INTRODUCTION TO RENDERING
This final chapter is a sort of “catch all” for many Gems that did not fit explicitly into other sections. As such, “rendering” means anything to do with making pictures. That is not to say that the section contains the dregs; in fact, some of my favorite Gems in this volume are in this very section.
The first Gem describes an optimization to create better images using a shadow depth buffer. The second Gem describes a clever trick for organizing the arithmetic in color interpolation across a scanline. The third Gem describes some shortcuts for anti-aliasing polygons. The fourth Gem describes a general programming trick for the C language, which has some nice side effects for span conversion. The fifth Gem presents ...
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