Fast Algorithms for 3D-Graphics

  • Georg Glaeser

Table of contents

  1. Front Matter
    Pages i-xi
  2. Georg Glaeser
    Pages 25-56
  3. Georg Glaeser
    Pages 57-94
  4. Georg Glaeser
    Pages 95-124
  5. Georg Glaeser
    Pages 125-154
  6. Georg Glaeser
    Pages 155-184
  7. Georg Glaeser
    Pages 185-200
  8. Georg Glaeser
    Pages 201-232
  9. Georg Glaeser
    Pages 233-254
  10. Georg Glaeser
    Pages 255-266
  11. Georg Glaeser
    Pages 267-278
  12. Back Matter
    Pages 289-306

About this book


The aim of this book is to provide a mathematical background to techniques in computer graphics, to develop a graphics program in C implementing these techniques, and to illustrate the use of C stressing portability and speed. As a result, many students and professionals will find this presentation will give them a thorough understanding of the most fundamental algorithms in graphics programming as well as to provide with them a usable graphics package. Readers are assumed to be moderately familiar with programming though all type definitions, global variables, and macros are described thoroughly before their first applications. Whilst ray-tracing is not covered, the book does cover: hidden surfaces, shadows, reflections, patterns, and modelling curves and surfaces.


ANSI C C++ programming language Forth Mathematica Pascal algorithms animation clipping computer graphics geometry graphics programming programming programming language reflection shading

Authors and affiliations

  • Georg Glaeser
    • 1
  1. 1.Hochschule für Angewandte KunstWienAustria

Bibliographic information