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Àâòîðèçàöèÿ |
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Ïîèñê ïî óêàçàòåëÿì |
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Lander J. — Graphics Programming Methods |
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Ïðåäìåòíûé óêàçàòåëü |
AABB (Axis-Aligned Bounding Boxes), AABB trees 51
AABB (Axis-Aligned Bounding Boxes), BucketTree nodes and 59 61
Adaptive integration schemes, implementation of 276
Adaptive integration schemes, Miser algorithm for 275—276
Adaptive integration schemes, sample redistribution and 276—277
Adaptive integration schemes, VEGAS algorithm for 273—275 277
Adaptive step size and error control, panicle systems 8 9
Aerial perspective 347 349
Air molecules, light interaction with 345
Albedo, Alpha channel information and quantization 369 373
Albedo, defined 328
Albedo, global illumination and 245
Albedo, light paths and albedo limits 253
Albedo, pixel shaders and 328 329 331—333
Albedo, scattering albedo 348
Animation, articulated structures and IK 93—100
Animation, cloth and soft-body models, inverse dynamic constraints 81—90
Animation, collision detection of deformable volumetric meshes 51—67
Animation, Curved Point-Normal (PN) triangles and soft-skinned animations 160
Animation, deeply-hierarchical bodies, realtime multiresolution of 27—36
Animation, facial expression systems 69 79
Animation, jaw motion 51—67
Animation, lip-synching 74 77
Animation, LOD and real-time animation 17—18 21—22
Animation, morphing animation 69 79
Animation, organic tissue simulation 53—54
animation, overview 3
Animation, particle systems, simulating and rendering 5 16
Animation, scripted motion 40—43
Animation, skeleton node models 19 20
Animation, spline-driven animation and scripted bodies 37—49
Animation, spring-mass (SM) particle systems 81 90
Animation, trees, real-time animation of 17—26
Antal, Gyoergy, article by 249—258
Antal, Gyoergy, bio and contact info xv
Antialiasing for bump maps 291 297
Antialiasing, reconstruction filters and 292—294
Arc length function 40—41
Arc length function, reparameterization of 42
Area particle emitters 14
Arithmetic Logic Unit (ALU) of pixel shader 330 331
Ashdown, bio and contact info xv
Ashdown, lan article by 279 289
Asynchronous simulation evolution 9 10
Atmospherics, hardware fog equation 347 348
Atmospherics, light atmosphere interactions 337 351
Attenuation 385
Authalic parameterization 106
Axis-Aligned Bounding Boxes (AABB), BucketTree nodes and 59—61
Axis-Aligned Bounding Boxes (AABB), trees 51
Background, compressed panoramas 375—387
Barrera, Tony, articles by 121—131 133—138 231—235 291—298 299-313
Barrera, Tony, bio and contact info xi
Bcncdck, Baldzs, article by 237 248
Bcncdck, Baldzs, bio and contact info xvi
Bengtsson, Ewert, articles by 121—131 133—138 231—235 291—298 299-313
Bengtsson, Ewert, bio and contact info xvi
Bezier patches (see Higher-order surfaces real-time
Bezier triangles (see higher-older surfaces real-time
Bi-cubic filters, for texture reconstruction 292 294
Bidirectional Scattering Distribution Functions (BSDFs), Metropolis sampling method 250 252 261 269
Bilinear interpolation, Phong shading and 307 308
Billboards 14 15
Binary space partitioning (BSP) trees (see k-D trees)
Biquadratic interpolation, bump mapping and 308 309
BSDFs (Bidirectional Scattering Distribution Functions), Metropolis sampling method 250 252 261—269
BSP (Binary Space Partitioning) trees (see k-D trees)
BucketTrees and 61 64
BucketTrees and deformable volumetric meshes and 51—67
BucketTrees and step size selection for numerical accuracy 8—9
BucketTrees, algorithms described 51 53
BucketTrees, Axis-Aligned Bounding Boxes as nodes 59 61
BucketTrees, colliding 61 64
BucketTrees, creating 54—56
BucketTrees, eomputational complexity 63—67
BucketTrees, mapping tetrahedral to buckets 57—58
BucketTrees, updating 58 59
Bump maps, antialiasing 291 297
Bump maps, last setup for biquadratic interpolation 308 309
C,informal parameterization 106—111
Caches, k-D trees and cachc coherence 315—318
Caches, surface caches 389 395
Calomeni, Antonio, article by 5—16
Calomeni, Antonio, bio and contact info xvi
Capo, Stephanc, bio and contact info 17 26 xvi—xvii
Castano, Ignacio, article by 115 120
Castano, Ignacio, bio and contact info xvii
Catmull — Rom filters 294—295
Celcs, Waldemar, article- by 5—16
Celcs, Waldemar, bio and contact info xvii
Cell lnereine, PVS processes and 208—209
Circles, all-interger ellipse discretization algorithm and 129—130
City-block distance metric for parametric lines 135
Cloth 3D models 83 84
Collisions and collision detection, algorithms for 51
Color, Lloyd algorithm and color codebook generation 368
Color, quantization of true color, with opacity information 367—373
Color, sky colors 350 354
Cordero, Juan M., article by 93 100
Cordero, Juan M., bio and contact info xvii
Cover image described xiii
Cracks in terrain, fixing 167 168
Cube maps, automatic parameterization 105 113
Cuberille effect 141 142
Culling geometry, vs. level geometry for portalization 209—210
Curved Point-Normal (PN) triangles algorithms for 150 160
Curved Point-Normal (PN), bicubic patches and 155 158—159
Curved Point-Normal (PN), custom curvcs 160
Curved Point-Normal (PN), descrihed 148 150
Curved Point-Normal (PN), free-form shape construction and retention 158
Curved Point-Normal (PN), implementation of 150—152 160—162
Curved Point-Normal (PN), limitations of 152—154 162
Curved Point-Normal (PN), PN triangle primitives 154—162
Curved Point-Normal (PN), real-time considerations 162
Curved Point-Normal (PN), real-time implementation of higher-order sulfates using 147—163
Curved Point-Normal (PN), sharp-edge geometry and 156
Curved Point-Normal (PN), sharp-edge lighting and 158
Curved Point-Normal (PN), soft-skinned animations and 160
Curved Point-Normal (PN), triangle efficiency and PN filtering 154—162
De Boer, Willem H., article by 367 373
De Boer, Willem H., bio and contact info xvii
Dead vector problem 369 370
Deeply-hierarchical bodies, realtime multiresolution of 27—36
Deformable volumetric meshes, collision detection and 51—67
Deformable volumetric meshes, described 51
Density estimation, histogram estimators 264
Density estimation, kernel estimators 265 266 267
Density estimation, metropolis sampling and 261—269
Density estimation, naive estimators 265 266
Density estimation, nearest neighbor estimators 266
Depth peeling, volumetric shadows and 357 358 364
Di Giacomo, Thomas, article by 17 26
Di Giacomo, Thomas, bio and contact info xix
Dilation filters 116 119
Dirichlet energy, conformal maps and 106—107
Dithering, quantization of true-color images and 371
Dynamic surface caching algorithm 389—395
Echoes, rendering dynamic 279—288
EDT (Euclidean Distance Transform) 115 120
Eigenvalue bounds, determination of 287
Eigenvector solution for 285—286
Eigenvector solution for implementation issues 285
Eigenvector solution for progressive radiosity 286 287
Eigenvector solution for radiative transfer networks and 280—281
Eigenvectors, Lanczos methods for determining dominant 286
Ellipses, all-integer ellipse discretization algorithm 121—131
Ellipses, derivation of 124—128
Erlebcn, Kenny, articles by 37 50 51—68
Erlebcn, Kenny, bio and contact info xviii
Error vectors, calculation 372
| Estimators, density estimation, methods 264 266
Euclidean Distance Transform (EDT) 115—120
Euler method 6 7 12 83
Explosions, tree animations and 32
Facial expression systems, alternative techniques 69 70
Faure, Francois, article by 17 26
Faure, Francois, bio and contact info xviii
Filters and filtering, Catmull — Rom filters 294 295
Filters and filtering, dilation filters 116 119
Filters and filtering, push-pull filters 119 120
Filters and filtering, reconstruction filters and antialiasing 292—294
Filters and filtering, triangle efficiency and PN filtering 154 162
Fin textures. Euclidean distance maps for filling holes in 115—120
FK (Forward Kinematics) 93
Fog, defined 353
Fog, formulas for standard CG fog 353—354
Fog, hardware fog equation 347—348
Fog, height-based vs. distancc-bascd fog 355
Forests (see Trees (vegetation))
Forward Kinematics (FK) 93
Frustum, 3D bounding frustum and height clipping plane 188—189
Frustum, bounding polygons, clipping to grid 180—181
Frustum, bounding polygons, location of 177—180
Frustum, corners, location of 177
Frustum, determining visible terrain grids with 175—191
Frustum, grid bound by frustum polygon, location of 182 184
Fu, Chi-Wing, article by 375 388
Fu, Chi-Wing, bio and contact info xviii
Ganea, Alexandre, article by 389 396
Ganea, Alexandre, bio and contact info xviii
Garcia-Panyella, Oscar, article by 139 146
Garcia-Panyella, Oscar, bio and contact info xix
General curve discretization, method, derivation of 122—124
Geometry, code generation 210—225
Geometry, 3D reconstructed surface, smoothing 139—146
Geometry, circles, fast all-interger calculation of 129 130
Geometry, ellipses, fist all-interger calculation of 121 131
Geometry, general curve discretization method 121 131
Geometry, higher-order surfaces, real-time implementation of 147—163
Geometry, lines, drawing all-interger parametric lines 133 138
Geometry, overview 103
Geometry, planets 193—198
Geometry, portals, k-D face portals with solid geometry 201—210
Geometry, real-time generation of 3
Geometry, smoothing algorithms 139—146
Geometry, terrain grids, frustum to determine 175—191
Geometry, terrains, flexible terrain engines 165—174
Geometry, texture mapping, automatic parameterization 105—113
Geomipmapping algorithm 166—170
Global illumination, directional radiance and view importance 244—246
Global illumination, light path mutation strategies 252—257
Global illumination, Metropolis sampling methods 249—259 261—269
Global illumination, mutation strategies 268
Global illumination, radiance gathering method described 243
Global illumination, radiance shooting method described 242 243
Global illumination, radiance source and receiver, connection of 244
Global illumination, stochastic iteration and 237—248
Harmonic maps 107
Hast, Anders, articles by 121—131 133—138 231—235 291—298 299—313
Hast, Anders, bio and contact info xix
Haze particles, interaction with light 345 347
Hendriksen, bio and contact info xix—xx
Hendriksen, Knud article by 37—50
Higher-order surfaces, real-time implementation 147 163
Histogram estimators 264
Hofftnan, Naty, article by 337 352
Hofftnan, Naty, bio and contact info xx
Holes in texture maps, filling 115—120
Holes, 3D reconstructed surfaces and smoothing 141
Hooke’s Law, spring-mass (SM), Horizon maps 329 334
Hooke’s Law, spring-mass (SM), particle systems and 82
IDC (Inverse Dynamics Constraints), for cloth and soft-body animation 81 90
Integration, adaptive integration and rendering 271 277
Interpolation, bilinear interpolation over triangles 299—303 307—312
Interpolation, biquadratic interpolation over triangles 303 307
Inverse Dynamics Constraints (IDC) for cloth and soft-body animation 81 90 402
Inverse Dynamics Constraints (IDC), animation and 86 89
Isomctric parameterization 106
Isomctric parameterization in BucketTree algorithm 54
Isomctric parameterization on vegetation 35
Isomctric parameterization, drawing 133 138
Jacobian Matrix, derivation of line algorithm for culation of 99 100
Jacobian Matrix, geometrical cal-articles by 261 269 271 278
Jaw muscles, albedo, scattering albedo 348
Jaw muscles, animation 51 67
Jaw muscles, dead vector problem 369 370
Magnification (OpenGL) 291
Medical applications of graphics 51—67 140—142
Memory management, dynamic surface caching algorithm 389 395
Memory management, k-D trees and memory usage 315—318 324
Methane ice caves of Europa, example 222—224
Metropolis sampling methods vs. local importance sampling 250
Metropolis sampling methods, advantages of 250
Metropolis sampling methods, Bidirectional Scattering Distribution Functions (BSDFs) 250 252 261—269
Metropolis sampling methods, described 261 263
Metropolis sampling methods, global illumination and 249—259
Metropolis sampling methods, implementing with random walk algorithm 258—259
Metropolis-Hastings method 261—269
Metropolis-Hastings method, algorithm for 263
Metropolis-Hastings method, compression and 268
Metropolis-Hastings method, density estimation and 263—266
Metropolis-Hastings method, implementation of 267
Metropolis-Hastings method, kernel types for density estimators 265 267
Midpoint method 7 83 121
Mie scattering 354
Minilication (OpenGL) 291
Miser algorithm for adaptive integration 275 276
Mitchell, Kenny, article by 327 335
Mitchell, Kenny, bio and contact info xxi
Monte Carlo methods, global illumination and 237—248
Monte Carlo methods, rendering with adaptive integration 271—277
Morphing, demos online 79
Morphing, facial expression systems and 69—79
Morphing, implementation of smart morphing system 77 78
Morphing, lip-synching 74 77
Morphing, Multiresolution dynamics, tree animation and 33 35
Morphing, smart morphing system described 72
Morphing, system design 72 77
Morphing, techniques compared 70 71
N-Patches (see Higher-order surfaces real-time
Naive estimators 265 266
Nearest neighbor estimators 266
Netlib Repository, web site address 286
Newton’s Law, spring-mass (SM), particle systems and 82
Next event estimation 252
Noise, ds max Noise function 223 225
Noise, real-time planet generation and 194—198
Non-Uniform Rational B-Splinc (NURBS) (see Higher-order surfaces real-time
Normalization, fast vector normalization 295—296
NURBS (Non-Uniform Rational B-Splines) (see Higher-order surfaces real-time
Object median, building k-D trees 320
Occlusion culling, illumination-based 279—288
ODE (Ordinary Differential Equations), particle physics 6—8
Or, Siu-Hang, article by 375 388
Or, Siu-Hang, bio and contact info xxi—xxii
Ordinary Differential Equation (ODE), particle physics 6—8
Organic tissue simulation 53 54
Palettization (see Quantization Panoramas)
Palettization, compression of 376 378
Palettization, relighting with directional light source 379—383
Palettization, relighting with point light source 383—387
Parameterization methods, automatic parameterization 105—113
Parameterization methods, boundary conditions and 107
Parameterization methods, charts and subdivision algorithms for 111
Parameterization methods, conformation parameterization 106—111
Parameterization methods, harmonic maps 107
Parameterization methods, isometric parameterization 106
Particle emitters 13 14
Particle systems (emit.), particle emitters 13 14
Particle systems (emit.), particle physics 6—8
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