Graphics and Game Gems Database

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Articles by Andrew S. Glassner

Useful 2D Geometry
Andrew S. Glassner
Graphics Gems, Pages 3–11
Useful Trigonometry
Andrew S. Glassner
Graphics Gems, Pages 13–17
Frame Buffers and Color Maps
Andrew S. Glassner
Graphics Gems, Pages 215–218
Normal Coding
Andrew S. Glassner
Graphics Gems, Pages 257–264
Useful 3D Geometry
Andrew S. Glassner
Graphics Gems, Pages 297–300
Simulating Fog and Haze
Andrew S. Glassner
Graphics Gems, Pages 364–365
Interpretation of Texture Map Indices
Andrew S. Glassner
Graphics Gems, Pages 366–375
Multidimensional Sum Tables
Andrew S. Glassner
Graphics Gems, Pages 376–381
Generating Random Integers
Andrew S. Glassner
Graphics Gems, Pages 438–439
Computing Surface Normals for 3D Models
Andrew S. Glassner
Graphics Gems, Pages 562–566
Planar Cubic Curves
Andrew S. Glassner
Graphics Gems, Pages 575–578
Adaptive Run-Length Encoding
Andrew S. Glassner
Graphics Gems II, Pages 89–92
A Simple Viewing Geometry
Andrew S. Glassner
Graphics Gems II, Pages 179–180
Maintaining Winged-Edge Models
Andrew S. Glassner
Graphics Gems II, Pages 191–201
Darklights
Andrew S. Glassner
Graphics Gems III, Pages 366–368
Anti-Aliasing in Triangular Pixels
Andrew S. Glassner
Graphics Gems III, Pages 369–373
Building Vertex Normals from an Unstructured Polygon List
Andrew S. Glassner
Graphics Gems IV, Pages 60–73
C Header File and Vector Library
Andrew S. Glassner, Eric Haines
Graphics Gems IV, Pages 558–570
Clipping a Concave Polygon
Andrew S. Glassner
Graphics Gems V, Pages 50–54