forked from erich666/GraphicsGems
-
Notifications
You must be signed in to change notification settings - Fork 0
/
category.html
1600 lines (1211 loc) · 56.5 KB
/
category.html
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
<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>