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Paoluzzi A. — Geometric Programming for Computer Aided Design by Alberto Paoluzzi: Book Cover * o Table of Contents Read a Sample Chapter Geometric Programming for Computer Aided Design
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Название: Geometric Programming for Computer Aided Design by Alberto Paoluzzi: Book Cover * o Table of Contents Read a Sample Chapter Geometric Programming for Computer Aided Design
Автор: Paoluzzi A.
Аннотация: Paoluzzi (Universitá Roma Tre, Italy) presents PLaSM, a design environment for graphics, modeling, and animation that supports rapid prototyping but does not deprive the user of control over underlying geometric programming. He introduces functional programming with PLaSM, explains basic graphics programming techniques, and provides a tutorial on basic and advanced geometric modeling. Examples are given from graphics, mathematics, engineering, architecture, and the arts. Annotation ©2003 Book News, Inc., Portland, OR
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Рубрика: Computer science /
Статус предметного указателя: Готов указатель с номерами страниц
ed2k: ed2k stats
Год издания: 2003
Количество страниц: 776
Добавлена в каталог: 03.09.2009
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Предметный указатель
Predefined, matrix operators 114
Preprocessing 383
Primitive and attributes 355
Primitive, alignments 84
Primitive, shapes 73
Principal normal 199
Prism over a polytope 138
PRODUCT 109
Product of a scalar times a vector 63
Product of cell-decomposed polyhedra 627
Product of polyhedra 623
Product of rotations 236
Product of scaling 235
Product of translations 235
Product, manifold 196
Profile product surfaces 499
Program composition and application 3
Programming, approach to features 553
Programming, examples 37
Programming, first example 51
Programs are functions 3
Progressive, algorithms 163
Progressive, difference 566
Progressive, sums 72
Projection 142
Properties 193
Properties of B zier curves 458
Properties of parametric curves 445
Properties of tensor product of vectors 111
Pyramid over a polytope 141
QuadMesh implementation 281
Quadratic curves 448
Quadrilateral, array with holes 300
Quadrilateral, mesh 281
Quadtrees 562
Quotient set of polylines 284 285
Rational, B zier curves 473
Rational, B zier mapping 473
Rational, B-splines of arbitrary degree 475
Rational, curves and splines 472
Rationale of extended configuration method 680
Rationale of transfinite blending 528
Real-valued maps of a real variable 176
Real-valued maps of several real variables 183
Rectangular pixel 338
Reflection 226 244;
Reflection, mirroring 245
Regular sets see “ -sets”
Regularity 498
Regularized operations 585
Relative arrangements 86
Reparametrization 174
Representation 635
Representation, HPC 595
Representation, scheme 555
Representation, theorem 108
Reversed y axis 339
RGB color model 408
Rigid 2D body 650
Rigid 3D body 651
Rod and axis modeling 324
Roof of S. Stefano Rotondo 46
Roof, design for a sports building 547
Rotation 227 240 247
Rotation 3D 240
Rotation with fixed point 237
Rotation, about affine axes 243
Rotation, axis 240
Rotation, elementary 239
Rotation, general 243
Rotation, improper 245
Rotation, tensor 247
Rotational surfaces 501 502
Ruled surface 503
Sampled in-betweening 292
Saving/restoring geometry 10
Scalable Vector Graphics (SVG) 355
Scaling 224 237 247
Scaling with fixed point 237
Scaling, global 245
Scaling, tensor 247
Scaling, uniform 225
Scene, coherence 386
Scene, diagrams 312
Scene, graph modeling 316
Scene, graphs 305
Schlegel diagrams 151
Second fundamental form 210
Secondary beams 92
Segment, animation 668
Segment, CS paths 677
Segment, slacks 670
sequence generators 20
Set operations 60 71 124 584 600
Shading 421
Shading, models 412
Shading, normals per face 422
Shading, normals per vertex 422
Shape, characterization 286
Shape, compatibility 295 296
Shape, design with a NURB spline 478
Shape, mapping 296
Shape, resemblance 298
shearing 232 238
Side cavalier 379
simplex 73 144
Simplex, method 158
Simplicial, complexes 144
Simplicial, maps 77
Simplicial, prism 146
Simplified model of specular reflection 403
Skeleton extraction 28 633
Solving a 2D labyrinth 696
Sort of unordered sequences 68
Specialized products 626
Specular reflection 401
Sphere 79
Spheres and toruses 196
Splines 459
Splines, Catmull — Rom 459
Splines, cubic cardinal 459
Splines, non-uniform B-spline 465
Splines, number of points and joints 465
Splines, NURBS 474
Splines, uniform B-spline 461
Spotlight 419
Standard cabinet 380
Standard cabinet, d-simplex 136
Standard cabinet, view models 437
Storage, bounds 584
Storage, comparison 319
Storage, space of WT representation 582
storyboard 668
Storyboard, definition 676
String operations 64
Structure of matrices 245
Structure, editing and animation 311
Structure, network in PHIGS 310
subspace 96
Subspace, span 96
Subtree drawing 327
Support, separation, extreme points 129
surface 497
Surface, generation 213
Surface, integrals 591
Surface, integration 589
SVG 10 355 357 545
Sweep 638
Symbolic design programming 2
Tableau-based simplex algorithm 159
Tangent 199
Tangent, spaces and maps 198
Taxonomy of algorithms 382
Taxonomy of projections 371
Taxonomy of representation schemes 559
Tensor 108 109
Tensor form 509 510
Tensor of control points 525
Tensor of inertia 620
Tensor of rotation 236
Tensor of scaling 235
Tensor of translation 235
Tensor of vectors 111
Tensor product surfaces 508 522
Tensor, action on covectors 245
Tensor, affine transformation 109
Tensor, associativity 235
Tensor, commutativity 235
Tensor, composition see “poduct234”
Tensor, coordinate representation 112
Tensor, decomposition 110
Tensor, determinant 118
Tensor, functional notation 234
Tensor, identity tensor 109
Tensor, inner product 117
Tensor, inverse 118 236
Tensor, linear transformation 109
Tensor, matrix 112
Tensor, null tensor 109
Tensor, NURBS 523
Tensor, operations 109
Tensor, orthogonal 119
Tensor, product 109 234 525
Tensor, properties 234
Tensor, skew 110
Tensor, trace 116
Terminology 448
tetrahedron 163
text 272
Texture 423
Texture, components 423
Texture, mapping on a polygon 430
Texture, mapping with repetition 432
Texture, repetition and transformation 428
Texture, transformations 430
The Serret — Frenet formulae 200
Thin solids generated by surfaces 540
Three-point perspective 373
Timmer — Stern’s method 587
Toolbox 172 389 671
Topological genus 573
Topology and geometry 571
Torus 82
Trace of tensor 116
Transfinite blending 530 531
Transfinite blending, B zier 531
Transfinite blending, Hermite 533
Transfinite blending, methods 527
Transformation 217
Transformation and effects 356
Transformation of coordinates 241 342
Transformation, between geometric forms 453
Transformation, generic 233
Translation 221 237 246
Translation and scaling 237
Translation, tensor 246
Translational motion 698
Transmitted radiation 399
TRANSPOSE 110
Traversal 308
Tree, construction 394
Tree, diagrams 325
Tree, input 326
Tree, traversal 395
Triangle fan 279
Triangle fan, integrals 590
Triangle fan, strip 277
Trimetric projection 377
Two-point perspective 372
Types of extrusion 682
Umbrella modeling 1
Umbrella modeling, animation 689
Umbrella modeling, curved rods 480
Umbrella modeling, Flash animation 659
Umbrella modeling, solid parts 592
Umbrella modeling, structure 323
Umbrella modeling, tissue canvas 542
Unicity 557
Unified approach 640
Uniform B-spline basis 462
Uniform B-spline basis, geometric form 461
Uniform B-spline basis, matrix 463
UNION operation 600
Unit triangle integrals 590
Univariate case 529
Useful maps 170
User-defined affine tensors 249
User-defined affine tensors, functions 16
Validity 556
Validity, set 581
Variable, resolution 561
Variable-free notation 170
Variation diminishing 446
Vector 218
Vector and matrix operations 62
Vector, basis 97
Vector, components 97
Vector, operations 98
Vector, space 95
Vector, space of n-shapes 288
Vector-valued maps of a real variable 180
Vector-valued maps of several real variables 186
Vertex enumeration problem 161
View, clipping 351
View, in VRC 361
View, in WC 361
View, mapping 343 345
View, model 340 344 367
View, orientation 343 344
View, parameters 340 369
View, reference coordinates (VRC) 341
View, volume 370
Viewing and rendering 367
Viewing, model 359
Virtual, Manhattan 43
Virtual, skyscraper 45
Virtual, vs physical worlds 358
Visibility graph 387
Visibility graph, relation 386
Visibility graph, test 390
Volume integration 591
VRML 5 6 9 26 37 39 41 81 92 93 103 166 185 213 262 275 305 306 310 315 319 367 399 409 410 412 417 419 420 422 428 431 432 434 503 649 656 657 660 664 666 673 678 680 693
VRML camera implementation 361
Window-viewport mapping 336 353
Workstation transformation 343 351
world coordinates 334 341
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