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Graphics Gems - 1st Edition - ISBN: 9780123361561, 9781483218090

Graphics Gems

1st Edition

Editor: Paul S. Heckbert
eBook ISBN: 9781483218090
Imprint: Academic Press
Published Date: 1st January 1994
Page Count: 600
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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.

Table of Contents

Author Index



About 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 Polyhedra

II. 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 Tracer

VI. 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 Shading

VII. 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 Halftoning

IX. Graphic Design

IX.1. Placing Text Labels on Maps and Diagrams

IX.2. Dynamic Layout Algorithm to Display General Graphs

X. 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 Library



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© Academic Press 1994
1st January 1994
Academic Press
eBook ISBN:

About the Editor

Paul S. Heckbert

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