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Welcome to Graphics Gems: a collection of algorithms, programs, and mathematical techniques for the computer graphics programmer. I have wanted a book like this for a long time. I have written tens of thousands of lines of computer graphics code in the last few years, and I know that much of it could have been better. I even knew that when I wrote it. But often I didn’t have the time to find the best data structure or design the most elegant or robust algorithm. Sometimes I only realized how to do something well after doing it the wrong way first.
As time went on I found myself sharing my experiences and tricks with friends and colleagues, who offered their insights in return. Though we were trading our hard-earned lessons with each other, there was no more general or public forum where we could document．these ideas permanently. And I sometimes wondered what insights I was missing simply because I couldn’t talk with everyone in the field. Thus Graphics Gems was born. This book was created for the working graphics programmer. Its production concludes one turn of a cycle of discovery, document．tion, editing, publishing, and reading, which will lead to new discoveries. The articles in this book are not research papers.
The formal publication process in journals and conferences works well for disseminating the architecture of large, new ideas. Rather, this book focuses on the nuts-and-bolts of programming and implementation, supplying the details often left out of technical papers
Continuing in the spirit of the inaugural Graphics Gems volume, Graphics Gems II represents the collective expertise of a large and diverse group of people. The common thread shared by all the contributors is that each has devised or refined useful ideas which can benefit other computer graphics practitioners, and they have graciously agreed to disseminate them. The resulting amalgam has a character quite distinct from any text book on the subject, as it reflects ideas and approaches every bit as diverse and unique as the people behind them.
In the field of computer graphics, as with almost any endeavor, there is rarely a best way to do anything. Therefore, this volume shares a recurring theme with the original volume by presenting techniques for doing well-known operations faster or easier. Some present a new way of looking at an old problem while others provide useful mathematical machinery with broad application.
这是五部《图形图像编程精粹》系列中的第三部，主要讲解建模、着色、局部照明和阴影处理，并涵盖了影像处理，数学和编程技术，建模转换，2D 和 3D 几何算法，光线跟踪和散射，以及其他很多图形编程方面的技巧。
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.
《图形图像编程精粹》系列共有五卷，这是第四卷。本书含有大量立即可用的 C，C++ 程序源代码。
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 tools for 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.