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9780124096738

Graphics Gems III (IBM Version)

by
  • ISBN13:

    9780124096738

  • ISBN10:

    0124096735

  • Format: Hardcover
  • Copyright: 1994-01-05
  • Publisher: Elsevier Science

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Summary

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

Table of Contents

Foreword xvii
Andrew Glassner
Preface xix
Mathematical Notation xxi
Pseudo-Code xxiii
Contributors xxviii
I IMAGE PROCESSING
Introduction
3(1)
Fast Bitmap Stretching C
4(4)
Tomas Moller
General Filtered Image Rescaling C
8(9)
Dale Schumacher
Optimization of Bitmap Scaling Operations C
17(3)
Dale Schumacher
A Simple Color Reduction Filter C
20(3)
Dennis Bragg
Compact Isocontours from Sampled Data
23(6)
Douglas Moore
Joseph Warren
Generating Isovalue Contours from a Pixmap C
29(5)
Tim Feldman
Compositing Black-and-White Bitmaps
34(2)
David Salesin
Ronen Barzel
21/2-D Depth-of-Field Simulation for Computer Animation
36(3)
Cary Scofield
A Fast Boundary Generator for Composited Regions C
39(9)
Eric Furman
II NUMERICAL AND PROGRAMMING TECHNIQUES
Introduction
47(1)
IEEE Fast Square Root C
48(1)
Steve Hill
A Simple Fast Memory Allocator C
49(2)
Steve Hill
The Rolling Ball C
51(10)
Andrew J. Hanson
Interval Arithmetic C
61(6)
Jon Rokne
Fast Generation of Cyclic Sequences C
67(10)
Alan W. Paeth
A Generic Pixel Selection Mechanism
77(3)
Alan W. Paeth
Nonuniform Random Points Sets via Warping
80(4)
Peter Shirley
Cross Product in Four Dimensions and Beyond
84(5)
Ronald N. Goldman
Face-Connected Line Segment Generation in an n-Dimensional Space C
89(7)
Didier Badouel
Charles A. Wuthrich
III MODELING AND TRANSFORMATIONS
Introduction
95(1)
Quaternion Interpolation with Extra Spins C
96(2)
Jack Morrison
Decomposing Projective Transformations
98(10)
Ronald N. Goldman
Decomposing Linear and Affine Transformations
108(9)
Ronald N. Goldman
Fast Random Rotation Matrices C
117(4)
James Arvo
Issues and Techniques for Keyframing Transformations
121(3)
Paul Dana
Uniform Random Rotations C
124(9)
Ken Shoemake
Interpolation Using Bezier Curves C
133(4)
Gershon Elber
Physically Based Superquadrics C
137(27)
A. H. Barr
IV 2-D GEOMETRY AND ALGORITHMS
Introduction
163(1)
A Parametric Elliptical Arc Algorithm C
164(9)
Jerry Van Aken
Ray Simar
Simple Connection Algorithm for 2-D Drawing C
173(9)
Claudio Rosati
A Fast Circle Clipping Algorithm C
182(6)
Raman V. Srinivasan
Exact Computation of 2-D Intersections C
188(5)
Clifford A. Shaffer
Charles D. Feustel
Joining Two Lines with a Circular Arc Fillet C
193(6)
Robert D. Miller
Faster Line Segment Intersection C
199(4)
Franklin Antonio
Solving the Problem of Apollonius and Other Related Problems
203(12)
Constantin A. Sevici
V 3-D GEOMETRY AND ALGORITHMS
Introduction
213(2)
Triangles Revisited
215(4)
Fernando J. Lopez-Lopez
Partitioning a 3-D Convex Polygon with an Arbitrary Plane C
219(4)
Norman Chin
Signed Distance from Point to Plane C
223(2)
Priamos Georgiades
Grouping Nearly Coplanar Polygons into Coplanar Sets C
225(6)
David Salesin
Filippo Tampieri
Newell's Method for Computing the Plane Equation of a Polygon C
231(2)
Filippo Tampieri
Plane-to-Plane Intersection C
233(3)
Priamos Georgiades
Triangle--Cube Intersection C
236(4)
Douglas Voorhies
Fast n-Dimensional Extent Overlap Testing C
240(4)
Len Wanger
Mike Fusco
Subdividing Simplices C
244(6)
Doug Moore
Understanding Simploids
250(6)
Doug Moore
Converting Bezier Triangles into Rectangular Patches C
256(6)
Dani Lischinski
Curve Tesselation Criteria through Sampling
262(9)
Terence Lindgren
Juan Sanchez
Jim Hall
VI RAY TRACING AND RADIOSITY
Introduction
269(2)
Ray Tracing with the BSP Tree C
271(4)
Kelvin Sung
Peter Shirley
Intersecting a Ray with a Quadric Surface C
275(9)
Joseph M. Cychosz
Warren N. Waggenspack, Jr.
Use of Residency Masks and Object Space Partitioning to Eliminate Ray--Object Intersection Calculations
284(4)
Joseph M. Cychosz
A Panoramic Virtual Screen for Ray Tracing C
288(7)
F. Kenton Musgrave
Rectangular Bounding Volumes for Popular Primitives C
295(6)
Ben Trumbore
A Linear-Time Simple Bounding Volume Algorithm
301(6)
Xiaolin Wu
Physically Correct Direct Lighting for Distribution Ray Tracing C
307(7)
Changyaw Wang
Hemispherical Projection of a Triangle C
314(4)
Buming Bian
Linear Radiosity Approximation Using Vertex-to-Vertex Form Factors
318(6)
Nelson L. Max
Michael J. Allison
Delta Form-Factor Calculation for the Cubic Tetrahedral Algorithm C
324(5)
Jeffrey C. Beran-Koehn
Mark J. Pavicic
Accurate Form-Factor Computation C
329(9)
Filippo Tampieri
VII RENDERING
Introduction
337(1)
The Shadow Depth Map Revisited C
338(5)
Andrew Woo
Fast Linear Color Rendering C
343(6)
Russell C. H. Cheng
Edge and Bit-Mask Calculations for Anti-Aliasing C
349(6)
Russell C. H. Cheng
Fast Span Conversion: Unrolling Short Loops C
355(3)
Thom Grace
Progressive Image Refinement Via Gridded Sampling C
358(4)
Steve Hollasch
Accurate Polygon Scan Conversion Using Half-Open Intervals C
362(4)
Kurt Fleischer
David Salesin
Darklights
366(3)
Andrew S. Glassner
Anti-Aliasing in Triangular Pixels
369(5)
Andrew S. Glassner
Motion Blur on Graphics Workstations C
374(9)
John Snyder
Ronen Barzel
Steve Gabriel
The Shader Cache: A Rendering Pipeline Accelerator
383(228)
James Arvo
Cary Scofield
C C CUTILITIES
Graphics Gems C Header File
393(3)
Andrew Glassner
2-D and 3-D Vector C Library---Corrected and Indexed
396(9)
Andrew Glassner
Useful C Macros for Vector Operations
405(6)
Steve Hollasch
C APPENDIX C IMPLEMENTATIONS
I.1 Fast Bitmap Stretching
411(3)
I.2 General Filtered Image Rescaling
414(11)
I.3 Optimization of Bitmap Scaling Operations
425(4)
I.4 A Simple Color Reduction Filter
429(3)
I.6 Generating Isovalue contours from a Pixmap
432(9)
I.9 A Fast Boundary Generator for Composited Regions
441(5)
II.1 IEEE Fast Square Root
446(2)
II.2 A Simple Fast Memory Allocator
448(4)
II.3 The Rolling Ball
452(2)
II.4 Interval Arithmetic
454(4)
II.5 Fast Generation of Cyclic Sequences
458(2)
II.9 Face-Connected Line Segment Generation in an n-Dimensional Space
460(1)
III.1 Quaternion Interpolation with Extra Spins
461(2)
III.4 Fast Random Rotation matrices
463(2)
III.6 Uniform Random Rotations
465(3)
III.7 Interpolation Using Bezier Curves
468(4)
III.8 Physically Based Superquadrics
472(6)
IV.1 A Parametric Elliptical Arc Algorithm
478(2)
IV.2 Simple Connection Algorithm for 2-D Drawing
480(7)
IV.3 A Fast Circle Clipping Algorithm
487(4)
IV.4 Exact Computation of 2-D Intersections
491(5)
IV.5 Joining Two Lines with a Circular Arc Fillet
496(4)
IV.6 Faster Line Segment Intersection
500(2)
V.2 Partitioning a 3-D Convex Polygon with an Arbitrary Plane
502(9)
V.3 Signed Distance from Point to Plane
511(1)
V.4 Grouping Nearly Coplanar Polygons into Coplanar Sets
512(5)
V.5 Newell's Method for Computing the Plane Equation of a Polygon
517(2)
V.6 Plane-to-Plane Intersection
519(2)
V.7 Triangle-Cube Intersection
521(6)
V.8 Fast n-Dimensional Extent Overlap Testing
527(7)
V.9 Subdividing Simplices
534(2)
V.11 Converting Bezier Triangles into Rectangular Patches
536(2)
VI.1 Ray Tracing with the BSP Tree
538(9)
VI.2 Intersecting a Ray with a Quadric Surface
547(4)
VI.4 A Panoramic Virtual Screen for Ray Tracing
551(4)
VI.5 Rectangular Bounding Volumes for Popular Primitives
555(7)
VI.7 Physically Correct Direct Lighting for Distribution Ray Tracing
562(7)
VI.8 Hemispherical Projection of a Triangle
569(6)
VI.10 Delta Form-Factor Calculation for the Cubic Tetrahedral Algorithm
575(2)
VI.11 Accurate Form-Factor Computation
577(5)
VII.1 The Shadow Depth Map Revisited
582(1)
VII.2 Fast Linear Color Rendering
583(3)
VII.3 Edge and Bit-Mask Calculations for Anti-Aliasing
586(8)
VII.4 Fast Span Conversion: Unrolling Short Loops
594(3)
VII.5 Progressive Image Refinement Via Gridded Sampling
597(2)
VII.6 Accurate Polygon Scan Conversion Using Half-Open Intervals
599(7)
VII.9 Motion Blur on Graphics Workstations
606(5)
References 611(14)
Index 625

Supplemental Materials

What is included with this book?

The New copy of this book will include any supplemental materials advertised. Please check the title of the book to determine if it should include any access cards, study guides, lab manuals, CDs, etc.

The Used, Rental and eBook copies of this book are not guaranteed to include any supplemental materials. Typically, only the book itself is included. This is true even if the title states it includes any access cards, study guides, lab manuals, CDs, etc.

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