Abstract is missing.
- About the CoverMitch Prater, Bill Kolomyjec, RoseAnn Alspektor. [doi]
- ForewordAndrew Glassner. [doi]
- Fast Bitmap stretchingTomas Möller. 4-7 [doi]
- General filtered Image rescalingDale Schumacher. 8-16 [doi]
- Optimization of Bitmap Scaling OperationsDale Schumacher. 17-19 [doi]
- A Simple Color Reduction filterDennis Bragg. 20-22 [doi]
- Compact Isocontours from sampled DataDoug Moore, Joe D. Warren. 23-28 [doi]
- Generating Isovalue Contours from a pixmapTim Feldman. 29-33 [doi]
- Compositing Black-and-white BitmapsDavid Salesin, Ronen Barzel. 34-35 [doi]
- -d depth-of-field simulation for Computer animationCary Scofield. 36-38 [doi]
- A Fast boundary Generator for Composited regionsEric Furman. 39-43 [doi]
- Ieee Fast square rootSteve Hill. 48 [doi]
- A Simple Fast Memory AllocatorSteve Hill. 49-50 [doi]
- The rolling ballAndrew J. Hanson. 51-60 [doi]
- Interval ArithmeticJon G. Rokne. 61-66 [doi]
- Fast Generation of cyclic sequencesAlan W. Paeth. 67-76 [doi]
- A Generic pixel Selection MechanismAlan W. Paeth. 77-79 [doi]
- Nonuniform Random Point Sets via WarpingPeter Shirley. 80-83 [doi]
- Cross Product in Four Dimensions and beyondRonald N. Goldman. 84-88 [doi]
- Face-Connected Line Segment Generation in an n-dimensional SpaceDidier Badouel, Charles Albert Wüthrich. 89-91 [doi]
- Quaternion interpolation with Extra spinsJack Morrison. 96-97 [doi]
- Decomposing Projective TransformationsRonald N. Goldman. 98-107 [doi]
- Decomposing linear and Affine TransformationsRonald N. Goldman. 108-116 [doi]
- Fast Random Rotation matricesJames Arvo. 117-120 [doi]
- Issues and Techniques for keyframing TransformationsPaul Dana. 121-123 [doi]
- Uniform Random RotationsKen Shoemake. 124-132 [doi]
- Interpolation using Bézier curvesGershon Elber. 133-136 [doi]
- Rigid Physically based SuperquadricsAlan H. Barr. 137-159 [doi]
- A parametric elliptical Arc AlgorithmJerry Van Aken, Ray Simar. 164-172 [doi]
- Simple Connection Algorithm for 2-d DrawingClaudio Rosati. 173-181 [doi]
- A Fast Circle clipping AlgorithmRaman V. Srinivasan. 182-187 [doi]
- Exact Computation of 2-d intersectionsClifford A. Shaffer, Charles Feustel. 188-192 [doi]
- Joining two Lines with a circular Arc filletRobert D. Miller. 193-198 [doi]
- Faster Line Segment IntersectionFranklin Antonio. 199-202 [doi]
- Solving the Problem of Apollonius and other Related ProblemsConstantin A. Sevici. 203-209 [doi]
- Triangles RevisitedFernando J. López-López. 215-218 [doi]
- Partitioning a 3-d Convex Polygon with an Arbitrary planeNorman Chin. 219-222 [doi]
- Signed Distance from Point to planePríamos N. Georgiades. 223-224 [doi]
- Grouping Nearly Coplanar Polygons into Coplanar SetsDavid Salesin, Filippo Tampieri. 225-230 [doi]
- Newell's method for Computing the plane equation of a PolygonFilippo Tampieri. 231-232 [doi]
- Plane-to-plane IntersectionPríamos N. Georgiades. 233-235 [doi]
- Triangle-Cube IntersectionDouglas Voorhies. 236-239 [doi]
- Fast n-dimensional extent Overlap TestingLen Wanger, Mike Fusco. 240-243 [doi]
- Subdividing SimplicesDoug Moore. 244-249 [doi]
- Understanding SimploidsDoug Moore. 250-255 [doi]
- Converting Bézier Triangles into Rectangular patchesDani Lischinski. 256-261 [doi]
- Curve Tessellation criteria through SamplingTerence Lindgren, Juan Sanchez, Jim Hall. 262-265 [doi]
- Ray Tracing with the BSP TreeKelvin Sung, Peter Shirley. 271-274 [doi]
- Intersecting a Ray with a quadric surfaceJoseph M. Cychosz, Warren N. Waggenspack. 275-283 [doi]
- Use of Residency masks and Object Space Partitioning to Eliminate Ray-Object Intersection calculationsJoseph M. Cychosz. 284-287 [doi]
- A Panoramic Virtual Screen for Ray TracingF. Kenton Musgrave. 288-294 [doi]
- Rectangular Bounding Volumes for Popular PrimitivesBen Trumbore. 295-300 [doi]
- A linear-Time Simple Bounding Volume AlgorithmXiaolin Wu. 301-306 [doi]
- Physically Correct Direct Lighting for Distribution Ray TracingChangyaw Wang. 307-313 [doi]
- Hemispherical Projection of a TriangleBuming Bian. 314-317 [doi]
- Linear Radiosity Approximation using Vertex-to-Vertex Form FactorsNelson L. Max, Michael J. Allison. 318-323 [doi]
- Delta Form-factor calculation for the cubic Tetrahedral AlgorithmJeffrey C. Beran-Koehn, Mark J. Pavicic. 324-328 [doi]
- Accurate Form-factor ComputationFilippo Tampieri. 329-333 [doi]
- The Shadow depth Map RevisitedAndrew Woo. 338-342 [doi]
- Fast linear Color RenderingRussell C. H. Cheng. 343-348 [doi]
- Edge and bit-mask calculations for anti-AliasingRussell C. H. Cheng. 349-354 [doi]
- Fast Span conversion: Unrolling Short LoopsThorn Grace. 355-357 [doi]
- Progressive Image Refinement via gridded SamplingSteve Hollasch. 358-361 [doi]
- Accurate Polygon Scan conversion using half-Open IntervalsKurt W. Fleischer, David Salesin. 362-365 [doi]
- DarklightsAndrew S. Glassner. 366-368 [doi]
- Anti-Aliasing in triangular pixelsAndrew S. Glassner. 369-373 [doi]
- Motion blur on Graphics WorkstationsJohn Snyder, Ronen Barzel, Steve Gabriel. 374-382 [doi]
- The shader Cache: a Rendering Pipeline AcceleratorJames Arvo, Cary Scofield. 383-389 [doi]
- Graphics GEMS C Header FileAndrew Glassner. 393-395 [doi]
- 2-d and 3-d Vector C LibraryAndrew Glassner. 396-404 [doi]
- Useful C Macros for Vector OperationsSteve Hollasch. 405-407 [doi]