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Graphics Gems IV contains practical techniques for 2D and 3D modeling, animation, rendering, and image processing. The book presents articles on polygons and polyhedral; a mix of formulas, optimized algorithms, and tutorial information on the geometry of 2D, 3D, and n-D space; transformations; and parametric curves and surfaces. The text also includes articles on ray tracing; shading 3D models; and frame buffer techniques. Articles on image processing; algorithms for graphical layout; basic interpolation methods; and subroutine libraries for vector and matrix algebra are also demonstrated. Computer engineers and designers will find the book invaluable.
Language
Place of publication
Publishing group
Elsevier Science & Techn.
ISBN-13
978-1-4832-1809-0 (9781483218090)
Schweitzer Classification
Author IndexForewordPrefaceAbout the Cover I. Polygons and Polyhedra 1.1. Centroid of a Polygon 1.2. Testing the Convexity of a Polygon 1.3. An Incremental Angle Point in Polygon Test 1.4. Point in Polygon Strategies 1.5. Incremental Delaunay Triangulation 1.6. Building Vertex Normals from an Unstructured Polygon 1.7. Detecting Intersection of a Rectangular Solid and a Convex Polyhedron 1.8. Fast Collision Detection of Moving Convex PolyhedraII. Geometry II.1. Distance to an Ellipsoid II.2. Fast Linear Approximations of Euclidean Distance in Higher Dimensions II.3. Direct Outcode Calculation for Faster Clip Testing II.4. Computing the Area of a Spherical Polygon II.5. The Pleasures of "Perp Dot" Products II.6. Geometry for N-Dimensional Graphics III. Transformations III.1. Arcball Rotation Control III.2. Efficient Eigenvalues for Visualization III.3. Fast Inversion of Length- and Angle-Preserving Matrices III.4. Polar Matrix Decomposition III.5. Euler Angle Conversion III.6. Fiber Bundle Twist Reduction IV. Curves and Surfaces IV.1. Smoothing and Interpolation with Finite Differences IV.2. Knot Insertion Using Forward Differences IV.3. Converting a Rational Curve to a Standard Rational Bernstein-Bézier Representation IV.4. Intersecting Parametric Cubic Curves IV.5. Converting Rectangular Patches into Bézier Triangles IV.6. Tessellation of NURB Surfaces IV.7. Equations of Cylinders and Cones IV.8. An Implicit Surface Polygonizer V. Ray Tracing V.1. Computing the Intersection of a Line and a Cylinder V.2. Intersecting a Ray with a Cylinder V.3. Voxel Traversal along a 3D Line V.4. Multi-Jittered Sampling V.5. A Minimal Ray TracerVI. Shading VI.1. A Fast Alternative to Phong's Specular Model VI.2. R.E versus N.H Specular Highlights VI.3. Fast Alternatives to Perlin's Bias and Gain Functions VI.4. Fence ShadingVII. Frame Buffer Techniques VII.1. XOR-Drawing with Guaranteed Contrast VII.2. A Contrast-Based Scalefactor for Luminance Display VII.3. High Dynamic Range Pixels VIII. Image Processing VIII.1. Fast Embossing Effects on Raster Image Data VIII.2. Bilinear Coons Patch Image Warping VIII.3. Fast Convolution with Packed Lookup Tables VIII.4. Efficient Binary Image Thinning Using Neighborhood Maps VIII.5. Contrast Limited Adaptive Histogram Equalization VIII.6. Ideal Tiles for Shading and HalftoningIX. Graphic Design IX.1. Placing Text Labels on Maps and Diagrams IX.2. Dynamic Layout Algorithm to Display General GraphsX. Utilities X.1. Tri-linear Interpolation X.2. Faster Linear Interpolation X.3. C++ Vector and Matrix Algebra Routines X.4. C Header File and Vector LibraryIndex