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Arvo J. — Graphics gems (vol. 2)
Arvo J. — Graphics gems (vol. 2)



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Íàçâàíèå: Graphics gems (vol. 2)

Àâòîð: Arvo J.

Àííîòàöèÿ:

Like its predecessor, Graphics Gems II is written by professional graphics programmers. The tools in this book are immediately helpful in writing programs that are clean, fast, and elegant.


ßçûê: en

Ðóáðèêà: Computer science/Âû÷èñëèòåëüíàÿ ãåîìåòðèÿ/

Ñòàòóñ ïðåäìåòíîãî óêàçàòåëÿ: Ãîòîâ óêàçàòåëü ñ íîìåðàìè ñòðàíèö

ed2k: ed2k stats

Ãîä èçäàíèÿ: 1995

Êîëè÷åñòâî ñòðàíèö: 473

Äîáàâëåíà â êàòàëîã: 09.11.2005

Îïåðàöèè: Ïîëîæèòü íà ïîëêó | Ñêîïèðîâàòü ññûëêó äëÿ ôîðóìà | Ñêîïèðîâàòü ID
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Ïðåäìåòíûé óêàçàòåëü
Line, intersections, space-filling curve      27—28
Line, intersections, transversal      26—27
Linear transformations      335—337
Look-up table color      139
LU decomposition      349
Luminaires, power from      307
Luminance meter      159—160
Lumninance-color difference space      147
M2      154
Mach band effect      235—236
Magic square, as outer product      74
Magic square, dither      60—62
Mailbox      264
Mailbox, algorithm      268
Manhattan distance      258—259
Mapping, RGB triples      143—146
Matrix groups      344
Matrix groups, affine      345
Matrix groups, angle-preserving      345
Matrix groups, inverse      348—349
Matrix groups, length-preserving      344—345
Matrix groups, membership and privileges      346—347
Matrix groups, nonsingular      345
Matrix groups, nonsingular, inverse      350
Matrix groups, window-to-viewport      344
Matrix groups, window-to-viewport, inverse      348
Matrix inversion      342—350
Matrix inversion, elementary      347
Matrix inversion, evaluation strategy      347—348
Matrix inversion, problem statement      342
Matrix techniques      319
Matrix techniques, $4\times 4$ matrices      351—354
Matrix techniques, cross product      333—334
Matrix techniques, data recovery from transformation matrix      324—331
Matrix techniques, linear transformations      335—337
Matrix techniques, notation      338
Matrix techniques, pseudo-perspective      340—341
Matrix techniques, quaternions      351—354
Matrix techniques, random rotation matrices      355—356
Matrix techniques, shear      339—340
Matrix techniques, small sparse matrix classification      357—361
Matrix techniques, tensor product      333—334
Matrix techniques, transformations as exponentials      332—337
Matrix, decomposition into simple transformations      320—323
Matrix, exponential      332—333
Matrix-vector      360—361
Menelaus's theorem      424—427
Mirror image, data recovery from transformation matrix      327
Modified facet shading      236—237
Monitor, white point, setting      159—162
Monochromatic triples      146
Multi-indices      412
Multiple output levels, halftoning to      64—65
Multivariate approximation, Bezier curves and surfaces      409
Narrow domains, aliasing      123—124
National Television Systems Committee, encoding basics      148—152
NextFaceAroundVertex      195—196
Noise thresholding, edge images      105—106
Nonlocality tension      238
Nonsingular matrix group      345
Nonsingular matrix group, inverse      350
NTSC encoding basics      148—152
Numerical and programming techniques      365
Numerical and programming techniques, arctangent, approximation      389—391
Numerical and programming techniques, bit picking      366—367
Numerical and programming techniques, Fourier transform      368—370
Numerical and programming techniques, half-angle identity      381—386
Numerical and programming techniques, integer square root algorithm      387—388
Numerical and programming techniques, interval sampling      394—395
Numerical and programming techniques, Perlin noise function, recursive implementation      396—401
Numerical and programming techniques, sign of cross product calculation      392—393
Numerical and programming techniques, using geometric constructions to interpolate orientation with quaternions      377—380
Object area      26—27
Object-space rendering      26
Octahedron, dihedrals      174—175
Octree-to-Boundary conversion      214—218
Octree-to-PCS      214—215
Offsetprints      165
Opcode      36
Ordered dithering, color      73—75
Ordered dithering, matrix      58—60
PAL encoding      153—154
Parallel connected stripes representation      203—204
Parametric continuity      430—431
Patch visibility index      313
Pattern mask      57
PCS-to-boundary conversion      205
PCS-to-Chain procedure      205—206
Peano curve      27—28
Peano curve, coherence of transversal sequences      28—30
Peano curve, generation algorithm      25—26
Perlin noise function, recursive implementation      396—401
PHIGS PLUS      138—142 420
PHIGS PLUS, implementation      141—142
PHIGS PLUS, pseudo color interpolation      140—141
PHIGS PLUS, pseudo color mapping      138—140
Phosphors, chromaticity      151
Phosphors, coordinates      161
Phosphors, spectral emission curve      160—161
pixels      80—83
Pixels, band, anti—aliasing      445—446
Pixels, components      109—110
Pixels, gamma-corrected byte storage      80
Pixels, locations      33—34
Pixels, remapping      78
Pixels, replication      79
Pixels, sub-sampling      79
Pixels, unportable bits      81
Planar polygon, area      170
Point, distance to line      10—13
Point, generation equation      179
Point-triangle intersection      259—261
Polygon, area      5—6
Polygon, user-provided display routines, radiosity      295—298
Polyhedron, convex, ray intersection      247—250
Polyhedron, exact dihedral metrics      174—178
Polyhedron, regular      174—175
Polyhedron, volume      170—171
Polyline, circular arc      435—437
Polynomials, Horner's rule      420—421
Polynomials, symmetric evaluation      420—423
Prediction-correction coding      93—94
programming techniques      329—331
Programming techniques, equations, view correlation      182—183
Pseudo color, interpolation, PHIGS PLUS      140—141
Pseudo color, mapping, PHIGS PLUS      138—140
Pseudo-perspective      340—341
Pyramid geometry, rendering with iterated parameters      186—187
Quadratic spline, nonuniform      101—102
Quadtree-to-PCS      211—213
Quadtree/octree-to-bound.-conv. (Cont'd), PCS-to-boundary conversion      205
Quadtree/octree-to-bound.-conv. (Cont'd), PCS-to-Chain procedure      205—206
Quadtree/octree-to-bound.-conv. (Cont'd), quadtree-to-boundary conversion      211—213
Quadtree/octree-to-bound.-conv. (Cont'd), Quusdtree-o-PCS      211—213
Quadtree/octree-to-bound.-conv. (Cont'd), Top-Down      206—208 210
Quadtree/octree-to-boundary conversion      202—218
Quadtree/octree-to-boundary conversion, Bottom-Up      206 208—209
Quadtree/octree-to-boundary conversion, Octree-to-Boundary conversion      214—218
Quadtree/octree-to-boundary conversion, Octree-to-PCS      214—215
Quadtree/octree-to-boundary conversion, parallel connected stripes representation      203—204
Quadtrees      31
Quaternions      351—354
Quaternions, geometric construction interpolation of orientation      377—380
Radiosity      293—294
Radiosity, adaptive meshing, shadow boundary detection      311—315
Radiosity, advantage      295
Radiosity, by ray tracing      306—310
Radiosity, extensions      308—309
Radiosity, fast vertex update      303—305
Radiosity, form factors      295
Radiosity, hemi-cube algorithm, cubic tetrahedral adaptation      299—302
Radiosity, implementation      297—298
Radiosity, progressive      296—297
Radiosity, progressive refinement      306—307
Radiosity, ray-traced form factors      312—313
Radiosity, sending power with rays      307—308
Radiosity, user-provided polygon display routines      295—298
Random color map animation algorithm      134—137
Random rotation matrices      355—356
Random-number generator      136
Raster image, 90-degree rotation      86
Raster representation      111
Ray equation      180
Ray tagging, voxel-based ray tracing      264—266
Ray tracing      245—246
Ray tracing, avoiding incorrect shadow intersections      275—276
Ray tracing, body color model      277—282
Ray tracing, hierarchy traversal      267—272
Ray tracing, radiosity by      306—310
Ray tracing, ray-convex polyhedron intersection      247—250
Ray tracing, recursive shadow voxel cache      273—274
Ray tracing, shadow attenuation      283—289
Ray tracing, voxel-based      264—266
Ray, definition      248
Ray, intersection with elliptical torus      251—256
Ray-convex polyhedron intersection      247—250
Ray-object intersection tags      264—266
Ray-plane intersection      258—259
Ray-polyhedron test      247—250
Ray-triangle intersection, binary recursive subdivision      257—263
Ray-triangle intersection, constraints      257
Ray-triangle intersection, point-triangle intersection      259—261
Ray-triangle intersection, ray-plane intersection      258—259
Ray-triangle intersection, U, V computation      261—262
Rayleigh probability density function      106
Rayshade      186 188—190
Recursive shadow voxel cache      273—274
Reflection, wavelength-dependent      286—287
Refraction, wavelength-dependent      286—287
Remove Edge      198
Representative color      116
RGB triples, mapping      143—146
RGB values, gamma-corrected      157
RGB values, unencodable      147
RGB-to-YIO encoding      151
RMS error      104
Roberts's method      96
Rotation matrix, homogeneous      352
Rotation matrix, random      355—356
Rotation, data recovery from transformation matrix      326
Rotation, run-length encoded image data      86—88
Run-length encoding, adaptive      89—91
Scaling, data recovery from transformation matrix      327—328
Scanline coherent shape algebra      31—45
Scanline coherent shape algebra, algorithm      34—37
Scanline coherent shape algebra, applications      41—44
Scanline coherent shape algebra, background      31—32
Scanline coherent shape algebra, data structures      32—34
Scanline coherent shape algebra, difference      39—40
Scanline coherent shape algebra, improvements      44—45
Scanline coherent shape algebra, intersection      37
Scanline coherent shape algebra, union      38—39
Scanline coherent shape algebra, utility functions      40—41
Segment data structures      33—34
Serpentine raster pattern      67 69
SetWings      194—195
Shading rays, caching      268
Shading techniques, incremental and empirical      233—236
Shading tension      238
Shadow algorithm      284—285
Shadow attenuation      283—289
Shadow attenuation, naive scheme      283—284
Shadow attenuation, wavelength-dependent reflection and refraction      286—287
Shadow boundaries, detection, adaptive meshing in radiosity      311—315
Shadow boundaries, subdivision criteria      313—315
Shadow boundaries, visibility index      313
Shadow cache      273
Shadow generation, approximations      283
Shadow intersections, avoiding incorrect      275—276
Shadow object caching      268
Shadow voxel cache      273—274
Shape representations, stored as linked lists      32
Shape, algebra opcodes      36
Shape, decomposition      32
Shape, parameters      431 433
Shape-box routine      40—41
Sharpening filter      53—55
Shear      339—340
Shear, data recovery from transformation matrix      328—329
Shear, geometry      339
Small sparse matrix, classification      357—361
Smoothing      53—54
Snub disphenoid      178
Snub figures      177—178
Sobel and Prewitt operators      105
Solids, quasi-regular      174—175
Space packing lattices, crack prevention      174
Space-filling curves      3—4 27—28
Span, data structure      33
Span, processing      342—35
Sparse matrix, classification      357—361
Sparse matrix, classification, zero structures      357—358
Sparse matrix, multiplying a vector      360—361
Specular reflection      234
Sphere, moving on      172—173
SplitEdge      197—198
Square root algorithm      387—388
State, code generation      35
Stucki filter      69
Surface normal, torus, determination      256
Surface shading      234
Sutherland-Hodgman algorithm      220 231
Symmetric evaluation, polynomials      420—423
Synthetic actor      241
Television color encoding      147—158
Television color encoding, chrominance      150
Television color encoding, color reference frame      148
Television color encoding, component systems      154
Television color encoding, HDTV      154—155
Television color encoding, hot-pixel test      155—157
Television color encoding, IRE unites      152
Television color encoding, luminance-color difference space      147
Television color encoding, NTSC encoding basics      148—152
Television color encoding, PAL encoding      153—154
Television color encoding, unencodable RGB values      147
Tensor product      333—334
Tent filter      51—52
Tetrahedron, dihedrals      174—175
Three-dimensional geometry      169
Three-dimensional geometry, homogeneous clipping, triangle strips      219—231
Three-dimensional geometry, InterPhong shading      232—241
Three-dimensional geometry, moving on a sphere      172—173
Three-dimensional geometry, planar polygon, area      170
Three-dimensional geometry, polyhedra, exact dihedral metrics      174—178
Three-dimensional geometry, polyhedra, volume      170—171
Three-dimensional geometry, quadtree/octree-to-boundary conversion      202—218
Three-dimensional geometry, view correlation      181—190
Three-dimensional geometry, viewing geometry      179—180
Three-dimensional geometry, winged-edge model maintenance      191—201
Three-dimensional homogeneous clipping, against non-normalized clipping volume      224—225
Three-dimensional homogeneous clipping, algorithm study      220—223
Three-dimensional homogeneous clipping, data study      219—220
Three-dimensional homogeneous clipping, implementation      225—229
Three-dimensional homogeneous clipping, memory considerations      223—224
Three-dimensional homogeneous clipping, triangle strips      219—231
Threshold dithering      58—63
Thresholding matrix      57
Top-down      206—208 210
Torus, determining surface normal      256
Torus, efficient bounding      254—255
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