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This sequel to Graphics Gems (Academic Press, 1990), and Graphics Gems II (Academic Press, 1991) is a practical collection of computer graphics programming tools and techniques. Graphics Gems III contains a larger percentage of gems related to modeling and rendering, particularly lighting and shading. This new edition also covers image processing, numerical and programming techniques, modeling and transformations, 2D and 3D geometry and algorithms,ray tracing and radiosity, rendering, and more clever new tools and tricks for graphics programming. Volume III also includes a disk containing source codes for either the IBM or Mac versions featuring all code from Volumes I, II, and III. Author David Kirk lends his expertise to the Graphics Gems series in Volume III with his far-reaching knowledge of modeling and rendering, specifically focusing on the areas of lighting and shading. Volume III includes a disk containing source codes for both the IBM and Mac versions featuring all code from volumes I, II, and III. Graphics Gems I, II, and III are sourcebooks of ideas for graphics programmers. They also serve as toolboxes full of useful tricks and techniques for novice programmers and graphics experts alike. Each volume reflects the personality and particular interests of its respective editor. Includes a disk containing source codes for both the IBM and Mac versions featuring code from volumes I, II, and III Features all new graphics gems Explains techniques for making computer graphics implementations more efficient Emphasizes physically based modeling, rendering, radiosity, and ray tracing Presents techniques for making computer graphics implementations more efficient
Contains gems related to modeling and rendering, particularly lighting and shading. This work covers image processing, numerical and programming techniques, modeling and transformations, 2D and 3D and more. It explains techniques for making computer graphics implementations more efficient. It also includes a disk containing source codes.
This new edition covers image processing, numerical, and programming techniques modeling and transformation, 2-D and 3-D geometry and algorithms, ray tracing, and radiosity, rendering, and more clever new tools and tricks for graphics programming. Volume III also includes a disk containing source codes for either the IBM or Mac versions featuring all code from Volumes I, II, and III. System requirments: IBM PC compatibles, DOS 4.0 or higher.
Graphics Gems IV is the newest volume in the Graphics Gems series. All of the books in the series contain practical solutions for graphics problems using the latest techniques in the field. The books in this series have become essential, time saving toolsfor many programmers. Volume IV is a collection of carefully crafted gems which are all new and innovative. All of the gems are immediately accessible and useful in formulating clean, fast, and elegant programs. The C programming language has been used for most of the program listings, although several of the gems have C++ implementations. *IBM version Includes one 3 1/2" high-density disk. System Requirements: 286 or higher IBM PC compatible, DOS 4.0 or higher
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.
Graphics Gems V is the newest volume in The Graphics Gems Series. It is intended to provide the graphics community with a set of practical tools for implementing new ideas and techniques, and to offer working solutions to real programming problems. These tools are written by a wide variety of graphics programmers from industry, academia, and research. The books in the series have become essential, time-saving tools for many programmers. Latest collection of graphics tips in The Graphics Gems Series written by the leading programmers in the field. Contains over 50 new gems displaying some of the most recent and innovative techniques in graphics programming. Includes gems covering ellipses, splines, Bezier curves, and ray tracing. Disk included containing source code from the gems available in both IBM and Macintosh versions.
Contains more than 100 different ideas, methods and techniques that anyone should be able to use in graphics programming, ranging from basic geometry to specific algorithms in fields like anti-aliased line drawing, texture mapping, splines and polygon rendering.
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.
Special package--buy the first three volumes of the Graphics Gems series for the price of two! Includes Graphics Gems, Graphics Gems II and Graphics Gems III (IBM version only).