Chapters: Bresenham's Line Algorithm, Flood Fill, Painter's Algorithm, Ray Tracing, Scanline Rendering, Alpha Compositing, Global Illumination, Graftal, Bit Blit, Phong Shading, Line Drawing Algorithm, Multiple Buffering, Quake Wars: Ray Traced, Slerp, Level Set Method, Digital Differential Analyzer, Ramer-Douglas-Peucker Algorithm, Marching Cubes, Xiaolin Wu's Line Algorithm, Diamond-Square Algorithm, Marching Tetrahedrons, Newell's Algorithm, Marching Squares, False Radiosity, Back-Face Culling, D-Cubed, Warnock Algorithm, Hidden Line Removal, Wrapping, Smoothstep, Mesh Subdivision, Simulated Fluorescence Process Algorithm, Clamping, Even-Odd Rule, Nonzero-Rule, Roam, Progressive Refinement, Geomipmapping. Excerpt: In computer graphics, ray tracing is a technique for generating an image by tracing the path of light through pixels in an image plane and simulating the effects of its encounters with virtual objects. The technique is capable of producing a very high degree of visual realism, usually higher than that of typical scanline rendering methods, but at a greater computational cost. This makes ray tracing best suited for applications where the image can be rendered slowly ahead of time, such as in still images and film and television special effects, and more poorly suited for real-time applications like computer games where speed is critical. Ray tracing is capable of simulating a wide variety of optical effects, such as reflection and refraction, scattering, and chromatic aberration. This recursive ray tracing of a sphere demonstrates the effects of shallow depth of field, area light sources, diffuse interreflection, ambient occlusion, and fresnel reflection. The ray tracing algorithm builds an image by extending rays into a sceneOptical ray tr... More: http://booksllc.net/?id=26000