探索GraphicsGems:一个开源图形算法宝库

GraphicsGems是一个包含广泛图形编程技术的开源项目,由独立模块构成,涵盖数学、图像处理、3D渲染、优化等领域,是学习和实战的理想资源,适用于游戏开发、教育和可视化等多个场景。
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探索GraphicsGems:一个开源图形算法宝库

是一个经典的开源项目,汇集了自1990年代以来众多图形编程领域的精华算法和实现。这个项目由一系列独立的小型模块组成,涵盖了从基本的数学运算到复杂的3D渲染和物理模拟等多个方面,是学习、研究和应用图形学的理想资源。

项目简介

GraphicsGems是由Erik Reinhard发起的一个系列书籍计划,后来演变为一个开放源代码的项目。项目中的每个Gem都是一个独立的C或C++源文件,旨在解决特定的图形问题。这些Gem包含了详细的注释和解释,使得开发者可以轻易理解和使用它们,无论是初学者还是经验丰富的程序员都能从中受益。

技术分析

GraphicsGems中包含的技术范围广泛,涉及以下核心领域:

  1. 数学与几何处理:包括向量、矩阵运算,碰撞检测,线性代数,以及各种几何变换。

  2. 图像处理:涵盖颜色空间转换,滤波器,光照模型等,对计算机视觉和游戏开发特别有用。

  3. 3D渲染:如阴影投射,纹理映射,多边形剪裁等,对于构建逼真的3D环境至关重要。

  4. 优化与性能提升:提供了许多算法加速技巧,帮助提高图形处理效率。

  5. 用户交互:包括鼠标输入处理,视口管理等,有助于创建更直观的用户界面。

  6. 物理模拟:如刚体动力学,流体力学等,用于游戏和虚拟现实场景。

每颗Gem都是一段独立且可复用的代码,这意味着你可以直接将其集成到自己的项目中,或者作为学习新技能的起点。

应用场景

GraphicsGems的用途广泛,适用于以下几个领域:

  • 游戏开发:许多3D效果和物理模拟算法可以直接应用于游戏引擎。

  • 教育与学术:为学生和研究人员提供了一手的图形学实践案例,帮助理论知识落地。

  • 可视化工具:用于科学数据、工程项目的可视化呈现。

  • 动画制作:辅助创建动态效果和复杂动画序列。

特点

  • 高质量代码:每一颗Gem都经过专业人员审查,确保代码质量和效率。

  • 文档丰富:源代码中的注释详细,便于理解算法的工作原理。

  • 跨平台兼容:大部分算法不依赖特定的库或硬件,适合多种操作系统和设备。

  • 社区支持:通过Gitcode平台,用户可以交流、提问,共同维护和发展项目。

GraphicsGems作为一个历史悠久的开源项目,它既是图形学的经典教材,也是现代图形编程的基石之一。无论你是想要扩展你的图形学知识,还是寻求实际项目中的解决方案,GraphicsGems都值得你探索。立即访问,开始你的图形编程之旅吧!

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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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