Michael Abrash's Graphics Programming Black Book Special Edition


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

Graphics Programming Black Book © 2001 Michael Abrash