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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
-
-
-