATERNION INTERPOLATION WITH EXTRA SPINS
- Chapter III.2: DECOMPOSING PROJECTIVE TRANSFORMATIONS
- Chapter III.3: DECOMPOSING LINEAR AND AFFINE TRANSFORMATIONS
- Chapter III.4: FAST RANDOM ROTATION MATRICES
- Chapter III.5: ISSUES AND TECHNIQUES FOR KEYFRAMING TRANSFORMATIONS
- Chapter III.6: UNIFORM RANDOM ROTATIONS
- Chapter III.7: INTERPOLATION USING BÉZIER CURVES
-
Chapter III.8: RIGID PHYSICALLY BASED SUPERQUADRICS
- Publisher Summary
- Introduction
- Review of Superquadrics
- Rigid Physically Based Superquadric Quantities
- Conclusion
- Acknowledgment
- Appendix A Review of Superquadric Geometric Quantities
- Appendix B Some Equations of Rigid-Body Motion
- Appendix C How to Compute β(m, n), and Γ(n)
- Appendix D Sketch of Derivation of Superquadric Volume, Mass, and Inertia Tensor
-
IV: 2-D GEOMETRY AND ALGORITHMS
- INTRODUCTION TO 2-D GEOMETRY AND ALGORITHMS
- Chapter IV.1: A PARAMETRIC ELLIPTICAL ARC ALGORITHM
- Chapter IV.2: SIMPLE CONNECTION ALGORITHM FOR 2-D DRAWING
- Chapter IV.3: A FAST CIRCLE CLIPPING ALGORITHM
- Chapter IV.4: EXACT COMPUTATION OF 2-D INTERSECTIONS
- Chapter IV.5: JOINING TWO LINES WITH A CIRCULAR ARC FILLET
- Chapter IV.6: FASTER LINE SEGMENT INTERSECTION
- Chapter IV.7: SOLVING THE PROBLEM OF APOLLONIUS AND OTHER RELATED PROBLEMS
-
V: 3-D GEOMETRY AND ALGORITHMS
- INTRODUCTION TO 3-D GEOMETRY AND ALGORITHMS
- Chapter V.1: TRIANGLES REVISITED
- Chapter V.2: PARTITIONING A 3-D CONVEX POLYGON WITH AN ARBITRARY PLANE
- Chapter V.3: SIGNED DISTANCE FROM POINT TO PLANE
- Chapter V.4: GROUPING NEARLY COPLANAR POLYGONS INTO COPLANAR SETS
- Chapter V.5: NEWELL’S METHOD FOR COMPUTING THE PLANE EQUATION OF A POLYGON
- Chapter V.6: PLANE-TO-PLANE INTERSECTION
- Chapter V.7: TRIANGLE-CUBE INTERSECTION
- Chapter V.8: FAST n-DIMENSIONAL EXTENT OVERLAP TESTING
- Chapter V.9: SUBDIVIDING SIMPLICES
- Chapter V.10: UNDERSTANDING SIMPLOIDS
- Chapter V.11: CONVERTING BÉZIER TRIANGLES INTO RECTANGULAR PATCHES
- Chapter V.12: CURVE TESSELLATION CRITERIA THROUGH SAMPLING
-
VI: RAY TRACING AND RADIOSITY
- PART VI: INTRODUCTION TO RAY TRACING AND RADIOSITY
- Chapter VI.1: RAY TRACING WITH THE BSP TREE
- Chapter VI.2: INTERSECTING A RAY WITH A QUADRIC SURFACE
- Chapter VI.3: USE OF RESIDENCY MASKS AND OBJECT SPACE PARTITIONING TO ELIMINATE RAY-OBJECT INTERSECTION CALCULATIONS
- Chapter VI.4: A PANORAMIC VIRTUAL SCREEN FOR RAY TRACING
- Chapter VI.5: RECTANGULAR BOUNDING VOLUMES FOR POPULAR PRIMITIVES
- Chapter VI.6: A LINEAR-TIME SIMPLE BOUNDING VOLUME ALGORITHM
- Chapter VI.7: PHYSICALLY CORRECT DIRECT LIGHTING FOR DISTRIBUTION RAY TRACING
- Chapter VI 8: HEMISPHERICAL PROJECTION OF A TRIANGLE
- Chapter VI 9: LINEAR RADIOSITY APPROXIMATION USING VERTEX-TO-VERTEX FORM FACTORS
- Chapter VI.10: DELTA FORM-FACTOR CALCULATION FOR THE CUBIC TETRAHEDRAL ALGORITHM
- VI. II: ACCURATE FORM-FACTOR COMPUTATION
-
VII: RENDERING
- INTRODUCTION TO RENDERING
- Chapter VII.1: THE SHADOW DEPTH MAP REVISITED
- Chapter VII.2: FAST LINEAR COLOR RENDERING
- Chapter VII.3: EDGE AND BIT-MASK CALCULATIONS FOR ANTI-ALIASING
- Chapter VII.4: FAST SPAN CONVERSION: UNROLLING SHORT LOOPS
- Chapter VII.5: PROGRESSIVE IMAGE REFINEMENT VIA GRIDDED SAMPLING
- Chapter VII.6: ACCURATE POLYGON SCAN CONVERSION USING HALF-OPEN INTERVALS
- Chapter VII.7: DARKLIGHTS
- Chapter VII.8: ANTI-ALIASING IN TRIANGULAR PIXELS
- Chapter VII.9: MOTION BLUR ON GRAPHICS WORKSTATIONS
- Chapter VII.10: THE SHADER CACHE: A RENDERING PIPELINE ACCELERATOR
- C: C UTILITIES
-
C APPENDIX: C IMPLEMENTATIONS
- FAST BITMAP STRETCHING: (page 4)
- GENERAL FILTERED IMAGE RESCALING: (page 8)
- OPTIMIZATION OF BITMAP SCALING OPERATIONS: (page 17)
- A SIMPLE COLOR REDUCTION FILTER: (page 20)
- GENERATING ISOVALUE CONTOURS FROM A PIXMAP: (page 29)
- A FAST BOUNDARY GENERATOR FOR COMPOSITED REGIONS: (page 39)
- IEEE FAST SQUARE ROOT: (page 48)
- A SIMPLE FAST MEMORY ALLOCATOR: (page 49)
- THE ROLLING BALL: (page 51)
- INTERVAL ARITHMETIC: (page 61)
- FAST GENERATION OF CYCLIC SEQUENCES: (page 67)
- FACE-CONNECTED LINE SEGMENT GENERATION IN AN n-DIMENSIONAL SPACE: (page 89)
- QUATERNION INTERPOLATION WITH EXTRA SPINS: (page 96)
- FAST RANDOM ROTATION MATRICES: (page 117)
- UNIFORM RANDOM ROTATIONS: (page 124)
- INTERPOLATION USING BÉZIER CURVES: (page 133)
- PHYSICALLY BASED SUPERQUADRICS: (page 137)
- A PARAMETRIC ELLIPTICAL ARC ALGORITHM: (page 164)
- SIMPLE CONNECTION ALGORITHM FOR 2-D DRAWING: (page 173)
- A FAST CIRCLE CLIPPING ALGORITHM: (page 182)
- EXACT COMPUTATION OF 2-D INTERSECTIONS: (page 188)
- JOINING TWO LINES WITH A CIRCULAR ARC FILLET: (page 193)
- FASTER LINE SEGMENT INTERSECTION: (page 199)
- PARTITIONING A 3-D CONVEX POLYGON WITH AN ARBITRARY PLANE: (page 219)
- SIGNED DISTANCE FROM POINT TO PLANE: (page 223)
- GROUPING NEARLY COPLANAR POLYGONS INTO COPLANAR SETS: (page 225)
- NEWELL’S METHOD FOR COMPUTING THE PLANE EQUATION OF A POLYGON: (page 231)
- PLANE-TO-PLANE INTERSECTION: (page 233)
- TRIANGLE–CUBE INTERSECTION: (page 236)
- FAST n-DIMENSIONAL EXTENT OVERLAP TESTING: (page 240)
- SUBDIVIDING SIMPLICES: (page 244)
- CONVERTING BÉZIER TRIANGLES INTO RECTANGULAR PATCHES: (page 256)
- RAY TRACING WITH THE BSP TREE: (page 271)
- INTERSECTING A RAY WITH A QUADRIC SURFACE: (page 275)
- A PANORAMIC VIRTUAL SCREEN FOR RAY TRACING: (page 288)
- RECTANGULAR BOUNDING VOLUMES FOR POPULAR PRIMITIVES: (page 295)
- PHYSICALLY CORRECT DIRECT LIGHTING FOR DISTRIBUTION RAY TRACING: (page 307)
- HEMISPHERICAL PROJECTION OF A TRIANGLE: (page 314)
- DELTA FORM-FACTOR CALCULATION FOR THE CUBIC TETRAHEDRAL ALGORITHM: (page 324)
- ACCURATE FORM-FACTOR COMPUTATION: (page 329)
- THE SHADOW DEPTH MAP REVISITED: (page 338)
- FAST LINEAR COLOR RENDERING: (page 343)
- EDGE AND BIT-MASK CALCULATIONS FOR ANTI-ALIASING: (page 349)
- FAST SPAN CONVERSION: UNROLLING SHORT LOOPS: (page 355)
- PROGRESSIVE IMAGE REFINEMENT VIA GRIDDED SAMPLING: (page 358)
- ACCURATE POLYGON SCAN CONVERSION USING HALF-OPEN INTERVALS: (page 362)
- MOTION BLUR ON GRAPHICS WORKSTATIONS: (page 374)
- REFERENCES
- INDEX
Product information
- Title: Graphics Gems III (IBM Version)
- Author(s):
- Release date: December 2012
- Publisher(s): Morgan Kaufmann
- ISBN: 9780080507552
You might also like
book
Graphics Gems V (IBM Version)
Graphics Gems V is the newest volume in The Graphics Gems Series. It is intended to …
book
Point-Based Graphics
The polygon-mesh approach to 3D modeling was a huge advance, but today its limitations are clear. …
book
Non-Photorealistic Computer Graphics
Even as developments in photorealistic computer graphics continue to affect our work and leisure activities, practitioners …
book
Pro Objective-C
The Objective-C programming language continues to grow in popularity and usage because of the power and …