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Graphics Gems III

Publisher: Academic Press Publishing
Author: David Kirk
ISBN-10: 0124096735
ISBN-13: 978-0124096738
Pages: 631
Language: English
Year: 2012
File: ebook PDF

A practical collection of tools and methods for programming computer graphics.

ENRUTable of contentsFilesAdditionally

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.

Key Features

  • 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
  • Readership
  • Graphics programmers, students, researchers, and professionals

Описание книги:

Продолжение Graphics Gems (Academic Press, 1990) и Graphics Gems II (Academic Press, 1991) представляет собой практическую коллекцию инструментов и методов программирования компьютерной графики. Графика Gems III содержит больший процент ключевых особенностей, связанных с моделированием и рендерингом, особенно освещением и затенением. Это издание также охватывает обработку изображений, численные методы и методы программирования, моделирование и преобразования, двумерную и трехмерную геометрию и алгоритмы, трассировку лучей и излучательность, рендеринг и другие более умные новые инструменты и приемы для графического программирования. Том III также содержит диск с исходными кодами для версий IBM или Mac, включающий весь код томов I, II и III.

Автор Дэвид Кирк поделился своим опытом в серии Graphics Gems в томе III с его обширными знаниями в области моделирования и рендеринга, в частности, в области освещения и затенения. Графика Gems I, II и III являются сборниками идей для графических программистов. Книги также служат наборами инструментов, полными полезных трюков и приемов для начинающих программистов и экспертов в области графики. Каждый том отражает личность и конкретные интересы своего редактора. Целевая аудитория книги: графические программисты, студенты, исследователи и профессионалы

Ключевая особенность книги

  • Включает диск с исходными кодами для версий IBM и Mac с кодом из томов I, II и III
  • Особенности всех новых графических ключевых особенностей
  • Объяснение методов повышения эффективности реализации компьютерной графики
  • Акцентирование на физическом моделировании, рендеринге, освещенности и трассировки лучей
  • Представлены методы для повышения эффективности реализации компьютерной графики

Graphics Gems

  • I. MAGE PROCESSING
    1. Fast Bitmap Stretching
    Tomas Möller
    2. General Filtered Image Rescaling
    Dale Schumacher
    3. Optimization of Bitmap Scaling Operations
    Dale Schumacher
    4. A Simple Color Reduction Filter
    Dennis Bragg
    5. Compact Isocontours from Sampled Data
    Douglas Moore and Joseph Warren
    6. Generating Isovalue Contours from a Pixmap
    Tim Feldman
    7. Compositing Black-and-White Bitmaps
    David Salesin and Ronen Barzel
    8. Depth-of-Field Simulation for Computer Animation
    Cary Scofield
    9. A Fast Boundary Generator for Composited 39
    Regions Eric Furman 
  • II. NUMERICAL AND PROGRAMMING TECHNIQUES
    1. IEEE Fast Square Root
    Steve Hill
    2. A Simple Fast Memory Allocator
    Steve Hill
    3. The Rolling Ball
    Andrew J. Hanson
    4. Interval Arithmetic
    Jon Rokne
    5. Fast Generation of Cyclic Sequences
    Alan W. Paeth
    6. A Generic Pixel Selection Mechanism
    Alan W. Paeth
    7. Nonuniform Random Points Sets via Warping
    Peter Shirley
    8. Cross Product in Four Dimensions and Beyond
    Ronald N. Goldman
    9. Face-Connected Line Segment Generation in an n-Dimensional Space
    Didier Badouel and Charles A. Wüthrich 
  • III. MODELING AND TRANSFORMATIONS
    1. Quaternion Interpolation with Extra Spins
    Jack Morrison
    2. Decomposing Projective Transformations
    Ronald N. Goldman
    3. Decomposing Linear and Affine Transformations
    Ronald N. Goldman
    4. Fast Random Rotation Matrices
    James Arvo
    5. Issues and Techniques for Keyframing Transformations
    Paul Dana
    6. Uniform Random Rotations
    Ken Shoemake
    7. Interpolation Using Bézier Curves
    Gershon Elber
    8. Physically Based Superquadrics
    A. H. Barr 
  • IV. 2-D GEOMETRY AND ALGORITHMS
    1. A Parametric Elliptical Arc Algorithm
    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. 3-D GEOMETRY AND ALGORITHMS
    1. Triangles Revisited 215
    Fernando J. López-López
    2. Partitioning a 3-D Convex Polygon with an Arbitrary Plane
    Norman Chin
    3. Signed Distance from Point to Plane
    Príamos Georgiades
    4. Grouping Nearly Coplanar Polygons into Coplanar Sets
    David Salesin and Filippo Tampieri
    5. Newell’s Method for Computing the Plane Equation of a Polygon
    Filippo Tampieri
    6. Plane-to-Plane Intersection
    Príamos Georgiades
    7. Triangle-Cube Intersection
    Douglas Voorhies
    8. Fast n-Dimensional Extent Overlap Testing
    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
    Dani Lischinski
    12. Curve Tesselation Criteria through Sampling
    Terence Lindgren, Juan Sanchez, and Jim Hall 
  • Vl. RAY TRACING AND RADIOSITY
    1. Ray Tracing with the BSP Tree
    Kelvin Sung and Peter Shirley
    2. Intersecting a Ray with a Quadric Surface
    Joseph M. Cychosz and Warren N. Waggenspack, Jr.
    3. Use of Residency Masks and Object Space Partitioning to Eliminate Ray-Object Intersection Calculations
    Joseph M. Cychosz
    4. A Panoramic Virtual Screen for Ray Tracing
    F. Kenton Musgrave
    5. Rectangular Bounding Volumes for Popular Primitives
    Ben Trumbore
    6. A Linear-Time Simple Bounding Volume Algorithm 301
    Xiaolin Wu
    7. Physically Correct Direct Lighting for Distribution Ray Tracing
    Changyaw Wang
    8. Hemispherical Projection of a Triangle C 314
    Buming Bian
    9. Linear Radiosity Approximation Using Vertex-to-Vertex Form Factors
    Nelson L. Max and Michael J. Allison
    10. Delta Form-Factor Calculation for the Cubic Tetrahedral Algorithm
    Jeffrey C. Beran-Koehn and Mark J. Pavicic
    11. Accurate Form-Factor Computation
    Filippo Tampieri 
  • VII. RENDERING
    1. The Shadow Depth Map Revisited
    Andrew Woo
    2. Fast Linear Color Rendering
    Russell C. H. Cheng
    3. Edge and Bit-Mask Calculations for Anti-Aliasing
    Russell C. H. Cheng
    4. Fast Span Conversion: Unrolling Short Loops
    Thom Grace
    5. Progressive Image Refinement Via Gridded Sampling
    Steve Hollasch
    6. Accurate Polygon Scan Conversion Using Half-Open Intervals
    Kurt Fleischer and David Salesin
    7. Darklights
    Andrew S. Glassner
    8. Anti-Aliasing in Triangular Pixels
    Andrew S. Glassner
    9. Motion Blur on Graphics Workstations
    John Snyder, Ronen Barzel and Steve Gabriel
    10. The Shader Cache: A Rendering Pipeline Accelerator
    James Arvo and Cary Scofeld
    Index

Graphics Gems

From external sourcelink
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wikipedia.org. Academic Press is an academic book publisher.

Graphics Gems III (IBM Version), 1st Edition, Elsevier

About the Authors

David Kirk Author
Affiliations and Expertise
Computer Graphics Laboratory,California Institute of Technology

 

How Rendering Graphics Works in Games!

 

 

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