Table of contents for Graphics programming methods / edited by Jeff Lander.


Bibliographic record and links to related information available from the Library of Congress catalog. Note: Contents data are machine generated based on pre-publication information provided by the publisher. Contents may have variations from the printed book or be incomplete or contain other coding.


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Table of Contents
Preface
Acknowledgments
About the Cover Images
Contributor Bios
Section 1 Animation
1.0 Introduction
Jeff Lander
1.1 Simulating and Rendering Particle Systems
Waldemar Celes and Antonio Calomeni
1.2 Real-Time Animation of Trees
Thomas Di Giacomo, Stephane Capo, and Francois Faure
1.3 Real-time Multi-Resolution Dynamics of Deeply Hierarchical Bodies
Jason Weber and Andrew Weber
1.4 Scripted Bodies and Spline Driven Animation
Kenny Erleben and Knud Henriksen
1.5 Collision Detection of Deformable Volumetric Meshes
Kenny Erleben and Jon Sporring
1.6 Creating a Real-time Facial Expression and Lip-sync System
John van der Burg
1.7 Inverse Dynamics Displacement Constraints in Real Time Cloth and Soft Body Models Maciej Matyka
1.8 Resolution of the Inverse Kinematic of an Articulated Structure Using the Jacobian  Pseudo-inverse
Juan M. Cordero and Javier Matellanes
Section 2 Geometry
2.0 Introduction
Jeff Lander
2.1 Automatic Parameterization on the Cube
Ignacio Castaño Aguado
2.2 Extending Features Using Euclidean Distance Transforms
Ignacio Castaño Aguado
2.3 A Fast all Integer Ellipse Discretization Algorithm
Anders Hast, Tony Barrera, and Ewert Bengtsson
2.4 A Fast and Simple all Integer Parametric Line
Anders Hast, Tony Barrera, and Ewert Bengtsson
2.5 An Easy-to-code Smoothing Algorithm for 3D Reconstructed Surfaces
Oscar Garcia-Panyella
2.6 Higher Order Surfaces Using Curved PN Triangles
Mark Theyer
2.7 Building a Flexible Terrain Engine for the Future
Trent Polack
2.8 Visible Terrain Grid Determination using Frustum
Christopher Tremblay
2.9 Real-Time Generation and Rendering of 3D Planets
Jesse Laeuchli
2.10 k-D Tree Face Portals with Solid Geometry
Conor Stokes
2.11 A Framework for Rapid 3D Level Design Using MAXScript Code Generation
R. Grant Reed
Section 3 Rendering
3.0 Introduction
Jeff Lander
3.1 A Modified Phong-Blinn Light Model for Shadowed Areas
Anders Hast, Tony Barrera, and Ewert Bengtsson
3.2 Stochastic Iteration for Non-diffuse Global Illumination
Laszlo Szirmay-Kalos and Balazs Benedek
3.3 Metropolis Sampling in Random Walk Global Illumination Algorithms
Laszlo Szirmay-Kalos and Gyorgy Antal
3.4 Metropolis Density Estimation
William Leeson
3.5 Rendering with Adaptive Integration
William Leeson
3.6 Illumination-Based Occlusion Culling
Ian Ashdown
3.7 Antialiasing for Bump Maps and a Fast Normalization Trick
Anders Hast, Tony Barrera, and Ewert Bengtsson
3.8 Fast Setup for Bi-linear and Bi-Quadratic Interpolation over Triangles
Anders Hast, Tony Barrera, and Ewert Bengtsson
3.9 An Effective kd-tree Implementation
László Szécsi
3.10 Pixel Shader Optimizations for Terrain Rendering
Kenny Mitchell
3.11 Real-Time Atmospheric Light Scattering
Naty Hoffman and Preetham Arcot
3.12 True Volumetric Shadows
Robert James
3.13 Quantization of True-Color Images with Opacity Information
Willem de Boer
3.14 Real-Time Relighting of Compressed Panoramas
Tien-Tsin Wong, Siu-Hang Or, and Chi-Wing Fu
3.15 An Optimal Dynamic Surface Caching Algorithm
Alexandre Ganea
Color Plates
Appendix: About the CD-ROM
 

Library of Congress Subject Headings for this publication: Computer graphics, Microcomputers Programming