Graphics Gems 项目推荐

Graphics Gems 项目推荐

GraphicsGems Code for the "Graphics Gems" book series GraphicsGems 项目地址: https://gitcode.com/gh_mirrors/gr/GraphicsGems

1. 项目基础介绍和主要编程语言

Graphics Gems 是一个专注于计算机图形学领域的开源项目,旨在为开发者提供一系列实用的图形算法和技巧。该项目源自同名书籍系列 "Graphics Gems",包含了大量经过验证的图形处理代码片段和解决方案。

该项目主要使用 C 语言进行开发,同时也包含部分 C++、TeX、HTML 等编程语言的代码。C 语言的高效性和广泛应用使其成为图形算法实现的首选语言。

2. 项目核心功能

Graphics Gems 项目的核心功能涵盖了计算机图形学的多个方面,包括但不限于:

  • 几何处理:提供了多种几何图形的生成、变换和分析算法。
  • 图像处理:包含了图像滤波、边缘检测、图像合成等常用图像处理技术。
  • 渲染技术:涉及光线追踪、阴影生成、纹理映射等高级渲染技术。
  • 数学工具:提供了矩阵运算、向量操作、数值计算等基础数学工具。

这些功能模块为开发者提供了丰富的图形学工具箱,帮助他们在实际项目中快速实现复杂的图形效果。

3. 项目最近更新的功能

最近,Graphics Gems 项目主要进行了以下更新:

  • 代码优化:对部分核心算法进行了性能优化,提升了代码的执行效率。
  • 文档更新:增加了详细的代码注释和使用说明,方便新用户快速上手。
  • 错误修复:修复了之前版本中存在的一些小错误和漏洞,提高了代码的稳定性。
  • 新算法添加:引入了一些新的图形算法,扩展了项目的功能范围。

这些更新使得 Graphics Gems 项目在保持经典算法的同时,也不断适应新的技术需求,为开发者提供更加完善的支持。

GraphicsGems Code for the "Graphics Gems" book series GraphicsGems 项目地址: https://gitcode.com/gh_mirrors/gr/GraphicsGems

创作声明:本文部分内容由AI辅助生成(AIGC),仅供参考

Preface xv Introduction xvii Mathematical Notation xix Pseudo-Code xxi Contributors xxvi 1 2D GEOMETRY Useful 2D Geometry 3 Trigonometry Summary 12 Useful Trigonometry 13 Trigonometric Functions at Select Points 18 Triangles 20 Generating Random Points in Triangles (649) 24 Fast Line–Edge Intersections on a Uniform Grid (651) 29GRAPHICS GEMS I Edited by ANDREW S. GLASSNER viii CONTENTS Anti-Aliasing Summary 37 Area of Intersection: Circle and a Half-Plane 38 Area of Intersection: Circle and a Thick Line 40 Area of Intersection: Two Circles 43 Vertical Distance from a Point to a Line 47 A Fast 2D Point-on-Line Test (654)49 Fast Circle–Rectangle Intersection Checking (656)51 2 2D RENDERING Circles of Integral Radius on Integer Lattices 57 Nice Numbers for Graph Labels (657)61 Efficient Generation of Sampling Jitter Using Look-up Tables (660)64 Scan Conversion Summary 75 Fast Anti-Aliasing Polygon Scan Conversion (662)76 Generic Convex Polygon Scan Conversion and Clipping (667)84 ConcavePolygon Scan Conversion (681)87 Fast Scan Conversion of Arbitrary Polygons 92 Line-Drawing Summary 98 Digital Line Drawing (685)99 Symmetric Double Step Line Algorithm (686) 101 Rendering Anti-Aliased Lines (690) 105 An Algorithm for Filling in 2D Wide Line Bevel Joints 107 Rendering Fat Lines on a Raster Grid 114GRAPHICS GEMS I Edited by ANDREW S. GLASSNER ix CONTENTS Two-Dimensional Clipping: A Vector-Based Approach (694) 121 Periodic Tilings of the Plane on a Raster 129 3 IMAGE PROCESSING Anti-Aliasing Filters Summary 143 Convenient Anti-Aliasing Filters That Minimize “Bumpy” Sampling 144 Filters for Common Resampling Tasks 147 Smoothing Enlarged Monochrome Images 166 Median Finding on a 3 × 3 Grid (711) 171 Ordered Dithering (713) 176 A Fast Algorithm for General Raster Rotation 179 Useful 1-to-1 Pixel Transforms 196 Alpha Blending 210 4 FRAME BUFFER TECHNIQUES Frame Buffers and Color Maps 215 Reading a Write-Only Write Mask 219 A Digital “Dissolve” Effect (715) 221 Mapping RGB Triples onto Four Bits (718) 233 What Are the Coordinates of a Pixel? 246 Proper Treatment of Pixels as Integers (719) 249 Normal Coding 257 Recording Animation in Binary Order for Progressive Temporal Refinement (720) 265GRAPHICS GEMS I Edited by ANDREW S. GLASSNER x CONTENTS 1-to-1 Pixel Transforms Optimized through Color-Map Manipulation 270 A Seed Fill Algorithm (721) 275 Filling a Region in a Frame Buffer 278 Precalculating Addresses for Fast Fills, Circles, and Lines 285 A Simple Method for Color Quantization: Octree Quantization 287 5 3D GEOMETRY Useful 3D Geometry 297 An Efficient Bounding Sphere (723) 301 Intersection of Two Lines in Three-Space 304 Intersection of Three Planes 305 Mapping Summary 306 Digital Cartography for Computer Graphics 307 Albers Equal-Area Conic Map Projection. (726) 321 Boxes and Spheres Summary 326 Spheres-to-Voxels Conversion 327 A Simple Method for Box-Sphere Intersection Testing (730) 335 6 3D RENDERING 3D Grid Hashing Function (733) 343 Backface Culling 346GRAPHICS GEMS I Edited by ANDREW S. GLASSNER xi CONTENTS Fast Dot Products for Shading 348 Scanline Depth Gradient of a Z-Buffered Triangle 361 Simulating Fog and Haze 364 Interpretation of Texture Map Indices 366 Multidimensional Sum Tables 376 7 RAY TRACING A Simple Ray Rejection Test 385 Ray−Object Intersection Summary 387 Intersection of a Ray with a Sphere 388 An Efficient Ray−Polygon Intersection (735) 390 Fast Ray−Polygon Intersection 394 Fast Ray−Box Intersection (736) 395 Shadow Attenuation for Ray Tracing Transparent Objects 397 8 NUMERICAL AND PROGRAMMING TECHNIQUES Root Finding Summary 403 Cubic and Quartic Roots (738) 404 A Bézier Curve-Based Root-Finder (787) 408 Using Sturm Sequences to Bracket Real Roots of Polynomial Equations (743) 416 Distance Measures Summary 423GRAPHICS GEMS I Edited by ANDREW S. GLASSNER xii CONTENTS A High-Speed, Low Precision Square Root (756) 424 A Fast Approximation to the Hypotenuse (758) 427 A Fast Approximation to 3D Euclidean Distance 432 Full-Precision Constants 434 Converting between Bits and Digits 435 Storage-free Swapping 436 Generating Random Integers 438 Fast 2D−3D Rotation 440 Bit Patterns for Encoding Angles 442 Bit Interleaving for Quad- or Octrees (759) 443 A Fast HSL-to-RGB Transform (763) 448 9 MATRIX TECHNIQUES Matrix Identities 453 Rotation Matrix Methods Summary 455 Transforming Axes 456 Fast Matrix Multiplication 460 A Virtual Trackball 462 Matrix Orthogonalization (765) 464 Rotation Tools 465 Matrix Inversion (766) 470 Matrices and Transformations 472 Efficient Post-Concatenation of Transformation Matrices (770) 476GRAPHICS GEMS I Edited by ANDREW S. GLASSNER xiii CONTENTS 10 MODELING AND TRANSFORMATIONS Transformation Identities 485 Fixed-Point Trigonometry with CORDIC Iterations (773) 494 Using Quaternions for Coding 3D Transformations (775) 498 3D Viewing and Rotation Using Orthonormal Bases (778) 516 The Use of Coordinate Frames in Computer Graphics 522 Forms, Vectors, and Transforms (780) 533 Properties of Surface-Normal Transformations 539 Transforming Axis-Aligned Bounding Boxes (785) 548 Constructing Shapes Summary 551 Defining Surfaces from Sampled Data 552 Defining Surfaces from Contour Data 558 Computing Surface Normals for 3D Models 562 Calculation of Reference Frames along a Space Curve 567 11 CURVES AND SURFACES Planar Cubic Curves 575 Explicit Cubic Spline Interpolation Formulas 579 Fast Spline Drawing 585 Some Properties of Bézier Curves 587 Tutorial on Forward Differencing 594 Integration of Bernstein Basis Functions 604GRAPHICS GEMS I Edited by ANDREW S. GLASSNER xiv CONTENTS Solving the Nearest-Point-on-Curve Problem (787) 607 An Algorithm for Automatically Fitting Digitized Curves (797) 612 References 808 Index
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