Graphics and Game Gems Database

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Graphics Gems II
Edited by James Arvo
Academic Press, 1991
ISBN 0-12-064481-9
• Official book website


The Area of a Simple Polygon
Jon Rokne
Pages 5–6
Intersection of Line Segments
Mukesh Prasad
Pages 7–9
Distance from a Point to a Line
Jack C. Morrison
Pages 10–13
An Easy Bounding Circle
Jon Rokne
Pages 14–16
The Smallest Circle Containing the Intersection of Two Circles
Jon Rokne
Pages 17–18
Appolonius’s 10th Problem
Jon Rokne
Pages 19–24
A Peano Curve Generation Algorithm
Ken Musgrave
Pages 25–25
Space-Filling Curves and a Measure of Coherence
Douglas Voorhies
Pages 26–30
Scanline Coherent Shape Algebra
Jonathan E. Steinhart
Pages 31–45
Image Smoothing and Sharpening by Discrete Convolution
Dale Schumacher
Pages 50–56
A Comparison of Digital Halftoning Techniques
Dale Schumacher
Pages 57–71
Color Dithering
Spencer W. Thomas, Rod Bogart
Pages 72–77
Fast Anamorphic Image Scaling
Dale Schumacher
Pages 78–79
Real Pixels
Greg Ward
Pages 80–83
A Fast 90-Degree Bitmap Rotator
Sue-Ken Yap
Pages 84–85
Rotation of Run-Length Encoded Image Data
Jeff Holt
Pages 86–88
Adaptive Run-Length Encoding
Andrew S. Glassner
Pages 89–92
Image File Compression Made Easy
Alan W. Paeth
Pages 93–100
An Optimal Filter for Image Reconstruction
Nelson Max
Pages 101–104
Noise Thresholding in Edge Images
John Schlag
Pages 105–106
Computing the Area, the Circumference, and the Genus of a Binary Digital Image
Haspeter Bieri, Andreas Kohler
Pages 107–111
Efficient Inverse Color Map Computation
Spencer W. Thomas
Pages 116–125
Efficient Statistical Computations for Optimal Color Quantization
Xiaolin Wu
Pages 126–133
A Random Color Map Animation Algorithm
Ken Musgrave
Pages 134–137
A Fast Approach to PHIGS Plus Pseudo Color Mapping
James Hall, Terence Lindgren
Pages 138–142
Mapping RGB Triples onto 16 Distinct Values
Alan W. Paeth
Pages 143–146
Television Color Encoding and “Hot” Broadcast Colors
David Martindale, Alan W. Paeth
Pages 147–158
An Inexpensive Method of Setting the Monitor White Point
Gary W. Meyer
Pages 159–162
Some Tips for Making Color Hardcopy
Ken Musgrave
Pages 163–165
Area of Planar Polygons and Volume of Polyhedra
Ronald Goldman
Pages 170–171
Getting Around on a Sphere
Clifford A. Shaffer
Pages 172–173
Exact Dihedral Metrics for Common Polyhedra
Alan W. Paeth
Pages 174–178
A Simple Viewing Geometry
Andrew S. Glassner
Pages 179–180
View Correlation
Rod Bogart
Pages 181–190
Maintaining Winged-Edge Models
Andrew S. Glassner
Pages 191–201
Quadtree / Octree-to-Boundary Conversion
Claudio Montani, Roberto Scopigno
Pages 202–218
Three-Dimensional Homogeneous Clipping of Triangle Strips
Patrick-Gilles Maillot
Pages 219–231
InterPhong Shading
Nadia Magnenat-Thalmann, Daniel Thalmann, Hong Tong Minh
Pages 232–241
Fast Ray-Convex Polyhedron Intersection
Eric Haines
Pages 247–250
Intersecting a Ray with an Elliptical Torus
Joseph M. Cychosz
Pages 251–256
Ray-Triangle Intersection Using Binary Recursive Subdivision
Douglas Voorhies, David Kirk
Pages 257–263
Improved Ray Tagging for Voxel-Based Ray Tracing
David Kirk, James Arvo
Pages 264–266
Efficiency Improvements for Hierarchy Traversal in Ray Tracing
Eric Haines
Pages 267–272
A Recursive Shadow Voxel Cache for Ray Tracing
Andrew Pearce
Pages 273–274
Avoiding Incorrect Shadow Intersections for Ray Tracing
Andrew Pearce
Pages 275–276
A Body Color Model: Absorption of Light Through Translucent Media
Mark Lee, Samuel Uselton
Pages 277–282
More Shadow Attenuation for Ray Tracing Transparent or Translucent Objects
Mark Lee, Samuel Uselton
Pages 283–289
Implementing Progressive Radiosity with User-Provided Polygon Display Routines
Shenchang Eric Chen
Pages 295–298
A Cubic Tetrahedral Adaptation of the Hemi-Cube Algorithm
Jeffrey C. Beran-Koehn, Mark J. Pavicic
Pages 299–302
Fast Vertex Radiosity Update
Filippo Tampieri
Pages 303–305
Radiosity Via Ray Tracing
Peter Shirley
Pages 306–310
Detection of Shadow Boundaries for Adaptive Meshing in Radiosity
François Sillion
Pages 311–315
Decomposing a Matrix into Simple Transformations
Spencer W. Thomas
Pages 320–323
Recovering the Data from the Transformation Matrix
Ronald Goldman
Pages 324–331
Transformations as Exponentials
Ronald Goldman
Pages 332–337
More Matrices and Transformations: Shear and Pseudo-Perspective
Ronald Goldman
Pages 338–341
Fast Matrix Inversion
Kevin Wu
Pages 342–350
Quaternions and 4 × 4 Matrices
Ken Shoemake
Pages 351–354
Random Rotation Matrices
James Arvo
Pages 355–356
Classifying Small Sparse Matrices
James Arvo
Pages 357–361
Bit Picking
Ken Shoemake
Pages 366–367
Fast Fourier Transform
Ken Shoemake
Pages 368–370
Of Integers, Fields, and Bit Counting
Alan W. Paeth, David Schilling
Pages 371–376
Using Geometric Constructions to Interpolate Orientation with Quaternions
John Schlag
Pages 377–380
A Half-Angle Identity for Digital Computation: The Joys of the Halved Tangent
Alan W. Paeth
Pages 381–386
An Integer Square Root Algorithm
Christopher J. Musial
Pages 387–388
Fast Approximation to the Arctangent
Ron Capelli
Pages 389–391
Fast Sign of Cross Product Calculation
Jack Ritter
Pages 392–393
Interval Sampling
Ken Shoemake
Pages 394–395
A Recursive Implementation of the Perlin Noise Function
Greg Ward
Pages 396–401
Least-Squares Approximations to Bézier Curves and Surfaces
Doug Moore, Joe Warren
Pages 406–411
Beyond Bézier Curves
Ken Shoemake
Pages 412–416
A Simple Formulation for Curve Interpolation with Variable Control Point Approximation
John Schlag
Pages 417–419
Symmetric Evaluation of Polynomials
Terence Lindgren
Pages 420–423
Menelaus’s Theorem
Hans-Peter Seidel
Pages 424–427
Geometrically Continuous Cubic Bézier Curves
Hans-Peter Seidel
Pages 428–434
A Good Straight-Line Approximation of a Circular Arc
Christopher J. Musial
Pages 435–439
Great Circle Plotting
Alan W. Paeth
Pages 440–445
Fast Anti-Aliased Circle Generation
Xiaolin Wu
Pages 446–450