Graphics GemsPaul S. Heckbert 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. |
Contents
1 | |
Chapter II Geometry | 111 |
Chapter III Transformations | 173 |
Chapter IV Curves and Surfaces | 239 |
Chapter V Ray Tracing | 351 |
Chapter VI Shading | 383 |
Common terms and phrases
1994 by Academic Academic Press algorithm angle array axis Bezier Bibliography bits bounding box calculated Computer Graphics const double const mat 4& const vec4& control points convex convex polygon coordinates corner cube curve cylinder define dot product edge endif Equation Figure float form reserved function geometric Gouraud shading Graphics Gems histogram HVect IBM ISBN ifdef implementation implicit surface input integer interpolation intersection Introduction Q kernel knot vector label lambda linear m->element Macintosh ISBN malloc mat3 matrix method nodes normal NULL NurbSurface operator outcode parameters pgon Phong Phong shading pixel plane point in polygon pointer polygon polyhedron polytope pps->vy Quat quaternion ray tracing result rights of reproduction rotation ROWCOL sample shading sizeof subdivision test point triangle typedef struct unsigned int vec2 vec3 vec4 vector vertex vertex normals vertices void