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<html>
<head>
<title>Graphics Gems, by Category</title>
</head>
<body>
<H1>Graphics Gems, by Category</H1>
Listed by category. Note that some gems may be listed more than once.
<P><B><a href="#2D Geometry_link">2D Geometry</a><BR>
<a href="#2D Rendering_link">2D Rendering</a><BR>
<a href="#3D Geometry_link">3D Geometry</a><BR>
<a href="#3D Rendering_link">3D Rendering</a><BR>
<a href="#C Utilities_link">C Utilities</a><BR>
<a href="#Curves and Surfaces_link">Curves and Surfaces</a><BR>
<a href="#Frame Buffer Techniques_link">Frame Buffer Techniques</a><BR>
<a href="#Image Processing_link">Image Processing</a><BR>
<a href="#Matrix Techniques_link">Matrix Techniques</a><BR>
<a href="#Modeling and Transformations_link">Modeling and Transformations</a><BR>
<a href="#Numerical and Programming Techniques_link">Numerical and Programming Techniques</a><BR>
<a href="#Radiosity_link">Radiosity</a><BR>
<a href="#Ray Tracing_link">Ray Tracing</a><BR>
</B>
<P>
<I><a href="index.html">return to main page</a></I>
<HR>
<P><H2><a name="2D Geometry_link">2D Geometry</a></H2>
Glassner, Andrew,
<B>Useful 2D Geometry</B>,
<I>Graphics Gems</I>, p. 3-11.<BR>
Glassner, Andrew,
<B>Useful Trigonometry</B>,
<I>Graphics Gems</I>, p. 13-17.<BR>
Paeth, Alan W.,
<B>Trigonometric Functions at Select Points</B>,
<I>Graphics Gems</I>, p. 18-19.<BR>
Goldman, Ronald,
<B>Triangles</B>,
<I>Graphics Gems</I>, p. 20-23.<BR>
Turk, Greg,
<B>Generating Random Points in Triangles</B>,
<I>Graphics Gems</I>, p. 24-28, code: p. 649-650, <a href="gems/TriPoints.c">TriPoints.c</a>.<BR>
Shapira, Andrew,
<B>Fast Line-Edge Intersections on a Uniform Grid</B>,
<I>Graphics Gems</I>, p. 29-36, code: p. 651-653, <a href="gems/LineEdge.c">LineEdge.c</a>.<BR>
Thompson, Kelvin,
<B>Area of Intersection: Circle and a Half-Plane</B>,
<I>Graphics Gems</I>, p. 38-39.<BR>
Thompson, Kelvin,
<B>Area of Intersection: Circle and a Thick Line</B>,
<I>Graphics Gems</I>, p. 40-42.<BR>
Thompson, Kelvin,
<B>Area of Intersection: Two Circles</B>,
<I>Graphics Gems</I>, p. 43-46.<BR>
Thompson, Kelvin,
<B>Vertical Distance from a Point to a Line</B>,
<I>Graphics Gems</I>, p. 47-48.<BR>
Paeth, Alan W.,
<B>A Fast 2D Point-on-line Test</B>,
<I>Graphics Gems</I>, p. 49-50, code: p. 654-655, <a href="gems/PntOnLine.c">PntOnLine.c</a>.<BR>
Shaffer, Clifford A.,
<B>Fast Circle-Rectangle Intersection Checking</B>,
<I>Graphics Gems</I>, p. 51-53, code: p. 656, <a href="gems/CircleRect.c">CircleRect.c</a>.<BR>
Glassner, Andrew,
<B>2D and 3D Vector C Library</B>,
<I>Graphics Gems</I>, p. 633-642, code: p. 633-642, <a href="gems/GGVecLib.c">GGVecLib.c</a> <a href="gems/GraphicsGems.h">GraphicsGems.h</a>.<BR>
Rokne, Jon,
<B>The Area of a Simple Polygon</B>,
<I>Graphics Gems II</I>, p. 5-6.<BR>
Prasad, Mukesh,
<B>Intersection of Line Segments</B>,
<I>Graphics Gems II</I>, p. 7-9, code: p. 473-476, <a href="gemsii/xlines.c">xlines.c</a>.<BR>
Morrison, Jack C.,
<B>Distance From a Point To a Line</B>,
<I>Graphics Gems II</I>, p. 10-13.<BR>
Rokne, Jon,
<B>An Easy Bounding Circle</B>,
<I>Graphics Gems II</I>, p. 14-16.<BR>
Rokne, Jon,
<B>The Smallest Circle Containing the Intersection of Two Circles</B>,
<I>Graphics Gems II</I>, p. 17-18.<BR>
Rokne, Jon,
<B>Appolonius's 10th Problem</B>,
<I>Graphics Gems II</I>, p. 19-24.<BR>
Musgrave, F. Kenton,
<B>A Peano Curve Generation Algorithm</B>,
<I>Graphics Gems II</I>, p. 25, code: p. 477-484, <a href="gemsii/Peano/">Peano/</a>.<BR>
Voorhies, Douglas,
<B>Space-Filling Curves and a Measure of Coherence</B>,
<I>Graphics Gems II</I>, p. 26-30, code: p. 485-486, <a href="gemsii/Hilbert.c">Hilbert.c</a>.<BR>
Steinhart, Jonathan E.,
<B>Scanline Coherent Shape Algebra</B>,
<I>Graphics Gems II</I>, p. 31-45, code: p. 487-501.<BR>
Goldman, Ronald,
<B>Area of Planar Polygons and Volume of Polyhedra</B>,
<I>Graphics Gems II</I>, p. 170-171.<BR>
Glassner, Andrew, and Bogart, Rod G.,
<B>2D and 3D Vector C Library</B>,
<I>Graphics Gems II</I>, p. 458-466, code: p. 633-642, <a href="gemsii/GGVecLib.c">GGVecLib.c</a> <a href="gemsii/GraphicsGems.h">GraphicsGems.h</a>.<BR>
Van Aken, Jerry, and Simar, Ray,
<B>A Parametric Elliptical Arc Algorithm</B>,
<I>Graphics Gems III</I>, p. 164-172, code: p. 478-479, <a href="gemsiii/parelarc.c">parelarc.c</a>.<BR>
Rosati, Claudio,
<B>A Simple Connection Algorithm for 2-D Drawing</B>,
<I>Graphics Gems III</I>, p. 173-181, code: p. 480-486, <a href="gemsiii/con2d.c">con2d.c</a>.<BR>
Srinivasan, Raman V.,
<B>A Fast Circle Clipping Algorithm</B>,
<I>Graphics Gems III</I>, p. 182-187, code: p. 487-490, <a href="gemsiii/circlexc.c">circlexc.c</a>.<BR>
Shaffer, Clifford A., and Feustel, Charles D.,
<B>Exact Computation of 2-D Intersections</B>,
<I>Graphics Gems III</I>, p. 188-192, code: p. 491-495, <a href="gemsiii/Polyintr.c">Polyintr.c</a>.<BR>
Miller, Robert D.,
<B>Joining Two Lines with a Circular Arc Fillet</B>,
<I>Graphics Gems III</I>, p. 193-198, code: p. 496-499, <a href="gemsiii/fillet.c">fillet.c</a>.<BR>
Antonio, Franklin,
<B>Faster Line Segment Intersection</B>,
<I>Graphics Gems III</I>, p. 199-202, code: p. 500-501, <a href="gemsiii/insectc.c">insectc.c</a>.<BR>
Sevici, Constantin A.,
<B>Solving the Problem of Apollonius and Other Related Problems</B>,
<I>Graphics Gems III</I>, p. 203-209.<BR>
Bashein, Gerard, and Detmer, Paul R.,
<B>Centroid of a Polygon</B>,
<I>Graphics Gems IV</I>, p. 3-6, code: p. 5, <a href="gemsiv/centroid.c">centroid.c</a>.<BR>
Schorn, Peter, and Fisher, Frederick,
<B>Testing the Convexity of a Polygon</B>,
<I>Graphics Gems IV</I>, p. 7-15, code: p. 11-15, <a href="gemsiv/convex_test/">convex_test/</a>.<BR>
Weiler, Kevin,
<B>An Incremental Angle Point in Polygon Test</B>,
<I>Graphics Gems IV</I>, p. 16-23, code: p. 17-22, <a href="gemsiv/ptpoly_weiler/">ptpoly_weiler/</a>.<BR>
Haines, Eric,
<B>Point in Polygon Strategies</B>,
<I>Graphics Gems IV</I>, p. 24-46, code: p. 34-45, <a href="gemsiv/ptpoly_haines/">ptpoly_haines/</a>.<BR>
Lischinski, Dani,
<B>Incremental Delaunay Triangulation</B>,
<I>Graphics Gems IV</I>, p. 47-59, code: p. 51-58, <a href="gemsiv/delaunay/">delaunay/</a>.<BR>
Hill, F. S., Jr.,
<B>The Pleasures of `Perp Dot' Products</B>,
<I>Graphics Gems IV</I>, p. 138-148.<BR>
Hanson, Andrew J.,
<B>Geometry for N-Dimensional Graphics</B>,
<I>Graphics Gems IV</I>, p. 149-170.<BR>
Glassner, Andrew, and Haines, Eric,
<B>C Header File and Vector Library</B>,
<I>Graphics Gems IV</I>, p. 558-570, code: p. 558-570, <a href="gemsiv/GraphicsGems.c">GraphicsGems.c</a> <a href="gemsiv/GraphicsGems.h">GraphicsGems.h</a>.<BR>
Van Gelder, Allen,
<B>Efficient Computation of Polygon Area and Polyhedron Volume</B>,
<I>Graphics Gems V</I>, p. 35-41.<BR>
Glassner, Andrew,
<B>Clipping a Concave Polygon</B>,
<I>Graphics Gems V</I>, p. 50-54.<BR>
Hanson, Andrew J.,
<B>Rotations for N-dimensional Graphics</B>,
<I>Graphics Gems V</I>, p. 55-64.<BR>
Hill, Kenneth J.,
<B>Matrix-based Ellipse Geometry</B>,
<I>Graphics Gems V</I>, p. 72-77, code: <a href="gemsv/ch2-6/">ch2-6/</a>.<BR>
Narkhede, Atul, and Manocha, Dinesh,
<B>Fast Polygon Triangulation Based on Seidel's Algorithm</B>,
<I>Graphics Gems V</I>, p. 394-397, code: <a href="gemsv/ch7-5/">ch7-5/</a>.<BR>
<P><H2><a name="2D Rendering_link">2D Rendering</a></H2>
Paeth, Alan W.,
<B>Circles of Integral Radius on Integer Lattices</B>,
<I>Graphics Gems</I>, p. 57-60.<BR>
Heckbert, Paul S.,
<B>Nice Numbers for Graph Labels</B>,
<I>Graphics Gems</I>, p. 61-63, code: p. 657-659, <a href="gems/Label.c">Label.c</a>.<BR>
Cychosz, Joseph M.,
<B>Efficient Generation of Sampling Jitter Using Look-up Tables</B>,
<I>Graphics Gems</I>, p. 64-74, code: p. 660-661, <a href="gems/FastJitter.c">FastJitter.c</a>.<BR>
Morrison, Jack C.,
<B>Fast Anti-Aliasing Polygon Scan Conversion</B>,
<I>Graphics Gems</I>, p. 76-83, code: p. 662-666, <a href="gems/AAPolyScan.c">AAPolyScan.c</a>.<BR>
Heckbert, Paul S.,
<B>Generic Convex Polygon Scan Conversion and Clipping</B>,
<I>Graphics Gems</I>, p. 84-86, code: p. 667-680, <a href="gems/PolyScan/">PolyScan/</a>.<BR>
Heckbert, Paul S.,
<B>Concave Polygon Scan Conversion</B>,
<I>Graphics Gems</I>, p. 87-91, code: p. 681-684, <a href="gems/ConcaveScan.c">ConcaveScan.c</a>.<BR>
Wallis, Bob,
<B>Fast Scan Conversion of Arbitrary Polygons</B>,
<I>Graphics Gems</I>, p. 92-97.<BR>
Heckbert, Paul S.,
<B>Digital Line Drawing</B>,
<I>Graphics Gems</I>, p. 99-100, code: p. 685, <a href="gems/DigitalLine.c">DigitalLine.c</a>.<BR>
Wyvill, Brian,
<B>Symmetric Double Step Line Algorithm</B>,
<I>Graphics Gems</I>, p. 101-104, code: p. 686-689, <a href="gems/DoubleLine.c">DoubleLine.c</a>.<BR>
Thompson, Kelvin,
<B>Rendering Anti-Aliased Lines</B>,
<I>Graphics Gems</I>, p. 105-106, code: p. 690-693, <a href="gems/AALines/">AALines/</a>.<BR>
Ritter, Jack,
<B>An Algorithm for Filling in 2D Wide Line Bevel Joints</B>,
<I>Graphics Gems</I>, p. 107-113.<BR>
Wallis, Bob,
<B>Rendering Fat Lines on a Raster Grid</B>,
<I>Graphics Gems</I>, p. 114-120.<BR>
Spoelder, Hans J.W., and Ullings, Fons H.,
<B>Two-Dimensional Clipping: A Vector-Based Approach</B>,
<I>Graphics Gems</I>, p. 121-128, code: p. 694-710, <a href="gems/2DClip/">2DClip/</a>.<BR>
Lee, Greg, Penk, Mike, and Wallis, Bob,
<B>Periodic Tilings of the Plane on a Raster Grid</B>,
<I>Graphics Gems</I>, p. 129-139.<BR>
Steinhart, Jonathan E.,
<B>Scanline Coherent Shape Algebra</B>,
<I>Graphics Gems II</I>, p. 31-45, code: p. 487-501.<BR>
Cheng, Russell C.H.,
<B>Edge and Bit-Mask Calculations for Anti-Aliasing</B>,
<I>Graphics Gems III</I>, p. 349-354, code: p. 586-593, <a href="gemsiii/edgeCalc.c">edgeCalc.c</a>.<BR>
Grace, Thom,
<B>Fast Span Conversion: Unrolling Short Loops</B>,
<I>Graphics Gems III</I>, p. 355-357, code: p. 594-596, <a href="gemsiii/fastSpan.c">fastSpan.c</a>.<BR>
Hollasch, Steve,
<B>Progressive Image Refinement via Gridded Sampling</B>,
<I>Graphics Gems III</I>, p. 358-361, code: p. 597-598, <a href="gemsiii/PIR.c">PIR.c</a>.<BR>
Fleischer, Kurt, and Salesin, David,
<B>Accurate Polygon Scan Conversion Using Half-Open Intervals</B>,
<I>Graphics Gems III</I>, p. 362-365, code: p. 599-605, <a href="gemsiii/accurate_scan/">accurate_scan/</a>.<BR>
Glassner, Andrew,
<B>Anti-Aliasing in Triangular Pixels</B>,
<I>Graphics Gems III</I>, p. 369-373.<BR>
Donovan, Walt, and Van Hook, Tim,
<B>Direct Outcode Calculation for Faster Clip Testing</B>,
<I>Graphics Gems IV</I>, p. 125-131, code: p. 127-131, <a href="gemsiv/outcode/">outcode/</a>.<BR>
Christensen, Jon, Marks, Joe, and Shieber, Stuart,
<B>Placing Text Labels on Maps and Diagrams</B>,
<I>Graphics Gems IV</I>, p. 497-504.<BR>
Szirmay-Kalos, László,
<B>Dynamic Layout Algorithm to Display General Graphs</B>,
<I>Graphics Gems IV</I>, p. 505-517, code: p. 511-517, <a href="gemsiv/graph_layout/">graph_layout/</a>.<BR>
Glassner, Andrew,
<B>Clipping a Concave Polygon</B>,
<I>Graphics Gems V</I>, p. 50-54.<BR>
<P><H2><a name="3D Geometry_link">3D Geometry</a></H2>
Glassner, Andrew,
<B>Useful 3D Geometry</B>,
<I>Graphics Gems</I>, p. 297-300.<BR>
Ritter, Jack,
<B>An Efficient Bounding Sphere</B>,
<I>Graphics Gems</I>, p. 301-303, code: p. 723-725, <a href="gems/BoundSphere.c">BoundSphere.c</a>.<BR>
Goldman, Ronald,
<B>Intersection of Two Lines in Three-Space</B>,
<I>Graphics Gems</I>, p. 304.<BR>
Goldman, Ronald,
<B>Intersection of Three Planes</B>,
<I>Graphics Gems</I>, p. 305.<BR>
Paeth, Alan W.,
<B>Digital Cartography for Computer Graphics</B>,
<I>Graphics Gems</I>, p. 307-320.<BR>
Bame, Paul D.,
<B>Albers Equal-Area Conic Map Projection</B>,
<I>Graphics Gems</I>, p. 321-325, code: p. 726-729, <a href="gems/Albers.c">Albers.c</a>.<BR>
Montani, Claudio, and Scopigno, Roberto,
<B>Spheres-to-Voxels Conversion</B>,
<I>Graphics Gems</I>, p. 327-334.<BR>
Arvo, James,
<B>A Simple Method for Box-Sphere Intersection Testing</B>,
<I>Graphics Gems</I>, p. 335-339, code: p. 730-732, <a href="gems/BoxSphere.c">BoxSphere.c</a>.<BR>
Glassner, Andrew,
<B>2D and 3D Vector C Library</B>,
<I>Graphics Gems</I>, p. 633-642, code: p. 633-642, <a href="gems/GGVecLib.c">GGVecLib.c</a> <a href="gems/GraphicsGems.h">GraphicsGems.h</a>.<BR>
Goldman, Ronald,
<B>Area of Planar Polygons and Volume of Polyhedra</B>,
<I>Graphics Gems II</I>, p. 170-171.<BR>
Shaffer, Clifford A.,
<B>Getting Around on a Sphere</B>,
<I>Graphics Gems II</I>, p. 172-173.<BR>
Paeth, Alan W.,
<B>Exact Dihedral Metrics for Common Polyhedra</B>,
<I>Graphics Gems II</I>, p. 174-178.<BR>
Glassner, Andrew,
<B>A Simple Viewing Geometry</B>,
<I>Graphics Gems II</I>, p. 179-180.<BR>
Bogart, Rod G.,
<B>View Correlation</B>,
<I>Graphics Gems II</I>, p. 181-190, code: p. 550-562, <a href="gemsii/viewcorr/">viewcorr/</a>.<BR>
Glassner, Andrew,
<B>Maintaining Winged-Edge Models</B>,
<I>Graphics Gems II</I>, p. 191-201.<BR>
Montani, Claudio, and Scopigno, Roberto,
<B>Quadtree/Octree-to-Boundary Conversion</B>,
<I>Graphics Gems II</I>, p. 202-218.<BR>
Glassner, Andrew, and Bogart, Rod G.,
<B>2D and 3D Vector C Library</B>,
<I>Graphics Gems II</I>, p. 458-466, code: p. 633-642, <a href="gemsii/GGVecLib.c">GGVecLib.c</a> <a href="gemsii/GraphicsGems.h">GraphicsGems.h</a>.<BR>
López-López, Fernando J.,
<B>Triangles Revisited</B>,
<I>Graphics Gems III</I>, p. 215-218.<BR>
Chin, Norman,
<B>Partitioning a 3-D Convex Polygon with an Arbitrary Plane</B>,
<I>Graphics Gems III</I>, p. 219-222, code: p. 502-510, <a href="gemsiii/partition3d/">partition3d/</a>.<BR>
Georgiades, Príamos,
<B>Signed Distance From Point To Plane</B>,
<I>Graphics Gems III</I>, p. 223-224, code: p. 511, <a href="gemsiii/pt2plane.c">pt2plane.c</a>.<BR>
Salesin, David, and Tampieri, Filippo,
<B>Grouping Nearly Coplanar Polygons Into Coplanar Sets</B>,
<I>Graphics Gems III</I>, p. 225-230, code: p. 512-516, <a href="gemsiii/planeSets.c">planeSets.c</a>.<BR>
Tampieri, Filippo,
<B>Newell's Method for the Plane Equation of a Polygon</B>,
<I>Graphics Gems III</I>, p. 231-232, code: p. 517-518, <a href="gemsiii/newell.c">newell.c</a>.<BR>
Georgiades, Príamos,
<B>Plane-to-Plane Intersection</B>,
<I>Graphics Gems III</I>, p. 233-235, code: p. 519-520, <a href="gemsiii/pl2plane.c">pl2plane.c</a>.<BR>
Voorhies, Douglas,
<B>Triangle-Cube Intersection</B>,
<I>Graphics Gems III</I>, p. 236-239, code: p. 521-526, <a href="gemsiii/triangleCube.c">triangleCube.c</a>.<BR>
Wanger, Len, and Fusco, Mike,
<B>Fast N-Dimensional Extent Overlap Testing</B>,
<I>Graphics Gems III</I>, p. 240-243, code: p. 527-533, <a href="gemsiii/exttest/">exttest/</a>.<BR>
Moore, Doug,
<B>Subdividing Simplices</B>,
<I>Graphics Gems III</I>, p. 244-249, code: p. 534-535, <a href="gemsiii/simplex/">simplex/</a>.<BR>
Moore, Doug,
<B>Understanding Simploids</B>,
<I>Graphics Gems III</I>, p. 250-255.<BR>
Lischinski, Dani,
<B>Converting Bézier Triangles Into Rectangular Patches</B>,
<I>Graphics Gems III</I>, p. 256-261, code: p. 536-537, <a href="gemsiii/bezierTri.C">bezierTri.C</a>.<BR>
Lindgren, Terence, Sanchez, Juan, and Hall, Jim,
<B>Curve Tessellation Criteria Thru Sampling</B>,
<I>Graphics Gems III</I>, p. 262-265.<BR>
Glassner, Andrew,
<B>Building Vertex Normals from an Unstructured Polygon List</B>,
<I>Graphics Gems IV</I>, p. 60-73, code: p. 64-73, <a href="gemsiv/vert_norm/">vert_norm/</a>.<BR>
Greene, Ned,
<B>Detecting Intersection of a Rectangular Solid and a Convex Polyhedron</B>,
<I>Graphics Gems IV</I>, p. 74-82.<BR>
Rabbitz, Rich,
<B>Fast Collision Detection of Moving Convex Polyhedra</B>,
<I>Graphics Gems IV</I>, p. 83-109, code: p. 91-108, <a href="gemsiv/collide.c">collide.c</a>.<BR>
Hart, John C.,
<B>Distance to an Ellipsoid</B>,
<I>Graphics Gems IV</I>, p. 113-119.<BR>
Ohashi, Yoshikazu,
<B>Fast Linear Approximations of Euclidean Distance in Higher Dimensions</B>,
<I>Graphics Gems IV</I>, p. 121-124, code: <a href="gemsiv/dist_fast.c">dist_fast.c</a>.<BR>
Miller, Robert D.,
<B>Computing the Area of a Spherical Polygon</B>,
<I>Graphics Gems IV</I>, p. 132-137, code: p. 135-136, <a href="gemsiv/sph_poly.c">sph_poly.c</a>.<BR>
Hanson, Andrew J.,
<B>Geometry for N-Dimensional Graphics</B>,
<I>Graphics Gems IV</I>, p. 149-170.<BR>
Glassner, Andrew, and Haines, Eric,
<B>C Header File and Vector Library</B>,
<I>Graphics Gems IV</I>, p. 558-570, code: p. 558-570, <a href="gemsiv/GraphicsGems.c">GraphicsGems.c</a> <a href="gemsiv/GraphicsGems.h">GraphicsGems.h</a>.<BR>
Van Gelder, Allen,
<B>Efficient Computation of Polygon Area and Polyhedron Volume</B>,
<I>Graphics Gems V</I>, p. 35-41.<BR>
Carvalho, Paulo Cezar Pinto, and Cavalcanti, Paulo Roma,
<B>Point in Polyhedron Testing Using Spherical Polygons</B>,
<I>Graphics Gems V</I>, p. 42-49, code: p. 46-49, <a href="gemsv/ch2-2/">ch2-2/</a>.<BR>
Hanson, Andrew J.,
<B>Rotations for N-dimensional Graphics</B>,
<I>Graphics Gems V</I>, p. 55-64.<BR>
Buckley, Robert,
<B>Parallelohedra and Uniform Color Quantization</B>,
<I>Graphics Gems V</I>, p. 65-71.<BR>
Paeth, Alan W.,
<B>Distance Approximations and Bounding Polyhedra</B>,
<I>Graphics Gems V</I>, p. 78-87, code: p. 85-86, <a href="gemsv/ch2-7/">ch2-7/</a>.<BR>
Green, Daniel, and Hatch, Don,
<B>Fast Polygon-Cube Intersection Testing</B>,
<I>Graphics Gems V</I>, p. 375-379, code: <a href="gemsv/ch7-2/">ch7-2/</a>.<BR>
Bouma, William, and Vanecek, George, Jr.,
<B>Velocity-based Collision Detection</B>,
<I>Graphics Gems V</I>, p. 380-385, code: p. 383-385, <a href="gemsv/ch7-3/">ch7-3/</a>.<BR>
Vanecek, George, Jr.,
<B>Spatial Partitioning of a Polygon by a Plane</B>,
<I>Graphics Gems V</I>, p. 386-393, code: p. 387-393, <a href="gemsv/ch7-4/">ch7-4/</a>.<BR>
<P><H2><a name="3D Rendering_link">3D Rendering</a></H2>
Heckbert, Paul S.,
<B>Generic Convex Polygon Scan Conversion and Clipping</B>,
<I>Graphics Gems</I>, p. 84-86, code: p. 667-680, <a href="gems/PolyScan/">PolyScan/</a>.<BR>
Wyvill, Brian,
<B>3D Grid Hashing Function</B>,
<I>Graphics Gems</I>, p. 343-345, code: p. 733-734, <a href="gems/Hash3D.c">Hash3D.c</a>.<BR>
Hultquist, Jeff,
<B>Backface Culling</B>,
<I>Graphics Gems</I>, p. 346-347.<BR>
Lee, Mark E.,
<B>Fast Dot Products for Shading</B>,
<I>Graphics Gems</I>, p. 348-360.<BR>
Thompson, Kelvin,
<B>Scanline Depth Gradient of a Z-Buffered Triangle</B>,
<I>Graphics Gems</I>, p. 361-363.<BR>
Glassner, Andrew,
<B>Simulating Fog and Haze</B>,
<I>Graphics Gems</I>, p. 364-365.<BR>
Glassner, Andrew,
<B>Interpretation of Texture Map Indices</B>,
<I>Graphics Gems</I>, p. 366-375.<BR>
Glassner, Andrew,
<B>Multidimensional Sum Tables</B>,
<I>Graphics Gems</I>, p. 376-381.<BR>
Maillot, Patrick-Gilles,
<B>Three-Dimensional Homogeneous Clipping of Triangle Strips</B>,
<I>Graphics Gems II</I>, p. 219-231, code: p. 563-570.<BR>
Thalmann, Nadia Magnenat, Thalmann, Daniel, and Minh, Hong Tong,
<B>InterPhong Shading</B>,
<I>Graphics Gems II</I>, p. 232-241, code: p. 571-574, <a href="gemsii/InterPhong.c">InterPhong.c</a>.<BR>
Ward, Greg,
<B>A Recursive Implementation of the Perlin Noise Function</B>,
<I>Graphics Gems II</I>, p. 396-401, code: p. 615-616, <a href="gemsii/noise3.c">noise3.c</a>.<BR>
Woo, Andrew,
<B>The Shadow Depth Map Revisited</B>,
<I>Graphics Gems III</I>, p. 338-342, code: p. 582, <a href="gemsiii/zdepth.c">zdepth.c</a>.<BR>
Cheng, Russell C.H.,
<B>Fast Linear Color Rendering</B>,
<I>Graphics Gems III</I>, p. 343-348, code: p. 583-585, <a href="gemsiii/fastLinear.c">fastLinear.c</a>.<BR>
Hollasch, Steve,
<B>Progressive Image Refinement via Gridded Sampling</B>,
<I>Graphics Gems III</I>, p. 358-361, code: p. 597-598, <a href="gemsiii/PIR.c">PIR.c</a>.<BR>
Glassner, Andrew,
<B>Darklights</B>,
<I>Graphics Gems III</I>, p. 366-368.<BR>
Snyder, John, Barzel, Ronen, and Gabriel, Steve,
<B>Motion Blur on Graphics Workstations</B>,
<I>Graphics Gems III</I>, p. 374-382, code: p. 606-609, <a href="gemsiii/motblur.c">motblur.c</a>.<BR>
Arvo, James, and Scofield, Cary,
<B>The Shader Cache: A Rendering Pipeline Accelerator</B>,
<I>Graphics Gems III</I>, p. 383-389.<BR>
Donovan, Walt, and Van Hook, Tim,
<B>Direct Outcode Calculation for Faster Clip Testing</B>,
<I>Graphics Gems IV</I>, p. 125-131, code: p. 127-131, <a href="gemsiv/outcode/">outcode/</a>.<BR>
Schlick, Christophe,
<B>A Fast Alternative to Phong's Specular Model</B>,
<I>Graphics Gems IV</I>, p. 385-387.<BR>
Fisher, Frederick, and Woo, Andrew,
<B>R.E versus N.H Specular Highlights</B>,
<I>Graphics Gems IV</I>, p. 388-400.<BR>
Schlick, Christophe,
<B>Fast Alternatives to Perlin's Bias and Gain Functions</B>,
<I>Graphics Gems IV</I>, p. 401-403.<BR>
Behrens, Uwe,
<B>Fence Shading</B>,
<I>Graphics Gems IV</I>, p. 404-409.<BR>
Schlick, Christophe,
<B>Wave Generators for Computer Graphics</B>,
<I>Graphics Gems V</I>, p. 367-374, code: p. 371-374, <a href="gemsv/ch7-1/">ch7-1/</a>.<BR>
Karinthi, Raghu,
<B>Accurate Z-buffer Rendering</B>,
<I>Graphics Gems V</I>, p. 398-399, code: <a href="gemsv/ch7-6/">ch7-6/</a>.<BR>
<P><H2><a name="C Utilities_link">C Utilities</a></H2>
Glassner, Andrew,
<B>Graphics Gems Header File</B>,
<I>Graphics Gems</I>, p. 629-632, code: p. 629-632, <a href="gems/GraphicsGems.h">GraphicsGems.h</a>.<BR>
Glassner, Andrew,
<B>2D and 3D Vector C Library</B>,
<I>Graphics Gems</I>, p. 633-642, code: p. 633-642, <a href="gems/GGVecLib.c">GGVecLib.c</a> <a href="gems/GraphicsGems.h">GraphicsGems.h</a>.<BR>
Hultquist, Jeff,
<B>Memory Allocation in C</B>,
<I>Graphics Gems</I>, p. 643, code: p. 643.<BR>
Raible, Eric,
<B>Two Useful C Macros</B>,
<I>Graphics Gems</I>, p. 644, code: p. 644.<BR>
Thompson, Kelvin,
<B>How to Build Circular Structures in C</B>,
<I>Graphics Gems</I>, p. 645, code: p. 645.<BR>
Thompson, Kelvin,
<B>How to Use C Register Variables to Point to 2D Arrays</B>,
<I>Graphics Gems</I>, p. 646, code: p. 646.<BR>
Glassner, Andrew,
<B>Graphics Gems Header File</B>,
<I>Graphics Gems II</I>, p. 455-457, code: p. 629-632, <a href="gemsii/GraphicsGems.h">GraphicsGems.h</a>.<BR>
Glassner, Andrew, and Bogart, Rod G.,
<B>2D and 3D Vector C Library</B>,
<I>Graphics Gems II</I>, p. 458-466, code: p. 633-642, <a href="gemsii/GGVecLib.c">GGVecLib.c</a> <a href="gemsii/GraphicsGems.h">GraphicsGems.h</a>.<BR>
Hollasch, Steve,
<B>Useful C Macros for Vector Operations</B>,
<I>Graphics Gems II</I>, p. 467-469, code: p. 467-469, <a href="gemsii/vector.h">vector.h</a>.<BR>
Glassner, Andrew,
<B>Graphics Gems Header File</B>,
<I>Graphics Gems III</I>, p. 455-457, code: p. 393-395, <a href="gemsiii/GraphicsGems.h">GraphicsGems.h</a>.<BR>
Glassner, Andrew,
<B>2-D and 3-D Vector C Library -- Corrected and Indexed</B>,
<I>Graphics Gems III</I>, p. 396-404, code: p. 396-404, <a href="gemsiii/GraphicsGems.c">GraphicsGems.c</a>.<BR>
Hollasch, Steve,
<B>Useful C Macros for Vector Operations</B>,
<I>Graphics Gems III</I>, p. 405-407, code: p. 405-407, <a href="gemsiii/vector.h">vector.h</a>.<BR>
Doué, Jean-François,
<B>C++ Vector and Matrix Algebra Routines</B>,
<I>Graphics Gems IV</I>, p. 534-557, code: p. 535-557, <a href="gemsiv/vec_mat/">vec_mat/</a>.<BR>
Glassner, Andrew, and Haines, Eric,
<B>C Header File and Vector Library</B>,
<I>Graphics Gems IV</I>, p. 558-570, code: p. 558-570, <a href="gemsiv/GraphicsGems.c">GraphicsGems.c</a> <a href="gemsiv/GraphicsGems.h">GraphicsGems.h</a>.<BR>
Paeth, Alan W., Scheepers, Ferdi, and May, Stephen,
<B>A Survey of Graphics Libraries</B>,
<I>Graphics Gems V</I>, p. 400-406, code: <a href="gemsv/ch7-7/">ch7-7/</a>.<BR>
<P><H2><a name="Curves and Surfaces_link">Curves and Surfaces</a></H2>
Glassner, Andrew,
<B>Planar Cubic Curves</B>,
<I>Graphics Gems</I>, p. 575-578.<BR>
Rasala, Richard,
<B>Explicit Cubic Spline Interpolation Formulas</B>,
<I>Graphics Gems</I>, p. 579-584.<BR>
Gomez, Julian,
<B>Fast Spline Drawing</B>,
<I>Graphics Gems</I>, p. 585-586.<BR>
Goldman, Ronald,
<B>Some Properties of Bézier Curves</B>,
<I>Graphics Gems</I>, p. 587-593.<BR>
Wallis, Bob,
<B>Tutorial on Forward Differencing</B>,
<I>Graphics Gems</I>, p. 594-603.<BR>
Goldman, Ronald,
<B>Integration of Bernstein Basis Functions</B>,
<I>Graphics Gems</I>, p. 604-606.<BR>
Schneider, Philip J.,
<B>Solving the Nearest-Point-on-Curve Problem</B>,
<I>Graphics Gems</I>, p. 607-611, code: p. 787-796, <a href="gems/NearestPoint.c">NearestPoint.c</a>.<BR>
Schneider, Philip J.,
<B>An Algorithm for Automatically Fitting Digitized Curves</B>,
<I>Graphics Gems</I>, p. 612-626, code: p. 797-807, <a href="gems/FitCurves.c">FitCurves.c</a>.<BR>
Moore, Doug, and Warren, Joseph,
<B>Least-Squares Approximations To Bézier Curves and Surfaces</B>,
<I>Graphics Gems II</I>, p. 406-411.<BR>
Shoemake, Ken,
<B>Beyond Bézier Curves</B>,
<I>Graphics Gems II</I>, p. 412-416.<BR>
Schlag, John,
<B>A Simple Formulation for Curve Interpolation with Variable Control Point Approximation</B>,
<I>Graphics Gems II</I>, p. 417-419.<BR>
Lindgren, Terence,
<B>Symmetric Evaluation of Polynomials</B>,
<I>Graphics Gems II</I>, p. 420-423.<BR>
Seidel, Hans-Peter,
<B>Menelaus's Theorem</B>,
<I>Graphics Gems II</I>, p. 424-427.<BR>
Seidel, Hans-Peter,
<B>Geometrically Continuous Cubic Bézier Curves</B>,
<I>Graphics Gems II</I>, p. 428-434.<BR>
Musial, Christopher J.,
<B>A Good Straight-Line Approximation of a Circular Arc</B>,
<I>Graphics Gems II</I>, p. 435-439, code: p. 617.<BR>
Paeth, Alan W.,
<B>Great Circle Plotting</B>,
<I>Graphics Gems II</I>, p. 440-445.<BR>
Wu, Xiaolin,
<B>Fast Anti-Aliased Circle Generation</B>,
<I>Graphics Gems II</I>, p. 446-450.<BR>
Eilers, Paul H. C.,
<B>Smoothing and Interpolation with Finite Differences</B>,
<I>Graphics Gems IV</I>, p. 241-250, code: p. 246-249, <a href="gemsiv/data_smooth/">data_smooth/</a>.<BR>
Barry, Phillip, and Goldman, Ronald,
<B>Knot Insertion using Forward Differences</B>,
<I>Graphics Gems IV</I>, p. 251-255.<BR>
Bajaj, Chandrajit, and Xu, Guoliang,
<B>Converting a Rational Curve to a Standard Rational Bernstein-Bézier Representation</B>,
<I>Graphics Gems IV</I>, p. 256-260.<BR>
Klassen, R. Victor,
<B>Intersecting Parametric Cubic Curves by Midpoint Subdivision</B>,
<I>Graphics Gems IV</I>, p. 261-277, code: p. 266-276, <a href="gemsiv/curve_isect/">curve_isect/</a>.<BR>
Lischinski, Dani,
<B>Converting Rectangular Patches into Bézier Triangles</B>,
<I>Graphics Gems IV</I>, p. 278-285, code: p. 281-285, <a href="gemsiv/patch_conv.C">patch_conv.C</a>.<BR>
Peterson, John W.,
<B>Tessellation of NURB Surfaces</B>,
<I>Graphics Gems IV</I>, p. 286-320, code: p. 294-319, <a href="gemsiv/nurb_polyg/">nurb_polyg/</a>.<BR>
Shene, Ching-Kuang,
<B>Equations of Cylinders and Cones</B>,
<I>Graphics Gems IV</I>, p. 321-323.<BR>
Bloomenthal, Jules,
<B>An Implicit Surface Polygonizer</B>,
<I>Graphics Gems IV</I>, p. 324-349, code: p. 334-349, <a href="gemsiv/implicit.c">implicit.c</a>.<BR>
Goldman, Ronald,
<B>Identities for the Univariate, Bivariate Bernstein Basis Functions</B>,
<I>Graphics Gems V</I>, p. 149-162.<BR>
Goldman, Ronald,
<B>Identities for the B-Spline Basis Functions</B>,
<I>Graphics Gems V</I>, p. 163-167.<BR>
Turkowski, Ken,
<B>Circular Arc Subdivision</B>,
<I>Graphics Gems V</I>, p. 168-172, code: p. 170-171, <a href="gemsv/ch4-3/">ch4-3/</a>.<BR>
de Figueiredo, Luiz Henrique,
<B>Adaptive Sampling of Parametric Curves</B>,
<I>Graphics Gems V</I>, p. 173-178, code: p. 177, <a href="gemsv/ch4-4/">ch4-4/</a>.<BR>
Ahn, Jaewoo,
<B>Fast Generation of Ellipsoids</B>,
<I>Graphics Gems V</I>, p. 179-190, code: p. 185-190, <a href="gemsv/ch4-5/">ch4-5/</a>.<BR>
Bajaj, Chandrajit, and Xu, Guoliang,
<B>Sparse Smooth Connection Between Bézier/B-Spline Curves</B>,
<I>Graphics Gems V</I>, p. 191-198.<BR>
Gravesen, Jens,
<B>The Length of Bézier Curves</B>,
<I>Graphics Gems V</I>, p. 199-205, code: <a href="gemsv/ch4-7/">ch4-7/</a>.<BR>
Miller, Robert D.,
<B>Quick and Simple Bézier Curve Drawing</B>,
<I>Graphics Gems V</I>, p. 206-209, code: p. 207-209, <a href="gemsv/ch4-8/">ch4-8/</a>.<BR>
Shoemake, Ken,
<B>Linear Form Curves</B>,
<I>Graphics Gems V</I>, p. 210-223, code: p. 220-222, <a href="gemsv/ch4-9/">ch4-9/</a>.<BR>
<P><H2><a name="Frame Buffer Techniques_link">Frame Buffer Techniques</a></H2>
Glassner, Andrew,
<B>Frame Buffers and Color Maps</B>,
<I>Graphics Gems</I>, p. 215-218.<BR>
Paeth, Alan W.,
<B>Reading a Write-Only Write Mask</B>,
<I>Graphics Gems</I>, p. 219-220.<BR>
Morton, Mike,
<B>A Digital "Dissolve" Effect</B>,
<I>Graphics Gems</I>, p. 221-232, code: p. 715-717, <a href="gems/Dissolve.c">Dissolve.c</a>.<BR>
Paeth, Alan W.,
<B>Mapping RGB Triples Onto Four Bits</B>,
<I>Graphics Gems</I>, p. 233-245, code: p. 718, <a href="gems/RGBTo4Bits.c">RGBTo4Bits.c</a>.<BR>
Heckbert, Paul S.,
<B>What Are the Coordinates of a Pixel?</B>,
<I>Graphics Gems</I>, p. 246-248.<BR>
Paeth, Alan W.,
<B>Proper Treatment of Pixels as Integers</B>,
<I>Graphics Gems</I>, p. 249-256, code: p. 719, <a href="gems/PixelInteger.c">PixelInteger.c</a>.<BR>
Glassner, Andrew,
<B>Normal Coding</B>,
<I>Graphics Gems</I>, p. 257-264.<BR>
Heckbert, Paul S.,
<B>Recording Animation in Binary Order for Progressive Temporal Refinement</B>,
<I>Graphics Gems</I>, p. 265-269, code: p. 720, <a href="gems/BinRec.c">BinRec.c</a>.<BR>
Schumacher, Dale A.,
<B>1-to-1 Pixel Transforms Optimized Through Color-Map Manipulation</B>,
<I>Graphics Gems</I>, p. 270-274.<BR>
Heckbert, Paul S.,
<B>A Seed Fill Algorithm</B>,
<I>Graphics Gems</I>, p. 275-277, code: p. 721-722, <a href="gems/SeedFill.c">SeedFill.c</a>.<BR>
Fishkin, Ken,
<B>Filling a Region in a Frame Buffer</B>,
<I>Graphics Gems</I>, p. 278-284.<BR>
Wallace, Bill,
<B>Precalculating Addresses for Fast Fills, Circles, and Lines</B>,
<I>Graphics Gems</I>, p. 285-286.<BR>
Gervautz, Michael, and Purgathofer, Werner,
<B>A Simple Method for Color Quantization: Octree Quantization</B>,
<I>Graphics Gems</I>, p. 287-293.<BR>
Steinhart, Jonathan E.,
<B>Scanline Coherent Shape Algebra</B>,
<I>Graphics Gems II</I>, p. 31-45, code: p. 487-501.<BR>
Thomas, Spencer W.,
<B>Efficient Inverse Color Map Computation</B>,
<I>Graphics Gems II</I>, p. 116-125, code: p. 528-535, <a href="gemsii/inv_cmap/">inv_cmap/</a>.<BR>
Wu, Xiaolin,
<B>Efficient Statistical Computations for Optimal Color Quantization</B>,
<I>Graphics Gems II</I>, p. 126-133, code: <a href="gemsii/quantizer.c">quantizer.c</a>.<BR>
Musgrave, F. Kenton,
<B>A Random Color Map Animation Algorithm</B>,
<I>Graphics Gems II</I>, p. 134-137, code: p. 536-541, <a href="gemsii/ran_ramp.c">ran_ramp.c</a>.<BR>
Hall, Jim, and Lindgren, Terence,
<B>A Fast Approach To PHIGS PLUS Pseudo Color</B>,
<I>Graphics Gems II</I>, p. 138-142.<BR>
Paeth, Alan W.,
<B>Mapping RGB Triples Onto 16 Distinct Values</B>,
<I>Graphics Gems II</I>, p. 143-146.<BR>
Martindale, David, and Paeth, Alan W.,
<B>Television Color Encoding and "Hot" Broadcast Colors</B>,
<I>Graphics Gems II</I>, p. 147-158, code: p. 542-549, <a href="gemsii/hot.c">hot.c</a>.<BR>
Meyer, Gary W.,
<B>An Inexpensive Method of Setting the Monitor White Point</B>,
<I>Graphics Gems II</I>, p. 159-162.<BR>
Musgrave, F. Kenton,
<B>Some Tips for Making Color Hardcopy</B>,
<I>Graphics Gems II</I>, p. 163-165.<BR>
Kopp, Manfred, and Gervautz, Michael,
<B>XOR-Drawing with Guaranteed Contrast</B>,
<I>Graphics Gems IV</I>, p. 413-414.<BR>
Ward, Greg,
<B>A Contrast-Based Scalefactor for Luminance Display</B>,
<I>Graphics Gems IV</I>, p. 415-421.<BR>
Schlick, Christophe,
<B>High Dynamic Range Pixels</B>,
<I>Graphics Gems IV</I>, p. 422-429, code: p. 425-428, <a href="gemsiv/dyn_range/">dyn_range/</a>.<BR>
Buckley, Robert,
<B>Parallelohedra and Uniform Color Quantization</B>,
<I>Graphics Gems V</I>, p. 65-71.<BR>
<P><H2><a name="Image Processing_link">Image Processing</a></H2>
Pavicic, Mark J.,
<B>Anti-Aliasing Filters that Minimize "Bumpy" Sampling</B>,
<I>Graphics Gems</I>, p. 144-146.<BR>
Turkowski, Ken,
<B>Filters for Common Resampling Tasks</B>,
<I>Graphics Gems</I>, p. 147-165.<BR>
Olsen, John,
<B>Smoothing Enlarged Monochrome Images</B>,
<I>Graphics Gems</I>, p. 166-170.<BR>
Paeth, Alan W.,
<B>Median Finding on a 3-by-3 Grid</B>,
<I>Graphics Gems</I>, p. 171-175, code: p. 711-712, <a href="gems/Median.c">Median.c</a>.<BR>
Hawley, Stephen,
<B>Ordered Dithering</B>,
<I>Graphics Gems</I>, p. 176-178, code: p. 713-714, <a href="gems/OrderDither.c">OrderDither.c</a>.<BR>
Paeth, Alan W.,
<B>A Fast Algorithm for General Raster Rotation</B>,
<I>Graphics Gems</I>, p. 179-195.<BR>
Schumacher, Dale A.,
<B>Useful 1-to-1 Pixel Transforms</B>,
<I>Graphics Gems</I>, p. 196-209.<BR>
Thompson, Kelvin,
<B>Alpha Blending</B>,
<I>Graphics Gems</I>, p. 210-211.<BR>
Schumacher, Dale A.,
<B>Image Smoothing and Sharpening by Discrete Convolution</B>,
<I>Graphics Gems II</I>, p. 50-56.<BR>
Schumacher, Dale A.,
<B>A Comparison of Digital Halftoning Techniques</B>,
<I>Graphics Gems II</I>, p. 57-71, code: p. 502-508.<BR>
Thomas, Spencer W., and Bogart, Rod G.,
<B>Color Dithering</B>,
<I>Graphics Gems II</I>, p. 72-77, code: p. 509-513, <a href="gemsii/dither/">dither/</a>.<BR>
Schumacher, Dale A.,
<B>Fast Anamorphic Image Scaling</B>,
<I>Graphics Gems II</I>, p. 78-79.<BR>
Ward, Greg,
<B>Real Pixels</B>,
<I>Graphics Gems II</I>, p. 80-83, code: <a href="gemsii/RealPixels/">RealPixels/</a>.<BR>
Yap, Sue-Ken,
<B>A Fast 90-Degree Bitmap Rotator</B>,
<I>Graphics Gems II</I>, p. 84-85, code: p. 514-515, <a href="gemsii/rotate8x8.c">rotate8x8.c</a>.<BR>
Holt, Jeff,
<B>Rotation of Run-Length Encoded Image Data</B>,
<I>Graphics Gems II</I>, p. 86-88, code: p. 516-524.<BR>
Glassner, Andrew,
<B>Adaptive Run-Length Encoding</B>,
<I>Graphics Gems II</I>, p. 89-92.<BR>
Paeth, Alan W.,
<B>Image File Compression Made Easy</B>,
<I>Graphics Gems II</I>, p. 93-100.<BR>
Max, Nelson L.,
<B>An Optimal Filter for Image Reconstruction</B>,
<I>Graphics Gems II</I>, p. 101-104.<BR>
Schlag, John,
<B>Noise Thresholding in Edge Images</B>,
<I>Graphics Gems II</I>, p. 105-106.<BR>
Bieri, Hanspeter, and Kohler, Andreas,
<B>Computing the Area, the Circumference, and the Genus of a Binary Digital Image</B>,
<I>Graphics Gems II</I>, p. 107-111, code: p. 525-527.<BR>
Möller, Tomas,
<B>Fast Bitmap Stretching</B>,
<I>Graphics Gems III</I>, p. 4-7, code: p. 411-413, <a href="gemsiii/fastBitmap.c">fastBitmap.c</a>.<BR>
Schumacher, Dale A.,
<B>General Filtered Image Rescaling</B>,
<I>Graphics Gems III</I>, p. 8-16, code: p. 414-424, <a href="gemsiii/filter.c">filter.c</a> <a href="gemsiii/filter_rcg.c">filter_rcg.c</a>.<BR>
Schumacher, Dale A.,
<B>Optimization of Bitmap Scaling Operations</B>,
<I>Graphics Gems III</I>, p. 17-19, code: p. 425-428, <a href="gemsiii/bitmap.c">bitmap.c</a>.<BR>
Bragg, Dennis,
<B>A Simple Color Reduction Filter</B>,
<I>Graphics Gems III</I>, p. 20-22, code: p. 429-431, <a href="gemsiii/rgbvary.c">rgbvary.c</a> <a href="gemsiii/rgbvaryW.c">rgbvaryW.c</a>.<BR>
Moore, Doug, and Warren, Joseph,
<B>Compact Isocontours From Sampled Data</B>,
<I>Graphics Gems III</I>, p. 23-28.<BR>
Feldman, Tim,
<B>Generating Iso-value Contours From a Pixmap</B>,
<I>Graphics Gems III</I>, p. 29-33, code: p. 432-440, <a href="gemsiii/contour.c">contour.c</a>.<BR>
Salesin, David, and Barzel, Ronen,
<B>Compositing Black-and-White Bitmaps</B>,
<I>Graphics Gems III</I>, p. 34-35.<BR>
Scofield, Cary,
<B>2-1/2-d Depth-of-Field Simulation for Computer Animation</B>,
<I>Graphics Gems III</I>, p. 36-38.<BR>
Furman, Eric,
<B>A Fast Boundary Generator for Composited Regions</B>,
<I>Graphics Gems III</I>, p. 39-43, code: p. 441-445, <a href="gemsiii/scallops8.c">scallops8.c</a>.<BR>
Schlag, John,
<B>Fast Embossing Effects on Raster Image Data</B>,
<I>Graphics Gems IV</I>, p. 433-437, code: p. 435-436, <a href="gemsiv/emboss.c">emboss.c</a>.<BR>