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Lander J. — Graphics Programming Methods
Lander J. — Graphics Programming Methods



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Íàçâàíèå: Graphics Programming Methods

Àâòîð: Lander J.

Àííîòàöèÿ:

Graphics Programming Methods provides a comprehensive resource of application and technique driven articles written by industry experts. The articles provide specific techniques for well-defined problems facing graphics programmers in the production of a variety of projects, including visual effects, real-time graphics, and games. Each article is written by an experienced programmer and provides a ready-to-use solution. The emphasis throughout the book is on the emerging graphics technology that has been enabled by increases in hardware capabilities and computational speed, as well as advances in algorithms and programming techniques. This is a must-have resource for graphics programmers.


ßçûê: en

Ðóáðèêà: Computer science/

Ñòàòóñ ïðåäìåòíîãî óêàçàòåëÿ: Ãîòîâ óêàçàòåëü ñ íîìåðàìè ñòðàíèö

ed2k: ed2k stats

Ãîä èçäàíèÿ: 2003

Êîëè÷åñòâî ñòðàíèö: 406

Äîáàâëåíà â êàòàëîã: 16.11.2009

Îïåðàöèè: Ïîëîæèòü íà ïîëêó | Ñêîïèðîâàòü ññûëêó äëÿ ôîðóìà | Ñêîïèðîâàòü ID
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Ïðåäìåòíûé óêàçàòåëü
Particle systems (emit.), rendering      11 15
Particle systems (emit.), Runge-Kutta for differential equations      7 12
Particle systems (emit.), simulation of      5 16
Particle systems (emit.), spring-mass (SM) particle systems      81 90
Particle systems (emit.), synchronous simulation evolution in      9
Particle systems, adaptive step size and error control      8 9
Particle systems, appearance of particles      14 15
Particle systems, asynchronous simulation evolution in      9 10
Particle systems, collisions      8
Particle systems, Euler method for differential equations      6 7 12
Particle systems, frame rate vs. decoupling from visualization      10 11 15 16
Particle systems, GPU projection      11 13
Particle systems, midpoint method for differential equations      7
Particle systems, ODE for      6
Paths, locally dominant paths for light      288—289
Paths, mutation of light path samples      252—259
Paths, next event estimation      252
Perlin noise, real-time planet generation and      194 198
Phong shading, fast setup for bilinear interpolation      308
Phong-Blinn light model and shadows      231 234
Phong-Blinn light model, shadows and      231 234
Physically based simulation      5 16
Pixel shaders, Arithmetic Logic Unit (ALU) of      330—331
Pixel shaders, hardware limitations      330
Pixel shaders, optimizations for terrain rendering      327—335
Pixel shaders, real-time generation of 3D planets      193—198
Planets, Perlin noise functions and generation of      194—198
PN triangles      (see Curved PointNormal (PN) triangles)
Point particle emitters      14
Polaclc, Trent, article by      165—174
Polaclc, Trent, bio and contact info      xxii
Portals, k-D face portals with solid geometry      201 210
Potential Visibility Sets (PVS), cell merging      208 209
Potential Visibility Sets (PVS), k — D portals and      201 210
Preetham, Arcot J. bio and contact info      xxii
Primitives, $MAXScript^{TM}$ code generation to create      211 213
Primitives, $MAXScript^{TM}$ primitives, adding classes of      224
Primitives, Curved Point-Normal (PN) triangles and modeling      154—162
Primitives, general curve discretization method and      121 131
Primitives, subtractive primitives and portalization      209
Primitives, wind primitives      20 21
Procedural animation      24 25
Procedural animation, transition to physical animation      24 25
Quadrilateral billboards      14 15
Quantization of true-color images with opacity information      367—373
Quantization, alpha channel information      369 373
Quantization, color codebook generation algorithm      368—369
Quantization, defined and described      367—368
Quantization, dithering and      371
Quantization, perceptual distance, calculation      370—371
Quantization, weight vectors, splitting      370—371
Radiance, directional radiance and view importance      244 246
Radiance, equation for      282 283
Radiance, network analysis strategies      283—284
Radiance, radiance gathering      243
Radiance, radiance shooting      242—243
Radiance, radiance source and receiver, connection of      244
Radiance, radiant flux as measure of light      338—339
Radiance, rendering equation for      238—239
Radiative transfer networks      280—282
Radiosity, progressive radiosity      287 (see also Radiative transfer networks)
Random walk algorithm, Metropolis sampling and global illumination      249 259
Randomization, Metropolis sampling and global illumination      249 259
Randomization, Metropolis-Hastings method      261—269
Randomization, Monte Carlo methods and      237—248 271—277
Randomization, stratified and importance sampling      271—272
Raster-Scan algorithms      117—118
Rayleigh scattering      354
Reconstruction of surfaces, smoothing algorithms and      139 146
Reconstruction, antialiasing and reconstruction filters      292 294
Reconstruction, density estimation and illumination reconstruction      263—264
Reed, R. Grant, article by      211—225
Reed, R. Grant, bio and contact info      xxii
Rendering with adaptive integration      271
Rendering, bilinear and biquadratic interpolation over triangles      299—312
Rendering, billboards and particle rendering      14 15
Rendering, compressed panoramas in realtime      375—387
Rendering, global illumination and Metropolis sampling      249 259
Rendering, global illumination and stochastic iteration      237 248
Rendering, k — D trees      315—325
Rendering, Metropolis-Hastings method for density estimation      261—269
Rendering, occlusion culling methods      279—288
Rendering, overview      229
Rendering, pixel shaders for terrain rendering      327—335
Rendering, quantization of true-color images with opacity information      367 373
Rendering, radiance rendering equation      238—239
Rendering, shading, bilinear and biquadratic interpolation      303 312
Rieman mapping theorem      107 109
Roam      2 0
ROAM, AGP chunking process      172—173
ROAM, algorithm      170—173
ROAM, diamond creation      171
ROAM, split/merge priority queue      172—173
Rotational springs for animation of trees      29—32
Rungc — Kutta methods      7 12 83
Sampling, importance sampling      240 250 271—272
Sampling, multiple importance sampling      242
Scattering      341 342 344 348
Scattering fog and      354—355
Scattering fog and Metropolis sampling method for BSDFs      261—269
Scattering fog and Mie scattering      354
Scattering fog and Rayleigh scattering      354
Scripted bodies (scripted motion) arc length function      40 41
Scripted bodies (scripted motion) arc length reparameterization      42
Scripted bodies (scripted motion) derivatives, computation of      44—46
Scripted bodies (scripted motion) scripted bodies described      37—38
Scripted bodies (scripted motion) spline-driven animation and      37—49
Scripted bodies (scripted motion) time reparameterization      43
Scripted bodies (scripted motion) trajectories, examples of      47 48
Scripting, $MAXScript^{TM}$ code generation      210—225 (see also Scripted bodies (scripted motion))
Shading, Phong-Blinn light model and shadows      231 234
Shading, pixel shaders for terrain rendering      327—335
Shadows, defined and described      353
Shadows, depth peeling      357—358 364
Shadows, descrihed as volumes      357
Shadows, order independent volumetric shadows      353 364
Shadows, Phong-Blinn light model      231—234
Shadows, rendering dynamic      279—288
Shadows, Shannon sampling theorem      291
Shannon sampling theorem      291
Shannon sampling theorem, stratified sampling      271 272
Skeletons, IK and Jacobian pseudo-inverse for      93—100
Sky colors      350 354
SM (spring-mass) particle systems      (see Spring-mass (SM) particle systems)
Smoothing algorithms      139—146
Smoothing algorithms, angle computation      145
Smoothing algorithms, displacement vector      145 146
Smoothing algorithms, edge classification and      142—143
Smoothing algorithms, peak corrections in      143—145
Smoothing algorithms, projection computation      145
Soft bodies 3D models      84 86
Soft bodies, 3D models for animation      84 86
Southwell iteration, progressive radiosity and      286—287
Spatial median, building k-D trees      319
Spline-driven animation, degenerate cases and      46 47
Spline-driven animation, described      38 40
Spline-driven animation, scripted bodies and      37 49
Sporring, Jon, article by      51—68
Sporring, Jon, bio and contact info      xxii—xxiii
Spot panicle emitters      14
Spring-mass (SM), cloth 3D models      83 84
Spring-mass (SM), explicit numerical integration and      81 82
Spring-mass (SM), Hooke’s Law and      81
Spring-mass (SM), inverse dynamics constraints      86—89
Spring-mass (SM), Newton’s law and      81
Spring-mass (SM), particle systems      81 90
Spring-mass (SM), simple spring-mass model      81
Startup bias      261 262
Step size, asynchronous simulation evolution      9 10
Step size, selecting for particle system simulation      8—9
Stochastic iteration, nondiffuse global illumination      237—248
Stokes, Conor, article by      201 210
Stokes, Conor, bio and contact info      xxiii
Storage, reducing requirements for      367—374
Storage, surface caching algorithm and      391—395
Subdivision surfaces      (see Higherolder surfaces real-time
Subtractive primitives and penalization      209
Sunlight, calculating values for      344 345 349
Sunlight, outdoor lighting formula      327—329
Surface caches      389 395
Szecsi, article by      315 325
Szecsi, bio and contact info      xxiii
Szirmay-Kalos, Laszlo, articles by      237—248 249—259
Szirmay-Kalos, Laszlo, bio and contact info      xxiii
Terrains, 3D bounding frustum and height clipping plane      188—189
Terrains, crack-fixing methods      167 168
Terrains, detail horizon maps      329 334
Terrains, Geomipmapping algorithm      166—170
Terrains, grids, frustum used to determine visible grids      175 191
Terrains, optimizing frustum determined grids      189—191
Terrains, pixel shaders lor terrain rendering      327 335
Terrains, real-time generation of 3D planets      193—198
Terrains, rendering frustum determined grids      184—188
Terrains, ROAM2.0 algorithm      170—173
Terrains, terrain engines, flexible      165—174
Textures and texture mapping automatic parameterization      105—113
Textures and texture mapping automatic parameterization, $MAXScript^{TM}$ and      224
Textures and texture mapping automatic parameterization, bi-cubic filters and reconstruction of      292—294
Textures and texture mapping automatic parameterization, detail normal maps and      229—230
Textures and texture mapping automatic parameterization, dynamic surface caching      389—395
Textures and texture mapping automatic parameterization, holes, filling      115—120
Textures and texture mapping automatic parameterization, noise functions and real-time planet generation      194 198
Textures and texture mapping automatic parameterization, pixel shaders and      330 333
Textures and texture mapping automatic parameterization, terrain engines      173—174
Theyer, Mark, 3D planets, real-time generation of      193—198
Theyer, Mark, article by      147 163
Theyer, Mark, bio and contact info      xxiv
Tone mapping      338
Traversal algorithm for k-D trees      322—323
Trees (vegetation), algorithms for      29 32
Trees (vegetation), breakable trees      33
Trees (vegetation), code listing      25
Trees (vegetation), deeply hierarchical bodies, realtime multiresolution      27 36
Trees (vegetation), hybrid animation      24 25
Trees (vegetation), leaves for      35
Trees (vegetation), LOD issues      21 22
Trees (vegetation), multiresolution dynamics      33—35
Trees (vegetation), physical model      22 24
Trees (vegetation), procedural animation      20—22
Trees (vegetation), real-time animation      17 26
Trees (vegetation), rotational springs for      29—32
Trees (vegetation), skeleton node models      19—20
Trees (vegetation), wind effects      18—19 20—21 22—24 32
Trees, Axis-Aligned Bounding Boxes (AABB) as      51
Trees, binary trees and dynamic surface caching      389 395
Trees, modeling      28 29 trees
Tremblay, Christopher, article by      175—191
Tremblay, Christopher, bio and contact info      xxiv
Van der Berg, John, article by      69 79
Van der Berg, John, bio and contact info      xxiv
VEGAS algorithm for adaptive integration      273—275 277
Visibility derermination, k-D tree face portals      201 210
Volumetric shadow’s      353 364
Web addresses, morphing demos      79
Web addresses, Netlib Repository      286
Web addresses, relighting compressed panoramas      387 (see also Specific contributor’s bioand contact information)
Weber, Jason, article by      27 36
Weber, Jason, bio and contact info      xxv
Wedge particle emitters      14
Weher. Andrew, article by      27 36
Weher. Andrew, bio and contact info      xxiv—xxv
Wind, Inverse Dynamic Constraints and      86—89
Wind, primitives for      20—21
Wind, real-time animation of trees and      18—19 20—21 22-24
Wong, Ticn-Tsift, article by      375—388
Wong, Ticn-Tsift, bio and contact info      xxv
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