From uupsi!psinntp!rpi!zaphod.mps.ohio-state.edu!swrinde!cs.utexas.edu!asuvax!ennews!enuxha.eas.asu.edu!hollasch Fri Aug 30 12:17:10 EDT 1991 Path: eye!uupsi!psinntp!rpi!zaphod.mps.ohio-state.edu!swrinde!cs.utexas.edu!asuvax!ennews!enuxha.eas.asu.edu!hollasch >From: hollasch@enuxha.eas.asu.edu (Steve Hollasch) Newsgroups: comp.graphics Subject: Re: contents Graphics Gems II Summary: Here it is Message-ID: <1991Aug28.203807.23624@ennews.eas.asu.edu> Date: 28 Aug 91 20:38:07 GMT References: <1991Aug28.160122.9841@cv.ruu.nl> Sender: usenet@ennews.eas.asu.edu (Usenet) Reply-To: hollasch@enuxha.eas.asu.edu (Steve Hollasch) Followup-To: comp.graphics Organization: Arizona State University Lines: 243 Nntp-Posting-Host: enuxha.eas.asu.edu koen@cv.ruu.nl (Koen Vincken) writes: |Could someone post (or mail me) the contents of Graphics Gems II? |The book is still not available here, and I'm curious about the subjects |contained in Gems II (just titles should be sufficient). Well, I figured that a lot of people would probably be interested in this, so I went ahead and typed it in. You folks had BETTER appreciate this! =^) By the way, the dates for Graphics Gems III are as follows: 01-Oct-91: Submit first draft of gem and C code. 01-Nov-91: Notification of acceptance and need for revision. 01-Dec-91: Submit final manuscript, figures and C code. Mar-92: Review page proofs. 24-Jul-92: Publication 27-Jul-92: Celebration at SIGGRAPH '92. For further information (and an author's packet), you can send e-mail to Jenifer Swetland at cdp!jswetland@labrea.stanford.edu. The table of contents for Graphics Gems II follows my signature. ______________________________________________________________________________ Steve Hollasch / Arizona State University (Tempe, Arizona) hollasch@enuxha.eas.asu.edu / uunet!mimsy!oddjob!noao!asuvax!enuxha!hollasch Graphics Gems II edited by James Arvo Copyright (c) 1991 by Academic Press, Inc. ISBN 0-12-064480-0 T A B L E O F C O N T E N T S ----- Foreword By Andrew Glassner Preface Mathematical Notation Pseudo-Code Contributors ----- I 2D GEOMETRY AND ALGORITHMS Introduction 1. The Area of a Simple Polygon 2. Intersection of Line Segments 3. Distance from a Point to a Line 4. An Easy Bounding Circle 5. The Smallest Circle Containing the Intersection of Two Circles 6. Appolonius's 10th Problem 7. A Peano Curve Generation Algorithm 8. Space-Filling Curves and a Measure of Coherence 9. Scanline Coherent Shape Algebra ----- II IMAGE PROCESSING Introduction 1. Image Smoothing and Sharpening by Discrete Convolution 2. A Comparison of Digital Halftoning Techniques 3. Color Dithering 4. Fast Anamorphic Image Scaling 5. Real Pixels 6. A Fast 90-Degree Bitmap Rotator 7. Rotation of Run-Length Encoded Image Data 8. Adaptive Run-Length Encoding 9. Image File Compression Made Easy 10. An Optimal Filter for Image Reconstruction 11. Noise Thresholding in Edge Images 12. Computing the Area, the Circumference, and the Genus of a Binary Digital Image ----- III FRAME BUFFER TECHNIQUES 1. Efficient Inverse Color Map Computation 2. Efficient Statistical Computations for Optimal Color Quantization 3. A Random Color Map Animation Algorithm 4. A Fast Approach to PHIGS PLUS Pseudo Color Mapping 5. Mapping RGB Triples onto 16 Distinct Values 6. Television Color Encoding and "Hot" Broadcast Colors 7. An Inexpensive Method of Setting the Monitor White Point 8. Some Tips for Making Color Hardcopy ----- IV 3D GEOMETRY AND ALGORITHMS Introduction 1. Area of Planar Polygons and Volume of Polyhedra 2. Getting Around on a Sphere 3. Exact Dihedral Metrics for Common Polyhedra 4. A Simple Viewing Geometry 5. View Correlation 6. Maintaining Winged-Edge Models 7. Quadtree/Octree-to-Boundary Conversion 8. Three-Dimensional Homogeneous Clipping of Triangle Strips 9. InterPhong Shading ----- V RAY TRACING Introduction 1. Fast Ray-Convex Polyhedron Intersection 2. Intersecting a Ray with an Elliptical Torus 3. Ray-Triangle Intersection Using Binary Recursive Subdivision 4. Improved Ray Tagging for Voxel-Based Ray Tracing 5. Efficiency Improvements for Hierarchy Traversal in Ray Tracing 6. A Recursive Shadow Voxel Cache for Ray Tracing 7. Avoiding Incorrect Shadow Intersections for Ray Tracing 8. A Body Color Model: Absorption of Light through Translucent Media 9. More Shadow Attenuation in Ray Tracing Transparent or Translucent Objects ----- VI RADIOSITY Introduction 1. Implementing Progressive Radiosity with User-Provided Polygon Display Routines 2. A Cubic Tetrahedral Adaptation of the Hemi-Cube Algorithm 3. Fast Vertex Radiosity Update 4. Radiosity via Ray Tracing 5. Detection of Shadow Boundaries for Adaptive Meshing in Radiosity ----- VII MATRIX TECHNIQUES Introduction 1. Decomposing a Matrix into Simple Transformations 2. Recovering the Data from the Transformation Matrix 3. Transformations as Exponentials 4. More Matrices and Transformations: Shear and Pseudo-Perspective 5. Fast Matrix Inversion 6. Quaternions and 4x4 Matrices 7. Random Rotation Matrices 8. Classifying Small Sparse Matrices ----- VIII NUMERICAL AND PROGRAMMING TECHNIQUES Introduction 1. Bit Picking 2. Faster Fourier Transform 3. Of Integers, Fields and Bit Counting 4. Using Geometric Constructions to Interpolate Orientation with Quaternions 5. A Half-Angle Identity for Digital Computation: The Joys of the Halved Tangent 6. An Integer Square Root Algorithm 7. Fast Approximation to the Arctangent 8. Fast Sign of Cross Product Calculation 9. Interval Sampling 10. A Recursive Implementation of the Perlin Noise Function ----- IX CURVES AND SURFACES Introduction , 1. Least-Squares Approximation to Bezier Curves and Surfaces 2. Beyond Bezier Curves 3. A Simple Formulation for Curve Interpolation with Variable Control Point Approximation 4. Symmetric Evaluation of Polynomials 5. Menelaus's Theorem , 6. Geometrically Continuous Cubic Bezier Curves 7. A Good Straigh-Line Approximation of a Circular Arc 8. Great Circle Plotting 9. Fast Anti-Aliased Circle Generation ----- C APPENDIX I: C UTILITIES Graphics Gems C Header File 2D and 3D Vector C Library -- Corrected and Indexed Useful C Macros for Vector Operations ----- C APPENDIX II: C IMPLEMENTATIONS I.2 Intersection of Line Segments I.7 A Peano Curve Generation Algorithm I.8 Space-Filling Curves and a Measure of Coherence I.9 Scanline Coherent Shape Algebra II.2 A Comparison of Digital Halftoning Techniques II.3 Color Dithering II.6 A Fast 90-Degree Bitmap Rotator II.7 Rotation of Run-Length Encoded Image Data II.12 Computing the Area, the Circumference, and the Genus of a Binary Digital Image III.1 Efficient Inverse Color Map Computation III.3 A Random Color Map Animation Algorithm III.6 Television Color Encoding and "Hot" Broadcast Colors IV.5 View Correlation IV.8 Three-Dimensional Homogeneous Clipping of Triangle Strips IV.9 InterPhong Shading V.1 Fast Ray-Convex Polyhedron Intersection V.2 Intersecting a Ray with an Elliptical Torus V.6 A Recursive Shadow Voxel Cache for Ray Tracing VI.1 Implementing Progressive Radiosity with User-Provided Polygon Display Routines VI.3 Fast Vertex Radiosity Update VII.1 Decomposing a Matrix into Simple Transformations VII.5 Fast Matrix Inversion VII.7 Random Rotation Matrices VII.8 Classifying Small Sparse Matrices VIII.3 Of Integers, Fields and Bit Counting VIII.6 An Integer Square Root Algorithm VIII.8 Fast Sign of Cross Product Calculation VIII.10 A Recursive Implementation of the Perlin Noise Function IX.7 A Good Straight-Line Approximation of a Circular Arc ----- References Index