Graphics Gems

Graphics Gems

1st Edition - January 1, 1994

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  • Editor: Paul S. Heckbert
  • eBook ISBN: 9781483218090

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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


Product details

  • No. of pages: 600
  • Language: English
  • Copyright: © Academic Press 1994
  • Published: January 1, 1994
  • Imprint: Academic Press
  • eBook ISBN: 9781483218090

About the Editor

Paul S. Heckbert

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