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1991-08-30
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From uupsi!psinntp!rpi!zaphod.mps.ohio-state.edu!swrinde!cs.utexas.edu!asuvax!ennews!enuxha.eas.asu.edu!hollasch Fri Aug 30 12:17:10 EDT 1991
Path: eye!uupsi!psinntp!rpi!zaphod.mps.ohio-state.edu!swrinde!cs.utexas.edu!asuvax!ennews!enuxha.eas.asu.edu!hollasch
>From: hollasch@enuxha.eas.asu.edu (Steve Hollasch)
Newsgroups: comp.graphics
Subject: Re: contents Graphics Gems II
Summary: Here it is
Message-ID: <1991Aug28.203807.23624@ennews.eas.asu.edu>
Date: 28 Aug 91 20:38:07 GMT
References: <1991Aug28.160122.9841@cv.ruu.nl>
Sender: usenet@ennews.eas.asu.edu (Usenet)
Reply-To: hollasch@enuxha.eas.asu.edu (Steve Hollasch)
Followup-To: comp.graphics
Organization: Arizona State University
Lines: 243
Nntp-Posting-Host: enuxha.eas.asu.edu
koen@cv.ruu.nl (Koen Vincken) writes:
|Could someone post (or mail me) the contents of Graphics Gems II?
|The book is still not available here, and I'm curious about the subjects
|contained in Gems II (just titles should be sufficient).
Well, I figured that a lot of people would probably be interested in
this, so I went ahead and typed it in. You folks had BETTER appreciate
this! =^)
By the way, the dates for Graphics Gems III are as follows:
01-Oct-91: Submit first draft of gem and C code.
01-Nov-91: Notification of acceptance and need for revision.
01-Dec-91: Submit final manuscript, figures and C code.
Mar-92: Review page proofs.
24-Jul-92: Publication
27-Jul-92: Celebration at SIGGRAPH '92.
For further information (and an author's packet), you can send
e-mail to Jenifer Swetland at cdp!jswetland@labrea.stanford.edu.
The table of contents for Graphics Gems II follows my signature.
______________________________________________________________________________
Steve Hollasch / Arizona State University (Tempe, Arizona)
hollasch@enuxha.eas.asu.edu / uunet!mimsy!oddjob!noao!asuvax!enuxha!hollasch
Graphics Gems II
edited by
James Arvo
Copyright (c) 1991 by Academic Press, Inc.
ISBN 0-12-064480-0
T A B L E O F C O N T E N T S
-----
Foreword By Andrew Glassner
Preface
Mathematical Notation
Pseudo-Code
Contributors
-----
I 2D GEOMETRY AND ALGORITHMS
Introduction
1. The Area of a Simple Polygon
2. Intersection of Line Segments
3. Distance from a Point to a Line
4. An Easy Bounding Circle
5. The Smallest Circle Containing the Intersection of Two Circles
6. Appolonius's 10th Problem
7. A Peano Curve Generation Algorithm
8. Space-Filling Curves and a Measure of Coherence
9. Scanline Coherent Shape Algebra
-----
II IMAGE PROCESSING
Introduction
1. Image Smoothing and Sharpening by Discrete Convolution
2. A Comparison of Digital Halftoning Techniques
3. Color Dithering
4. Fast Anamorphic Image Scaling
5. Real Pixels
6. A Fast 90-Degree Bitmap Rotator
7. Rotation of Run-Length Encoded Image Data
8. Adaptive Run-Length Encoding
9. Image File Compression Made Easy
10. An Optimal Filter for Image Reconstruction
11. Noise Thresholding in Edge Images
12. Computing the Area, the Circumference, and the Genus of
a Binary Digital Image
-----
III FRAME BUFFER TECHNIQUES
1. Efficient Inverse Color Map Computation
2. Efficient Statistical Computations for Optimal Color Quantization
3. A Random Color Map Animation Algorithm
4. A Fast Approach to PHIGS PLUS Pseudo Color Mapping
5. Mapping RGB Triples onto 16 Distinct Values
6. Television Color Encoding and "Hot" Broadcast Colors
7. An Inexpensive Method of Setting the Monitor White Point
8. Some Tips for Making Color Hardcopy
-----
IV 3D GEOMETRY AND ALGORITHMS
Introduction
1. Area of Planar Polygons and Volume of Polyhedra
2. Getting Around on a Sphere
3. Exact Dihedral Metrics for Common Polyhedra
4. A Simple Viewing Geometry
5. View Correlation
6. Maintaining Winged-Edge Models
7. Quadtree/Octree-to-Boundary Conversion
8. Three-Dimensional Homogeneous Clipping of Triangle Strips
9. InterPhong Shading
-----
V RAY TRACING
Introduction
1. Fast Ray-Convex Polyhedron Intersection
2. Intersecting a Ray with an Elliptical Torus
3. Ray-Triangle Intersection Using Binary Recursive Subdivision
4. Improved Ray Tagging for Voxel-Based Ray Tracing
5. Efficiency Improvements for Hierarchy Traversal in Ray Tracing
6. A Recursive Shadow Voxel Cache for Ray Tracing
7. Avoiding Incorrect Shadow Intersections for Ray Tracing
8. A Body Color Model: Absorption of Light through
Translucent Media
9. More Shadow Attenuation in Ray Tracing Transparent or
Translucent Objects
-----
VI RADIOSITY
Introduction
1. Implementing Progressive Radiosity with User-Provided Polygon
Display Routines
2. A Cubic Tetrahedral Adaptation of the Hemi-Cube Algorithm
3. Fast Vertex Radiosity Update
4. Radiosity via Ray Tracing
5. Detection of Shadow Boundaries for Adaptive Meshing in Radiosity
-----
VII MATRIX TECHNIQUES
Introduction
1. Decomposing a Matrix into Simple Transformations
2. Recovering the Data from the Transformation Matrix
3. Transformations as Exponentials
4. More Matrices and Transformations: Shear and Pseudo-Perspective
5. Fast Matrix Inversion
6. Quaternions and 4x4 Matrices
7. Random Rotation Matrices
8. Classifying Small Sparse Matrices
-----
VIII NUMERICAL AND PROGRAMMING TECHNIQUES
Introduction
1. Bit Picking
2. Faster Fourier Transform
3. Of Integers, Fields and Bit Counting
4. Using Geometric Constructions to Interpolate Orientation with
Quaternions
5. A Half-Angle Identity for Digital Computation:
The Joys of the Halved Tangent
6. An Integer Square Root Algorithm
7. Fast Approximation to the Arctangent
8. Fast Sign of Cross Product Calculation
9. Interval Sampling
10. A Recursive Implementation of the Perlin Noise Function
-----
IX CURVES AND SURFACES
Introduction
,
1. Least-Squares Approximation to Bezier Curves and Surfaces
2. Beyond Bezier Curves
3. A Simple Formulation for Curve Interpolation with Variable Control Point
Approximation
4. Symmetric Evaluation of Polynomials
5. Menelaus's Theorem ,
6. Geometrically Continuous Cubic Bezier Curves
7. A Good Straigh-Line Approximation of a Circular Arc
8. Great Circle Plotting
9. Fast Anti-Aliased Circle Generation
-----
C APPENDIX I: C UTILITIES
Graphics Gems C Header File
2D and 3D Vector C Library -- Corrected and Indexed
Useful C Macros for Vector Operations
-----
C APPENDIX II: C IMPLEMENTATIONS
I.2 Intersection of Line Segments
I.7 A Peano Curve Generation Algorithm
I.8 Space-Filling Curves and a Measure of Coherence
I.9 Scanline Coherent Shape Algebra
II.2 A Comparison of Digital Halftoning Techniques
II.3 Color Dithering
II.6 A Fast 90-Degree Bitmap Rotator
II.7 Rotation of Run-Length Encoded Image Data
II.12 Computing the Area, the Circumference, and the Genus of
a Binary Digital Image
III.1 Efficient Inverse Color Map Computation
III.3 A Random Color Map Animation Algorithm
III.6 Television Color Encoding and "Hot" Broadcast Colors
IV.5 View Correlation
IV.8 Three-Dimensional Homogeneous Clipping of Triangle Strips
IV.9 InterPhong Shading
V.1 Fast Ray-Convex Polyhedron Intersection
V.2 Intersecting a Ray with an Elliptical Torus
V.6 A Recursive Shadow Voxel Cache for Ray Tracing
VI.1 Implementing Progressive Radiosity with User-Provided
Polygon Display Routines
VI.3 Fast Vertex Radiosity Update
VII.1 Decomposing a Matrix into Simple Transformations
VII.5 Fast Matrix Inversion
VII.7 Random Rotation Matrices
VII.8 Classifying Small Sparse Matrices
VIII.3 Of Integers, Fields and Bit Counting
VIII.6 An Integer Square Root Algorithm
VIII.8 Fast Sign of Cross Product Calculation
VIII.10 A Recursive Implementation of the Perlin Noise Function
IX.7 A Good Straight-Line Approximation of a Circular Arc
-----
References
Index