Michael Abrash's Graphics Programming Black Book Special Edition
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Introduction
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Foreword
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About the Author
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Part I
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Chapter 1—The Best Optimizer Is between Your Ears
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Chapter 2—A World Apart
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Chapter 3—Assume Nothing
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Chapter 4—In the Lair of the Cycle-Eaters
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Chapter 5—Crossing the Border
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Chapter 6—Looking Past Face Value
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Chapter 7—Local Optimization
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Chapter 8—Speeding Up C with Assembly Language
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Chapter 9—Hints My Readers Gave Me
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Chapter 10—Patient Coding, Faster Code
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Chapter 11—Pushing the 286 and 386
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Chapter 12—Pushing the 486
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Chapter 13—Aiming the 486
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Chapter 14—Boyer-Moore String Searching
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Chapter 15—Linked Lists and plain Unintended Challenges
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Chapter 16—There Ain’t No Such Thing as the Fastest Code
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Chapter 17—The Game of Life
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Chapter 18—It’s a plain Wonderful Life
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Chapter 19—Pentium: Not the Same Old Song
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Chapter 20—Pentium Rules
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Chapter 21—Unleashing the Pentium’s V-Pipe
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Chapter 22—Zenning and the Flexible Mind
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Part II
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Chapter 23—Bones and Sinew
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Chapter 24—Parallel Processing with the VGA
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Chapter 25—VGA Data Machinery
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Chapter 26—VGA Write Mode 3
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Chapter 27—Yet Another VGA Write Mode
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Chapter 28—Reading VGA Memory
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Chapter 29—Saving Screens and Other VGA Mysteries
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Chapter 30—Video Est Omnis Divisa
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Chapter 31—Higher 256-Color Resolution on the VGA
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Chapter 32—Be It Resolved: 360x480
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Chapter 33—Yogi Bear and Eurythmics Confront VGA Colors
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Chapter 34—Changing Colors without Writing Pixels
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Chapter 35—Bresenham Is Fast, and Fast Is Good
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Chapter 36—The Good, the Bad, and the Run-Sliced
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Chapter 37—Dead Cats and Lightning Lines
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Chapter 38—The Polygon Primeval
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Chapter 39—Fast Convex Polygons
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Chapter 40—Of Songs, Taxes, and the Simplicity of Complex Polygons
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Chapter 41—Those Way-Down Polygon Nomenclature Blues
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Chapter 42—Wu’ed in Haste; Fried, Stewed at Leisure
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Chapter 43—Bit-Plane Animation
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Chapter 44—Split Screens Save the Page Flipped Day
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Chapter 45—Dog Hair and Dirty Rectangles
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Chapter 46—Who Was that Masked Image?
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Chapter 47—Mode X: 256-Color VGA Magic
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Chapter 48—Mode X Marks the Latch
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Chapter 49—Mode X 256-Color Animation
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Chapter 50—Adding a Dimension
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Chapter 51—Sneakers in Space
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Chapter 52—Fast 3-D Animation: Meet X-Sharp
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Chapter 53—Raw Speed and More
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Chapter 54—3-D Shading
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Chapter 55—Color Modeling in 256-Color Mode
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Chapter 56—Pooh and the Space Station
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Chapter 57—10,000 Freshly Sheared Sheep on the Screen
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Chapter 58—Heinlein’s Crystal Ball, Spock’s Brain, and the 9-Cycle Dare
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Chapter 59—The Idea of BSP Trees
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Chapter 60—Compiling BSP Trees
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Chapter 61—Frames of Reference
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Chapter 62—One Story, Two Rules, and a BSP Renderer
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Chapter 63—Floating-Point for Real-Time 3-D
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Chapter 64—Quake’s Visible-Surface Determination
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Chapter 65—3-D Clipping and Other Thoughts
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Chapter 66—Quake’s Hidden-Surface Removal
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Chapter 67—Sorted Spans in Action
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Chapter 68—Quake’s Lighting Model
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Chapter 69—Surface Caching and Quake’s Triangle Models
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Chapter 70—Quake: A Post-Mortem and a Glimpse into the Future
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Appendix A
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Index
Graphics Programming Black Book © 2001 Michael Abrash