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<html>
<head>
<title>Graphics Gems, by Author</title>
</head>
<body>
<H1>Graphics Gems, by Author</H1>
Listed by author, in alphabetic order.
<P><center><B><a href="#A_link">A</a> <a href="#B_link">B</a> <a href="#C_link">C</a> <a href="#D_link">D</a> <a href="#E_link">E</a> <a href="#F_link">F</a> <a href="#G_link">G</a> <a href="#H_link">H</a> <a href="#K_link">K</a> <a href="#L_link">L</a> <a href="#M_link">M</a> <a href="#N_link">N</a> <a href="#O_link">O</a> <a href="#P_link">P</a> <a href="#R_link">R</a> <a href="#S_link">S</a> <a href="#T_link">T</a> <a href="#U_link">U</a> <a href="#V_link">V</a> <a href="#W_link">W</a> <a href="#X_link">X</a> <a href="#Y_link">Y</a> <a href="#Z_link">Z</a> </B></center>
<P>
<I><a href="index.html">return to main page</a></I>
<HR>
<P><B><a name="A_link">Ahn, Jaewoo</a></B><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>
<P><B>Alciatore, David</B><BR>
Alciatore, David, and Miranda, Rick,
<B>The Best Least-Squares Line Fit</B>,
<I>Graphics Gems V</I>, p. 91-97.<BR>
<P><B>Allison, Michael J.</B><BR>
Max, Nelson L., and Allison, Michael J.,
<B>Linear Radiosity Approximation Using Vertex-to-Vertex Form Factors</B>,
<I>Graphics Gems III</I>, p. 318-323.<BR>
<P><B>Antonio, Franklin</B><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>
<P><B>Arata, Louis K.</B><BR>
Arata, Louis K.,
<B>Tri-cubic Interpolation</B>,
<I>Graphics Gems V</I>, p. 107-110, code: p. 108-109, <a href="gemsv/ch3-3/">ch3-3/</a>.<BR>
<P><B>Arvo, James</B><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>
Arvo, James,
<B>Transforming Axis-Aligned Bounding Boxes</B>,
<I>Graphics Gems</I>, p. 548-550, code: p. 785-786, <a href="gems/TransBox.c">TransBox.c</a>.<BR>
Kirk, David, and Arvo, James,
<B>Improved Ray Tagging for Voxel-Based Ray Tracing</B>,
<I>Graphics Gems II</I>, p. 264-266.<BR>
Arvo, James,
<B>Random Rotation Matrices</B>,
<I>Graphics Gems II</I>, p. 355-356, code: p. 606-607, <a href="gemsii/rotate.c">rotate.c</a>.<BR>
Arvo, James,
<B>Classifying Small Sparse Matrices</B>,
<I>Graphics Gems II</I>, p. 357-361, code: p. 608-609, <a href="gemsii/sparse.c">sparse.c</a>.<BR>
Arvo, James,
<B>Fast Random Rotation Matrices</B>,
<I>Graphics Gems III</I>, p. 117-120, code: p. 463-464, <a href="gemsiii/rand_rotation.c">rand_rotation.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>
<P><B><a name="B_link">Badouel, Didier</a></B><BR>
Badouel, Didier,
<B>An Efficient Ray-Polygon Intersection</B>,
<I>Graphics Gems</I>, p. 390-393, code: p. 735, <a href="gems/RayPolygon.c">RayPolygon.c</a>.<BR>
Badouel, Didier, and Wuthrich, Charles A.,
<B>Face-Connected Line Segment Generation in an n-Dimensional Space</B>,
<I>Graphics Gems III</I>, p. 89-91, code: p. 460, <a href="gemsiii/ndline.c">ndline.c</a>.<BR>
<P><B>Bajaj, Chandrajit</B><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>
Bajaj, Chandrajit, and Xu, Guoliang,
<B>Sparse Smooth Connection Between Bézier/B-Spline Curves</B>,
<I>Graphics Gems V</I>, p. 191-198.<BR>
<P><B>Bame, Paul D.</B><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>
<P><B>Barr, A.H.</B><BR>
Barr, A.H.,
<B>Physically Based Superquadrics</B>,
<I>Graphics Gems III</I>, p. 137-159, code: p. 472-477, <a href="gemsiii/sqfinal.c">sqfinal.c</a>.<BR>
<P><B>Barry, Phillip</B><BR>
Barry, Phillip, and Goldman, Ronald,
<B>Knot Insertion using Forward Differences</B>,
<I>Graphics Gems IV</I>, p. 251-255.<BR>
<P><B>Barzel, Ronen</B><BR>
Salesin, David, and Barzel, Ronen,
<B>Compositing Black-and-White Bitmaps</B>,
<I>Graphics Gems III</I>, p. 34-35.<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>
<P><B>Bashein, Gerard</B><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>
<P><B>Behrens, Uwe</B><BR>
Behrens, Uwe,
<B>Fence Shading</B>,
<I>Graphics Gems IV</I>, p. 404-409.<BR>
<P><B>Beran-Koehn, Jeffrey C.</B><BR>
Beran-Koehn, Jeffrey C., and Pavicic, Mark J.,
<B>A Cubic Tetrahedral Adaptation of the Hemi-Cube Algorithm</B>,
<I>Graphics Gems II</I>, p. 299-302.<BR>
Beran-Koehn, Jeffrey C., and Pavicic, Mark J.,
<B>Delta Form-Factor Calculation for the Cubic Tetrahedral Algorithm</B>,
<I>Graphics Gems III</I>, p. 324-328, code: p. 575-576, <a href="gemsiii/forfac.c">forfac.c</a>.<BR>
<P><B>Bian, Buming</B><BR>
Bian, Buming,
<B>Hemispherical Projection of a Triangle</B>,
<I>Graphics Gems III</I>, p. 314-317, code: p. 569-574, <a href="gemsiii/hemis.c">hemis.c</a>.<BR>
<P><B>Bieri, Hanspeter</B><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>
<P><B>Blanc, Carole</B><BR>
Blanc, Carole,
<B>Generic Implementation of Axial Deformation Techniques</B>,
<I>Graphics Gems V</I>, p. 139-145, code: p. 141-144, <a href="gemsv/ch3-6/">ch3-6/</a>.<BR>
<P><B>Bloomenthal, Jules</B><BR>
Bloomenthal, Jules,
<B>Calculation of Reference Frames Along a Space Curve</B>,
<I>Graphics Gems</I>, p. 567-571.<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>
<P><B>Bogart, Rod G.</B><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>
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, 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>
<P><B>Bouma, William</B><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>
<P><B>Bragg, Dennis</B><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>
<P><B>Buckley, Robert</B><BR>
Buckley, Robert,
<B>Parallelohedra and Uniform Color Quantization</B>,
<I>Graphics Gems V</I>, p. 65-71.<BR>
<P><B><a name="C_link">Capelli, Ron</a></B><BR>
Capelli, Ron,
<B>Fast Approximation To the Arctangent</B>,
<I>Graphics Gems II</I>, p. 389-391.<BR>
<P><B>Carling, Richard</B><BR>
Carling, Richard,
<B>Matrix Inversion</B>,
<I>Graphics Gems</I>, p. 470-471, code: p. 766-769, <a href="gems/MatrixInvert.c">MatrixInvert.c</a>.<BR>
<P><B>Carvalho, Paulo Cezar Pinto</B><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>
<P><B>Cavalcanti, Paulo Roma</B><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>
<P><B>Chen, Shenchang Eric</B><BR>
Chen, Shenchang Eric,
<B>Implementing Progressive Radiosity with User-Provided Polygon Display Routines</B>,
<I>Graphics Gems II</I>, p. 295-298, code: p. 583-597, <a href="gemsii/radiosity/">radiosity/</a>.<BR>
<P><B>Cheng, Russell C.H.</B><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>
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>
<P><B>Chin, Norman</B><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>
Chin, Norman,
<B>A Walk Through BSP Trees</B>,
<I>Graphics Gems V</I>, p. 121-138, code: p. 131-138, <a href="gemsv/ch3-5/">ch3-5/</a>.<BR>
<P><B>Chiu, Kenneth</B><BR>
Chiu, Kenneth, Shirley, Peter, and Wang, Changyaw,
<B>Multi-Jittered Sampling</B>,
<I>Graphics Gems IV</I>, p. 370-374, code: p. 373-374, <a href="gemsiv/multi_jitter/">multi_jitter/</a>.<BR>
<P><B>Christensen, Jon</B><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>
<P><B>Cohen, Daniel</B><BR>
Cohen, Daniel,
<B>Voxel Traversal along a 3D Line</B>,
<I>Graphics Gems IV</I>, p. 366-369, code: p. 368, <a href="gemsiv/vox_traverse.c">vox_traverse.c</a>.<BR>
<P><B>Cromwell, Robert L.</B><BR>
Cromwell, Robert L.,
<B>Efficient Eigenvalues for Visualization</B>,
<I>Graphics Gems IV</I>, p. 193-198.<BR>
<P><B>Cross, Robert A.</B><BR>
Cross, Robert A.,
<B>Sampling Patterns Optimized for Uniform Distribution of Edges</B>,
<I>Graphics Gems V</I>, p. 359-363, code: p. 362, <a href="gemsv/ch6-7/">ch6-7/</a>.<BR>
<P><B>Cunningham, Steve</B><BR>
Cunningham, Steve,
<B>3D Viewing and Rotation Using Orthonormal Bases</B>,
<I>Graphics Gems</I>, p. 516-521, code: p. 778-779, <a href="gems/ViewTrans.c">ViewTrans.c</a>.<BR>
<P><B>Cychosz, Joseph M.</B><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>
Cychosz, Joseph M.,
<B>Efficient Post-Concatenation of Transformation Matrices</B>,
<I>Graphics Gems</I>, p. 476-481, code: p. 770-772, <a href="gems/MatrixPost.c">MatrixPost.c</a>.<BR>
Cychosz, Joseph M.,
<B>Intersecting a Ray with An Elliptical Torus</B>,
<I>Graphics Gems II</I>, p. 251-256, code: p. 577-580, <a href="gemsii/intersect/">intersect/</a>.<BR>
Cychosz, Joseph M., and Waggenspack, Warren N., Jr.,
<B>Intersecting a Ray with a Quadric Surface</B>,
<I>Graphics Gems III</I>, p. 275-283, code: p. 547-550, <a href="gemsiii/intqdr.c">intqdr.c</a> <a href="gemsiii/intell.c">intell.c</a>.<BR>
Cychosz, Joseph M.,
<B>Use of Residency Masks and Object Space Partitioning to Eliminate Ray-Object Intersection Calculations</B>,
<I>Graphics Gems III</I>, p. 284-287.<BR>
Cychosz, Joseph M., and Waggenspack, Warren N., Jr.,
<B>Intersecting a Ray with a Cylinder</B>,
<I>Graphics Gems IV</I>, p. 356-365, code: p. 361-364, <a href="gemsiv/ray_cyl.c">ray_cyl.c</a>.<BR>
Cychosz, Joseph M.,
<B>Efficient Binary Image Thinning using Neighborhood Maps</B>,
<I>Graphics Gems IV</I>, p. 465-473, code: p. 470-472, <a href="gemsiv/thin_image.c">thin_image.c</a>.<BR>
<P><B><a name="D_link">Dana, Paul</a></B><BR>
Dana, Paul,
<B>Issues and Techniques for Keyframing Transformations</B>,
<I>Graphics Gems III</I>, p. 121-123.<BR>
<P><B>Dawson, Robert</B><BR>
Lalonde, Paul, and Dawson, Robert,
<B>A High-Speed, Low Precision Square Root</B>,
<I>Graphics Gems</I>, p. 424-426, code: p. 756-757, <a href="gems/SquareRoot.c">SquareRoot.c</a>.<BR>
<P><B>de Figueiredo, Luiz Henrique</B><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>
<P><B>Detmer, Paul R.</B><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>
<P><B>Donovan, Walt</B><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>
<P><B>Doué, Jean-François</B><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>
Doué, Jean-François, and Rubio, Ruben Gonzalez,
<B>Efficient and Robust 2D Shape Vectorization</B>,
<I>Graphics Gems V</I>, p. 323-337, code: p. 329-336, <a href="gemsv/ch6-4/">ch6-4/</a>.<BR>
<P><B><a name="E_link">Eilers, Paul H. C.</a></B><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>
<P><B>Eker, Steven</B><BR>
Eker, Steven,
<B>Faster Linear Interpolation</B>,
<I>Graphics Gems IV</I>, p. 526-533, code: p. 532-533, <a href="gemsiv/interp_fast.c">interp_fast.c</a>.<BR>
Eker, Steven,
<B>Faster Pixel-Perfect Line Clipping</B>,
<I>Graphics Gems V</I>, p. 314-322, code: p. 319-322, <a href="gemsv/ch6-3/">ch6-3/</a>.<BR>
<P><B>Elber, Gershon</B><BR>
Elber, Gershon,
<B>Interpolation Using Bézier Curves</B>,
<I>Graphics Gems III</I>, p. 133-136, code: p. 468-471, <a href="gemsiii/bzrinter.c">bzrinter.c</a>.<BR>
<P><B><a name="F_link">Feda, Martin</a></B><BR>
Feda, Martin,
<B>Improving Intermediate Radiosity Using Directional Light</B>,
<I>Graphics Gems V</I>, p. 290-293.<BR>
<P><B>Feldman, Tim</B><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>
<P><B>Feustel, Charles D.</B><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>
<P><B>Fisher, Frederick</B><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>
Fisher, Frederick, and Woo, Andrew,
<B>R.E versus N.H Specular Highlights</B>,
<I>Graphics Gems IV</I>, p. 388-400.<BR>
<P><B>Fishkin, Ken</B><BR>
Fishkin, Ken,
<B>Filling a Region in a Frame Buffer</B>,
<I>Graphics Gems</I>, p. 278-284.<BR>
Fishkin, Ken,
<B>A Fast HSL-to-RGB Transform</B>,
<I>Graphics Gems</I>, p. 448-449, code: p. 763-764, <a href="gems/HSLtoRGB.c">HSLtoRGB.c</a>.<BR>
<P><B>Fleischer, Kurt</B><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>
<P><B>Furman, Eric</B><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>
<P><B>Fusco, Mike</B><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>
<P><B><a name="G_link">Gabriel, Steve</a></B><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>
<P><B>Geiler, Manfred</B><BR>
Purgathofer, Werner, Tobler, Robert F., and Geiler, Manfred,
<B>Improved Threshold Matrices for Ordered Dithering</B>,
<I>Graphics Gems V</I>, p. 297-301.<BR>
<P><B>Georgiades, Príamos</B><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>
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>
<P><B>Gervautz, Michael</B><BR>
Gervautz, Michael, and Purgathofer, Werner,
<B>A Simple Method for Color Quantization: Octree Quantization</B>,
<I>Graphics Gems</I>, p. 287-293.<BR>
Kopp, Manfred, and Gervautz, Michael,
<B>XOR-Drawing with Guaranteed Contrast</B>,
<I>Graphics Gems IV</I>, p. 413-414.<BR>
<P><B>Glassner, Andrew</B><BR>
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>
Glassner, Andrew,
<B>Frame Buffers and Color Maps</B>,
<I>Graphics Gems</I>, p. 215-218.<BR>
Glassner, Andrew,
<B>Normal Coding</B>,
<I>Graphics Gems</I>, p. 257-264.<BR>
Glassner, Andrew,
<B>Useful 3D Geometry</B>,
<I>Graphics Gems</I>, p. 297-300.<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>
Glassner, Andrew,
<B>Generating Random Integers</B>,
<I>Graphics Gems</I>, p. 438-439.<BR>
Glassner, Andrew,
<B>Computing Surface Normals for 3D Models</B>,
<I>Graphics Gems</I>, p. 562-566.<BR>
Glassner, Andrew,
<B>Planar Cubic Curves</B>,
<I>Graphics Gems</I>, p. 575-578.<BR>
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>
Glassner, Andrew,
<B>Adaptive Run-Length Encoding</B>,
<I>Graphics Gems II</I>, p. 89-92.<BR>
Glassner, Andrew,
<B>A Simple Viewing Geometry</B>,
<I>Graphics Gems II</I>, p. 179-180.<BR>
Glassner, Andrew,
<B>Maintaining Winged-Edge Models</B>,
<I>Graphics Gems II</I>, p. 191-201.<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>
Glassner, Andrew,
<B>Darklights</B>,
<I>Graphics Gems III</I>, p. 366-368.<BR>
Glassner, Andrew,
<B>Anti-Aliasing in Triangular Pixels</B>,
<I>Graphics Gems III</I>, p. 369-373.<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>
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>
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>
Glassner, Andrew,
<B>Clipping a Concave Polygon</B>,
<I>Graphics Gems V</I>, p. 50-54.<BR>
<P><B>Goldman, Ronald</B><BR>
Goldman, Ronald,
<B>Triangles</B>,
<I>Graphics Gems</I>, p. 20-23.<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>
Goldman, Ronald,
<B>Matrices and Transformations</B>,
<I>Graphics Gems</I>, p. 472-475.<BR>
Goldman, Ronald,
<B>Some Properties of Bézier Curves</B>,
<I>Graphics Gems</I>, p. 587-593.<BR>
Goldman, Ronald,
<B>Integration of Bernstein Basis Functions</B>,
<I>Graphics Gems</I>, p. 604-606.<BR>
Goldman, Ronald,
<B>Area of Planar Polygons and Volume of Polyhedra</B>,
<I>Graphics Gems II</I>, p. 170-171.<BR>
Goldman, Ronald,
<B>Recovering the Data From the Transformation Matrix</B>,
<I>Graphics Gems II</I>, p. 324-331.<BR>
Goldman, Ronald,
<B>Transformations as Exponentials</B>,
<I>Graphics Gems II</I>, p. 332-337.<BR>
Goldman, Ronald,
<B>More Matrices and Transforms: Shear and Pseudo-Perspective</B>,
<I>Graphics Gems II</I>, p. 338-341.<BR>
Goldman, Ronald,
<B>Cross Product in Four Dimensions and Beyond</B>,
<I>Graphics Gems III</I>, p. 84-88.<BR>
Goldman, Ronald,
<B>Decomposing Projective Transformations</B>,
<I>Graphics Gems III</I>, p. 98-107.<BR>
Goldman, Ronald,
<B>Decomposing Linear and Affine Transformations</B>,
<I>Graphics Gems III</I>, p. 108-116.<BR>
Barry, Phillip, and Goldman, Ronald,
<B>Knot Insertion using Forward Differences</B>,
<I>Graphics Gems IV</I>, p. 251-255.<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>
<P><B>Gomez, Julian</B><BR>
Gomez, Julian,
<B>Fast Spline Drawing</B>,
<I>Graphics Gems</I>, p. 585-586.<BR>
<P><B>Grace, Thom</B><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>
<P><B>Gravesen, Jens</B><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>
<P><B>Green, Daniel</B><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>
<P><B>Greene, Ned</B><BR>
Greene, Ned,
<B>Transformation Identities</B>,
<I>Graphics Gems</I>, p. 485-493.<BR>
Greene, Ned,
<B>Detecting Intersection of a Rectangular Solid and a Convex Polyhedron</B>,
<I>Graphics Gems IV</I>, p. 74-82.<BR>
<P><B><a name="H_link">Haines, Eric</a></B><BR>
Haines, Eric,
<B>Fast Ray-Convex Polyhedron Intersection</B>,
<I>Graphics Gems II</I>, p. 247-250, code: p. 575-576, <a href="gemsii/RayCPhdron.c">RayCPhdron.c</a>.<BR>
Haines, Eric,
<B>Efficiency Improvements for Hierarchy Traversal in Ray Tracing</B>,
<I>Graphics Gems II</I>, p. 267-272.<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>
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>
<P><B>Hall, Jim</B><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>
Lindgren, Terence, Sanchez, Juan, and Hall, Jim,
<B>Curve Tessellation Criteria Thru Sampling</B>,
<I>Graphics Gems III</I>, p. 262-265.<BR>
<P><B>Hall, Mark</B><BR>
Hall, Mark,
<B>Defining Surfaces From Sampled Data</B>,
<I>Graphics Gems</I>, p. 552-557.<BR>
Hall, Mark,
<B>Defining Surfaces From Contour Data</B>,
<I>Graphics Gems</I>, p. 558-561.<BR>
<P><B>Hanson, Andrew J.</B><BR>
Hanson, Andrew J.,
<B>The Rolling Ball</B>,
<I>Graphics Gems III</I>, p. 51-60, code: p. 452-453, <a href="gemsiii/3d.c">3d.c</a> <a href="gemsiii/defs.h">defs.h</a>.<BR>
Hanson, Andrew J.,
<B>Geometry for N-Dimensional Graphics</B>,
<I>Graphics Gems IV</I>, p. 149-170.<BR>
Hanson, Andrew J.,
<B>Rotations for N-dimensional Graphics</B>,
<I>Graphics Gems V</I>, p. 55-64.<BR>
<P><B>Hart, John C.</B><BR>
Hart, John C.,
<B>Distance to an Ellipsoid</B>,
<I>Graphics Gems IV</I>, p. 113-119.<BR>
<P><B>Hatch, Don</B><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>
<P><B>Hawley, Stephen</B><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>
<P><B>Heckbert, Paul S.</B><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>
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>
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>
Heckbert, Paul S.,
<B>What Are the Coordinates of a Pixel?</B>,
<I>Graphics Gems</I>, p. 246-248.<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>
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>
Heckbert, Paul S.,
<B>A Minimal Ray Tracer</B>,
<I>Graphics Gems IV</I>, p. 375-381, code: p. 378-380, <a href="gemsiv/minray/">minray/</a>.<BR>
Heckbert, Paul S.,
<B>Bilinear Coons Patch Image Warping</B>,
<I>Graphics Gems IV</I>, p. 438-446, code: p. 441-444, <a href="gemsiv/coons_warp.c">coons_warp.c</a>.<BR>
<P><B>Herbison-Evans, Don</B><BR>
Herbison-Evans, Don,
<B>Solving Quartics and Cubics for Graphics</B>,
<I>Graphics Gems V</I>, p. 3-15, code: <a href="gemsv/ch1-1/">ch1-1/</a>.<BR>
<P><B>Hill, F. S., Jr.</B><BR>
Hill, F. S., Jr.,
<B>The Pleasures of `Perp Dot' Products</B>,
<I>Graphics Gems IV</I>, p. 138-148.<BR>
<P><B>Hill, Kenneth J.</B><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>
<P><B>Hill, Steve</B><BR>
Hill, Steve,
<B>IEEE Fast Square Root</B>,
<I>Graphics Gems III</I>, p. 48, code: p. 446-447, <a href="gemsiii/sqrt.c">sqrt.c</a>.<BR>
Hill, Steve,
<B>A Simple Fast Memory Allocator</B>,
<I>Graphics Gems III</I>, p. 49-50, code: p. 448-451, <a href="gemsiii/alloc/">alloc/</a>.<BR>
Hill, Steve,
<B>Tri-linear Interpolation</B>,
<I>Graphics Gems IV</I>, p. 521-525, code: p. 523-524, <a href="gemsiv/trilerp.c">trilerp.c</a>.<BR>
Hill, Steve, and Roberts, Jonathan C.,
<B>Surface Models and the Resolution of N-Dimensional Cell Ambiguity</B>,
<I>Graphics Gems V</I>, p. 98-106.<BR>
<P><B>Hollasch, Steve</B><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>
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>
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>
<P><B>Holt, Jeff</B><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>
<P><B>Hook, D.G.</B><BR>
Hook, D.G., and McAree, P.R.,
<B>Using Sturm Sequences To Bracket Real Roots of Polynomial Equations</B>,
<I>Graphics Gems</I>, p. 416-423, code: p. 743-755, <a href="gems/Sturm/">Sturm/</a>.<BR>
<P><B>Hsu, Siu-chi</B><BR>
Wong, Tien-tsin, and Hsu, Siu-chi,
<B>Halftoning with Selective Precipitation and Adaptive Clustering</B>,
<I>Graphics Gems V</I>, p. 302-313, code: p. 306-312, <a href="gemsv/ch6-2/">ch6-2/</a>.<BR>
Hsu, Siu-chi, and Lee, I.H.H.,
<B>Reversable Straight Line Edge Reconstruction</B>,
<I>Graphics Gems V</I>, p. 338-354, code: p. 342-353, <a href="gemsv/ch6-5/">ch6-5/</a>.<BR>
<P><B>Hultquist, Jeff</B><BR>
Hultquist, Jeff,
<B>Backface Culling</B>,
<I>Graphics Gems</I>, p. 346-347.<BR>
Hultquist, Jeff,
<B>Intersection of a Ray with a Sphere</B>,
<I>Graphics Gems</I>, p. 388-389.<BR>
Hultquist, Jeff,
<B>A Virtual Trackball</B>,
<I>Graphics Gems</I>, p. 462-463.<BR>
Hultquist, Jeff,
<B>Memory Allocation in C</B>,
<I>Graphics Gems</I>, p. 643, code: p. 643.<BR>
<P><B><a name="K_link">Karinthi, Raghu</a></B><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><B>Kirk, David</B><BR>
Voorhies, Douglas, and Kirk, David,
<B>Ray-Triangle Intersection Using Binary Recursive Subdivision</B>,
<I>Graphics Gems II</I>, p. 257-263.<BR>
Kirk, David, and Arvo, James,
<B>Improved Ray Tagging for Voxel-Based Ray Tracing</B>,
<I>Graphics Gems II</I>, p. 264-266.<BR>
<P><B>Klassen, R. Victor</B><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>
<P><B>Kohler, Andreas</B><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>
<P><B>Kopp, Manfred</B><BR>
Kopp, Manfred, and Gervautz, Michael,
<B>XOR-Drawing with Guaranteed Contrast</B>,
<I>Graphics Gems IV</I>, p. 413-414.<BR>
<P><B><a name="L_link">Lalonde, Paul</a></B><BR>
Lalonde, Paul, and Dawson, Robert,
<B>A High-Speed, Low Precision Square Root</B>,
<I>Graphics Gems</I>, p. 424-426, code: p. 756-757, <a href="gems/SquareRoot.c">SquareRoot.c</a>.<BR>
<P><B>Lee, Greg</B><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>
<P><B>Lee, I.H.H.</B><BR>
Hsu, Siu-chi, and Lee, I.H.H.,
<B>Reversable Straight Line Edge Reconstruction</B>,
<I>Graphics Gems V</I>, p. 338-354, code: p. 342-353, <a href="gemsv/ch6-5/">ch6-5/</a>.<BR>
<P><B>Lee, Mark E.</B><BR>
Lee, Mark E.,
<B>Fast Dot Products for Shading</B>,
<I>Graphics Gems</I>, p. 348-360.<BR>
Lee, Mark E., and Uselton, Samuel P.,
<B>A Body Color Model: Absorption Through Translucent Media</B>,
<I>Graphics Gems II</I>, p. 277-282.<BR>
Lee, Mark E., and Uselton, Samuel P.,
<B>More Shadow Attenuation for Ray Tracing Transparent or Translucent Objects</B>,
<I>Graphics Gems II</I>, p. 283-289.<BR>
<P><B>Leipelt, Andreas</B><BR>
Leipelt, Andreas,
<B>Ray Tracing a Swept Sphere</B>,
<I>Graphics Gems V</I>, p. 258-267, code: p. 261-267, <a href="gemsv/ch5-4/">ch5-4/</a>.<BR>
<P><B>Lindgren, Terence</B><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>
Lindgren, Terence,
<B>Symmetric Evaluation of Polynomials</B>,
<I>Graphics Gems II</I>, p. 420-423.<BR>
Lindgren, Terence, Sanchez, Juan, and Hall, Jim,
<B>Curve Tessellation Criteria Thru Sampling</B>,
<I>Graphics Gems III</I>, p. 262-265.<BR>
<P><B>Lischinski, Dani</B><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>
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>
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>
<P><B>López-López, Fernando J.</B><BR>
López-López, Fernando J.,
<B>Triangles Revisited</B>,
<I>Graphics Gems III</I>, p. 215-218.<BR>
<P><B><a name="M_link">Maillot, Patrick-Gilles</a></B><BR>
Maillot, Patrick-Gilles,
<B>Using Quaternions for Coding 3D Transformations</B>,
<I>Graphics Gems</I>, p. 498-515, code: p. 775-777, <a href="gems/Quaternions.c">Quaternions.c</a>.<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>
<P><B>Manocha, Dinesh</B><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><B>Marks, Joe</B><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>
<P><B>Martindale, David</B><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>
<P><B>Massalin, Henry</B><BR>
Wolberg, George, and Massalin, Henry,
<B>Fast Convolution with Packed Lookup Tables</B>,
<I>Graphics Gems IV</I>, p. 447-464, code: p. 455-463, <a href="gemsiv/convolve.c">convolve.c</a>.<BR>
<P><B>Max, Nelson L.</B><BR>
Max, Nelson L.,
<B>An Optimal Filter for Image Reconstruction</B>,
<I>Graphics Gems II</I>, p. 101-104.<BR>
Max, Nelson L., and Allison, Michael J.,
<B>Linear Radiosity Approximation Using Vertex-to-Vertex Form Factors</B>,
<I>Graphics Gems III</I>, p. 318-323.<BR>
<P><B>May, Stephen</B><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><B>McAree, P.R.</B><BR>
Hook, D.G., and McAree, P.R.,
<B>Using Sturm Sequences To Bracket Real Roots of Polynomial Equations</B>,
<I>Graphics Gems</I>, p. 416-423, code: p. 743-755, <a href="gems/Sturm/">Sturm/</a>.<BR>
<P><B>Meyer, Gary W.</B><BR>
Meyer, Gary W.,
<B>An Inexpensive Method of Setting the Monitor White Point</B>,
<I>Graphics Gems II</I>, p. 159-162.<BR>
<P><B>Miller, Robert D.</B><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>
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>
Miller, Robert D.,
<B>Transforming Coordinates From One Coordinate Plane To Another</B>,
<I>Graphics Gems V</I>, p. 111-120, code: p. 115-120, <a href="gemsv/ch3-4/">ch3-4/</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>
<P><B>Minh, Hong Tong</B><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>
<P><B>Miranda, Rick</B><BR>
Alciatore, David, and Miranda, Rick,
<B>The Best Least-Squares Line Fit</B>,
<I>Graphics Gems V</I>, p. 91-97.<BR>
<P><B>Montani, Claudio</B><BR>
Montani, Claudio, and Scopigno, Roberto,
<B>Spheres-to-Voxels Conversion</B>,
<I>Graphics Gems</I>, p. 327-334.<BR>
Montani, Claudio, and Scopigno, Roberto,
<B>Quadtree/Octree-to-Boundary Conversion</B>,
<I>Graphics Gems II</I>, p. 202-218.<BR>
<P><B>Moore, Doug</B><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>
Moore, Doug, and Warren, Joseph,
<B>Compact Isocontours From Sampled Data</B>,
<I>Graphics Gems III</I>, p. 23-28.<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>
<P><B>Morrison, Jack C.</B><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>
Morrison, Jack C.,
<B>Distance From a Point To a Line</B>,
<I>Graphics Gems II</I>, p. 10-13.<BR>
Morrison, Jack C.,
<B>Quaternion Interpolation with Extra Spins</B>,
<I>Graphics Gems III</I>, p. 96-97, code: p. 461-462, <a href="gemsiii/quatspin.c">quatspin.c</a>.<BR>
<P><B>Morton, Mike</B><BR>
Morton, Mike,
<B>A Digital "Dissolve" Effect</B>,