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Graphics Gems III (IBM Version), 1992
- David Blair Kirk:

Graphics Gems III (IBM Version). The Graphics Gems Series, Academic Press 1992, ISBN 978-0-12-409673-8 - Mitch Prater

, Bill Kolomyjec, RoseAnn Alspektor:
About the Cover. v-vi - Andrew S. Glassner:

Foreword. xvii-xviii - Tomas Möller:

Fast Bitmap stretching. 4-7 - Dale Schumacher:

General filtered Image rescaling. 8-16 - Dale Schumacher:

Optimization of Bitmap Scaling Operations. 17-19 - Dennis Bragg:

A Simple Color Reduction filter. 20-22 - Doug Moore, Joe D. Warren:

Compact Isocontours from sampled Data. 23-28 - Tim Feldman:

Generating Isovalue Contours from a pixmap. 29-33 - David Salesin, Ronen Barzel:

Compositing Black-and-white Bitmaps. 34-35 - Cary Scofield:

-d depth-of-field simulation for Computer animation. 36-38 - Eric Furman:

A Fast boundary Generator for Composited regions. 39-43 - Steve Hill:

Ieee Fast square root. 48 - Steve Hill:

A Simple Fast Memory Allocator. 49-50 - Andrew J. Hanson:

The rolling ball. 51-60 - Jon G. Rokne:

Interval Arithmetic. 61-66 - Alan W. Paeth:

Fast Generation of cyclic sequences. 67-76 - Alan W. Paeth:

A Generic pixel Selection Mechanism. 77-79 - Peter Shirley:

Nonuniform Random Point Sets via Warping. 80-83 - Ronald N. Goldman:

Cross Product in Four Dimensions and beyond. 84-88 - Didier Badouel, Charles Albert Wüthrich:

Face-Connected Line Segment Generation in an n-dimensional Space. 89-91 - Jack Morrison:

Quaternion interpolation with Extra spins. 96-97 - Ronald N. Goldman:

Decomposing Projective Transformations. 98-107 - Ronald N. Goldman:

Decomposing linear and Affine Transformations. 108-116 - James Arvo:

Fast Random Rotation matrices. 117-120 - Paul Dana:

Issues and Techniques for keyframing Transformations. 121-123 - Ken Shoemake:

Uniform Random Rotations. 124-132 - Gershon Elber:

Interpolation using Bézier curves. 133-136 - Alan H. Barr:

Rigid Physically based Superquadrics. 137-159 - Jerry Van Aken, Ray Simar:

A parametric elliptical Arc Algorithm. 164-172 - Claudio Rosati:

Simple Connection Algorithm for 2-d Drawing. 173-181 - Raman V. Srinivasan:

A Fast Circle clipping Algorithm. 182-187 - Clifford A. Shaffer, Charles Feustel:

Exact Computation of 2-d intersections. 188-192 - Robert D. Miller:

Joining two Lines with a circular Arc fillet. 193-198 - Franklin Antonio:

Faster Line Segment Intersection. 199-202 - Constantin A. Sevici:

Solving the Problem of Apollonius and other Related Problems. 203-209 - Fernando J. López-López:

Triangles Revisited. 215-218 - Norman Chin:

Partitioning a 3-d Convex Polygon with an Arbitrary plane. 219-222 - Príamos N. Georgiades:

Signed Distance from Point to plane. 223-224 - David Salesin, Filippo Tampieri:

Grouping Nearly Coplanar Polygons into Coplanar Sets. 225-230 - Filippo Tampieri:

Newell's method for Computing the plane equation of a Polygon. 231-232 - Príamos N. Georgiades:

Plane-to-plane Intersection. 233-235 - Douglas Voorhies:

Triangle-Cube Intersection. 236-239 - Len Wanger, Mike Fusco:

Fast n-dimensional extent Overlap Testing. 240-243 - Doug Moore:

Subdividing Simplices. 244-249 - Doug Moore:

Understanding Simploids. 250-255 - Dani Lischinski:

Converting Bézier Triangles into Rectangular patches. 256-261 - Terence Lindgren, Juan Sanchez, Jim Hall:

Curve Tessellation criteria through Sampling. 262-265 - Kelvin Sung, Peter Shirley:

Ray Tracing with the BSP Tree. 271-274 - Joseph M. Cychosz, Warren N. Waggenspack:

Intersecting a Ray with a quadric surface. 275-283 - Joseph M. Cychosz:

Use of Residency masks and Object Space Partitioning to Eliminate Ray-Object Intersection calculations. 284-287 - F. Kenton Musgrave:

A Panoramic Virtual Screen for Ray Tracing. 288-294 - Ben Trumbore:

Rectangular Bounding Volumes for Popular Primitives. 295-300 - Xiaolin Wu:

A linear-Time Simple Bounding Volume Algorithm. 301-306 - Changyaw Wang:

Physically Correct Direct Lighting for Distribution Ray Tracing. 307-313 - Buming Bian:

Hemispherical Projection of a Triangle. 314-317 - Nelson L. Max, Michael J. Allison:

Linear Radiosity Approximation using Vertex-to-Vertex Form Factors. 318-323 - Jeffrey C. Beran-Koehn, Mark J. Pavicic:

Delta Form-factor calculation for the cubic Tetrahedral Algorithm. 324-328 - Filippo Tampieri:

Accurate Form-factor Computation. 329-333 - Andrew Woo:

The Shadow depth Map Revisited. 338-342 - Russell C. H. Cheng:

Fast linear Color Rendering. 343-348 - Russell C. H. Cheng:

Edge and bit-mask calculations for anti-Aliasing. 349-354 - Thorn Grace:

Fast Span conversion: Unrolling Short Loops. 355-357 - Steve Hollasch:

Progressive Image Refinement via gridded Sampling. 358-361 - Kurt W. Fleischer, David Salesin:

Accurate Polygon Scan conversion using half-Open Intervals. 362-365 - Andrew S. Glassner:

Darklights. 366-368 - Andrew S. Glassner:

Anti-Aliasing in triangular pixels. 369-373 - John Snyder, Ronen Barzel, Steve Gabriel:

Motion blur on Graphics Workstations. 374-382 - James Arvo, Cary Scofield:

The shader Cache: a Rendering Pipeline Accelerator. 383-389 - Andrew S. Glassner:

Graphics GEMS C Header File. 393-395 - Andrew S. Glassner:

2-d and 3-d Vector C Library. 396-404 - Steve Hollasch:

Useful C Macros for Vector Operations. 405-407

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