Paeth | Graphics Gems V (IBM Version) | E-Book | sack.de
E-Book

E-Book, Englisch, 438 Seiten

Paeth Graphics Gems V (IBM Version)


1. Auflage 1995
ISBN: 978-0-08-050757-6
Verlag: Elsevier Science & Techn.
Format: EPUB
Kopierschutz: Adobe DRM (»Systemvoraussetzungen)

E-Book, Englisch, 438 Seiten

ISBN: 978-0-08-050757-6
Verlag: Elsevier Science & Techn.
Format: EPUB
Kopierschutz: Adobe DRM (»Systemvoraussetzungen)



Graphics Gems V is the newest volume in The Graphics Gems Series. It is intended to provide the graphics community with a set of practical tools for implementing new ideas and techniques, and to offer working solutions to real programming problems. These tools are written by a wide variety of graphics programmers from industry, academia, and research. The books in the series have become essential, time-saving tools for many programmers.

Key Features
* Latest collection of graphics tips in The Graphics Gems Series written by the leading programmers in the field
* Contains over 50 new gems displaying some of the most recent and innovative techniques in graphics programming
* Includes gems covering ellipses, splines, Bezier curves, and ray tracing
* Disk included containing source code from the gems available in both IBM and Macintosh versions

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Autoren/Hrsg.


Weitere Infos & Material


1;Front Cover;1
2;Graphics Gems V;4
3;Copyright Page;5
4;Contents;6
5;Foreword;10
6;Preface;14
7;Author Index;18
8;Part I: Algebra and Arithmetic;22
8.1;Chapter I.1. Solving Quartics and Cubics for Graphics;24
8.2;Chapter I.2. Computing the Inverse Square Root;37
8.3;Chapter I.3. Fixed-Point Square Root;43
8.4;Chapter I.4. Rational Approximation;46
9;Part II: Computational Geometry;54
9.1;Chapter II.1. Efficient Computation of Polygon Area and Polyhedron Volume;56
9.2;Chapter II.2. Point in Polyhedron Testing Using Spherical Polygons;63
9.3;Chapter II.3. Clipping a Concave Polygon;71
9.4;Chapter II.4. Rotations for N-Dimensional Graphics;76
9.5;Chapter II.5. Parallelohedra and Uniform Quantization;86
9.6;Chapter II.6. Matrix-based Ellipse Geometry;93
9.7;Chapter II.7. Distance Approximations and Bounding Polyhedra;99
10;Part III: Modeling and Transformation;110
10.1;Chapter III.1. The Best Least-Squares Line Fit;112
10.2;Chapter III.2. Surface Models and the Resolution of N-Dimensional;119
10.3;Chapter III.3. Tricubic Interpolation;128
10.4;Chapter III.4. Transforming Coordinates from One Coordinate Plane to Another;132
10.5;Chapter III.5. A Walk through BSP Trees ;142
10.6;Chapter III.6. Generic Implementation of Axial Deformation Techniques ;160
11;Part IV: Curves and Surfaces;168
11.1;Chapter IV.1. Identities for the Univariate and Bivariate Bernstein Basis Functions;170
11.2;Chapter IV.2. Identities for the B-Spline Basis Functions;184
11.3;Chapter IV.3. Circular Arc Subdivision;189
11.4;Chapter IV.4. Adaptive Sampling of Parametric Curves;194
11.5;Chapter IV.5. Fast Generation of Ellipsoids;200
11.6;Chapter IV.6. Sparse Smooth Connection between Bézier/B-Spline Curves;212
11.7;Chapter IV.7. The Length of Bézier Curves;220
11.8;Chapter IV.8. Quick and Simple Bézier Curve Drawing;227
11.9;Chapter IV.9. Linear Form Curves;231
12;Part V: Ray Tracing and Radiosity;246
12.1;Chapter V.1. Computing the Intersection of a Line and a Cone;248
12.2;Chapter V.2.Ray Intersection of Tessellated Surfaces: Quadrangles versus Triangles;253
12.3;Chapter V.3.Faster Ray Tracing Using Scanline Rejection ;263
12.4;Chapter V.4.Ray Tracing a Swept Sphere ;279
12.5;Chapter V.5. Acceleration of Ray Tracing via Voronoi Diagrams ;289
12.6;Chapter V.6. Direct Lighting Models for Ray Tracing with Cylindrical Lamps;306
12.7;Chapter V. 7. Improving Intermediate Radiosity Images Using Directional Light ;311
13;Part VI: Halftoning and Image Processing;316
13.1;Chapter VI.1. Improved Threshold Matrices for Ordered Dithering;318
13.2;Chapter VI.2.Halftoning with Selective Precipitation and Adaptive Clustering;323
13.3;Chapter VI.3. Faster “Pixel-Perfect” Line Clipping ;335
13.4;Chapter VI.4. Efficient and Robust 2D Shape Vectorization ;344
13.5;Chapter VI.5. Reversible Straight Line Edge Reconstruction ;359
13.6;Chapter VI.6 Priority-based Adaptive Image Refinement;376
13.7;Chapter VI.7. Sampling Patterns Optimized for Uniform Distribution of Edges ;380
14;Part VII: Utilities;386
14.1;Chapter VII.1. Wave Generators for Computer Graphics;388
14.2;Chapter VII.2. Fast Polygon–Cube Intersection Testing;396
14.3;Chapter VII.3. Velocity-based Collision Detection;401
14.4;Chapter VII.4. Spatial Partitioning of a Polygon by a Plane;407
14.5;Chapter VII.5. Fast Polygon Triangulation Based on Seidel's Algorithm;415
14.6;Chapter VII.6. Accurate Z-Buffer Rendering;419
14.7;Chapter VII.7. A Survey of Extended Graphics Libraries;421
15;Index;428
16;Volume I–V Cumulative Index;432
17;Other AP Professional Titles of Interest;460
18;Virtual Reality Excursions With Programs in C;461
19;3-D Sound for Virtual Reality and Multimedia Applications;462
20;Color Plate Section;464



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