سی دی روم گرافیک حرفهای AP جلد ۲
The AP Professional graphics CD-ROM Volume 2
معرفی کتاب «سی دی روم گرافیک حرفهای AP جلد ۲» (با عنوان لاتین The AP Professional graphics CD-ROM Volume 2) نوشتهٔ AP Professional، منتشرشده توسط نشر Academica Press در سال 1991. این کتاب در فرمت pdf، زبان انگلیسی ارائه شده است.
Cover......Page 1 Copyright......Page 4 About the Cover......Page 5 Contents......Page 7 Foreward......Page 17 Preface......Page 19 Mathmatical Notation......Page 21 Pseudo-Code......Page 23 Contributors......Page 28 I 2D Geometry and Algorithms......Page 32 Introduction......Page 33 1-Area of a Simple Polygon......Page 35 2-Intersection of Line Segments......Page 37 3-Distance from a Point to a Line......Page 40 4-An Easy Bounding Circle......Page 44 5-The Smallest Circle Containing the Intersection of Two Circles......Page 47 6-Appolonius's 10th Problem......Page 49 7-A Peano Curve Generation Algorithm......Page 55 8-Space-filling Curves and a Measure of Coherence......Page 57 9-Scanline Coherent Shape Algebra......Page 62 II Image Processing......Page 77 Image Processing Introduction......Page 78 1-Image Smoothing and Sharpening By Discrete Convolution......Page 79 2-A Comparison of Digital Halftoning Techniques......Page 86 3-Color Dithering......Page 101 4-Fast Anamorphic Image Scaling......Page 107 5-Real Pixels......Page 109 6-A Fast 90-Degree Bitmap Rotator......Page 113 7-Rotation of Run-Length Encoded Image Data......Page 115 8-Adaptive Run-Length Encoding......Page 118 9-Image File Compression Made Easy......Page 122 10-An Optimal Filter For Image Reconstruction......Page 130 11-Noise Threshholding in Edge Images......Page 134 12-Computing the Area, the Circumference, and the Genus of a Binary Digital Image......Page 136 III Frame Buffer Techniques......Page 141 Introduction......Page 142 1-Efficient Inverse Color Map Computation......Page 143 2-Efficient Statistical Computations for Optimal Color Quantization......Page 153 3-A Random Color Map Animation Algorithm......Page 162 4-A Fast Approach to PHIGS Plus Pseudo Color Mapping......Page 166 5-Mapping RGB Triples Onto 16 Distinct Values......Page 171 6-Television Color Encoding and "Hot" Broadcast Colors......Page 176 7-An Inexpensive Method of Setting the Monitor White Point......Page 188 8-Some Tips for Making Color Harcopy......Page 192 IV 3-D Geometry and Algorithms......Page 195 Introduction......Page 196 1-Area of Planar Polygons and Volume of Polyhedra......Page 197 2-Getting Around on a Sphere......Page 199 3-Exact Dihedral Metrics for Common Polyhedra......Page 201 4-A Simple Viewing Geometry......Page 206 5-View Correlation......Page 208 6-Maintaining Winged-Edge Models......Page 218 7-Quadtree/Octree-to-Boundary Conversion......Page 229 8-Three-Dimensional Homogeneous Clipping of Triangle Strips......Page 246 9-InterPhong Shading......Page 259 V Ray Tracing......Page 269 Introduction......Page 270 1-Fast Ray-Convex Polyhedron Intersection......Page 272 2-Intersecting A Ray with an Elliptical Torus......Page 276 3-Ray-Triangle Intersection Using Binary Recursive Subdivision......Page 282 4-Improved Ray Tagging for Voxel-Based Raytracing......Page 289 5-Efficiency Improvements for Hierarchy Traversal in Ray Tracing......Page 292 6-A Recursive Shadow Voxel Cache for Ray Tracing......Page 298 7-Avoiding Incorrect Shadow Intersections for Ray Tracing......Page 300 8-A Body Color Model: Absorption of Light Through Translucent Media......Page 302 9-More Shadow Attenuation for Ray Tracing Transparent or Translucent Objects......Page 308 VI Radiosity......Page 315 Introduction......Page 316 1-Implementing Progressive Radiosity with User-Provided Polygon Display Routines......Page 318 2-A Cubic Tetrahedral Adaptation of the Hemi-Cube Algorithm......Page 322 3-Fast Vertex Radiosity Update......Page 326 4-Radiosity Via Ray Tracing......Page 329 5-Detection of Shadow Boundaries for Adaptive Meshing in Radiosity......Page 334 VII Matrix Techniques......Page 341 Introduction......Page 342 1-Decomposing A Matrix into Simple Transformations......Page 343 2-Recovering the Data from the Transformation Matrix......Page 347 3-Transformations as Exponentials......Page 355 4-More Matrices and Transformations: Shear and Pseudo-Perspective......Page 361 5-Fast Matrix Inversion......Page 365 6-Quaternions and 4x4 Matrices......Page 374 7-Random Rotation Matrices......Page 378 8-Classifying Small Sparse Matrices......Page 380 VIII Numerical and Programming Techniques......Page 385 Introduction......Page 386 1-Bit Picking......Page 387 2-Faster Fourier Transform......Page 389 3-Of Integers, Fields, and Bit Counting......Page 392 4-Using Geometric Constructions to Interpolate Orientation with Quaternions......Page 398 5-A Half-Angle Identity for Digital Computation: The Joys of the Halved Tangent......Page 402 6-An Integer Square Root Algorithm......Page 408 7-Fast Approximation to the Arctangent......Page 410 8-Fast Sign of Cross Product Calculation......Page 413 9-Interval Sampling......Page 415 10-A Recursive Implementation of the Perlin Noise Function......Page 417 IX Curves and Surfaces......Page 423 Introduction......Page 424 1-Least Squares, Approximations to Bézier Curves and Surfaces......Page 425 2-Beyond Bézier Curves......Page 431 3-A Simple Formulation for Curve Interpolation with Variable Control Point Approximation......Page 436 4-Symmetric Evaluation of Polynomials......Page 439 5-Menelaus's Theorem......Page 443 6-Geometrically Continuous Cubic Bézier Curves......Page 447 7-A Good Straight-Line Approximation of a Circular Arc......Page 454 8-Great Circle Plotting......Page 459 9-Fast Anti-Aliased Circle Generation......Page 465 References......Page 470 A-B......Page 483 C-D......Page 484 E-H......Page 485 I-L......Page 486 M-N......Page 487 O-Q......Page 488 R-S......Page 489 T......Page 490 U-Z......Page 491 Graphics Gems II is a collection of articles shared by a diverse group of people that reflect ideas and approaches in graphics programming which can benefit other computer graphics programmers. This volume presents techniques for doing well-known graphics operations faster or easier. The book contains chapters devoted to topics on two-dimensional and three-dimensional geometry and algorithms, image processing, frame buffer techniques, and ray tracing techniques. The radiosity approach, matrix techniques, and numerical and programming techniques are likewise discussed. Graphics artists and computer programmers will find the book invaluable. This follow-up volume to "Graphic Gems", contains over 70 new "gems" - computer graphics programming techniques and insights, contributed by professional graphics programmers on many of the same topics as in the first volume (ray tracing, rendering, image processing, curves and surfaces). Like its predecessor, Graphics Gems II is written by professional graphics programmers. The tools in this book are immediately helpful in writing programs that are clean, fast, and elegant.
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