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                    | Dunn F., Parberry I. — 3D Math Primer for Graphics and Game Development |  
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                    | Предметный указатель |  
                    | | 3D Studio Max      21 343 360 AABB (axially aligned bounding box)      247—252
 AABB (axially aligned bounding box), computing      249
 AABB (axially aligned bounding box), intersection tests      (see Intersection)
 AABB (axially aligned bounding box), representing      248
 AABB (axially aligned bounding box), testing against view frustum      389
 AABB (axially aligned bounding box), transforming      251—252 304—305
 AABB3 class      (see classes)
 AABB3.cpp      302—315
 AABB3.h      300—302
 Absolute position      (see Position)
 Accessor functions      77
 acos      196 197
 Adaptive subdivision      393—395
 Addition of complex numbers      (see Complex numbers)
 Addition of vectors      (see Vector)
 Additive identity      47 48
 Additive inverse      48
 Affine transformation      101 122
 Algorithm running time      334 391 401
 Aliasing Euler angles      (see Euler angles)
 Alpha      376 383
 Alpha blending      383
 Alpha test      383
 Ambient color      366
 Ambient light, light source      361
 Ambient light, lighting contribution      366
 Angle, between vectors      59
 Angle, degrees and radians      409
 Angle-preserving transformation      122
 angles      409
 Angles, wrapping      158 196 197
 Angular displacement      (see Orientation)
 API      150
 API, delivering geometry to      375—377
 API, distribution of work      346
 Archimedes      24
 Area of circle, see sphere of parallelogram      63 258
 Area of parallelogram      63
 Area of rectangle      64
 Area of skew box      129
 Area of triangle      (see Triangle)
 Aristarchus      24
 Aristotle      24
 Array as vector      36
 ASIN      182
 Aspect ratio      350
 Assembly language      79
 atan      2 183
 Attenuation of light      (see Light attenuation)
 Axes, possible orientations in 2D      12
 Axes, possible orientations in 3D      19 20
 Axes, transforming      (see Transformations)
 Axes, usually perpendicular      11 15 16 31
 Axis, a line about which something rotates      106 162
 Axis, third axis in 3D      15
 Axis, used to define a coordinate space      11 31
 Axis-angle pair      162
 Backface culling      380—381 385
 Baiycentric coordinates      260—267 (see also Baiycentric)
 Baiycentric coordinates space computing in 2D      262
 Baiycentric coordinates space computing in 3D      263—267
 Baiycentric coordinates space, correspondence with Cartesian      260—262
 Baiycentric coordinates space, tessellate the plane      261
 Bank      154
 Basis vectors      93
 Basis vectors, rows of a matrix as      93 94
 Billboard, problems with averaging normals      329
 Binary space partition      (see BSP tree)
 Bits, size of data types      8
 Bivariate functions      240 417
 Blending, alpha      (see Alpha blending)
 Blinn specular lighting model      364
 Body space      (see Object space)
 Bounding box      (see AABB)
 Bounding volume      (see also Sphere AABB)
 Bounding volume, AABB vs. sphere      250
 Bounding volume, brute force      389
 Bounding volume, occlusion of      390
 Bounding volume, visibility tests      386—390
 BSP (binary space partition) tree      398—402
 BSP (binary space partition) tree, constructing      400—402
 BSP (binary space partition) tree, example      399—400
 BSP (binary space partition) tree, traversing      400
 Buffer, depth      (see Depth buffer)
 Buffer, frame      (see Frame buffer)
 Buffer, z-buffer      (see Depth buffer)
 C++      3
 Camera space      27—28 351 354
 Camera space in this book      19—20
 Camera space, Euler angles      (see Euler angles)
 Camera space, typeface      46
 Camera, specifying      (see View parameters)
 Canonical Euler angles      (see Euler angles)
 Canonical view volume      (see Clip space)
 Cardinal spline      177
 Cartesia      9—14 24 26
 Cartesian coordinate system      5 6 9—20
 Cartesian coordinate system, 2D      9—14
 Cartesian coordinate system, 3D      14—20
 Center of AABB      (see AABB)
 Center of circle/sphere      (see Sphere)
 Center of gravity, of triangle      267
 Center of projection      141—145
 Centroid      (see Center of gravity)
 Child coordinate space      (see Nested coordinate space)
 circle      246—247 (see also Sphere)
 Circle, circumscribed about triangle      (see Circumcenter)
 Circle, inscribed in triangle      (see Incenter)
 Circle, parametric form      240
 Circle, tangent to three lines      (see Incenter)
 Circle, through three points      (see Circumcenter)
 Circle, unit circle      53
 Circumcenter      268—269
 Circumference of circle/sphere      (see Sphere)
 Clamping, color      (see Color)
 Class, design      73—82 196
 Classes, AABB3      249 300—315
 Classes, EditTriMesh      336—343
 Classes, EulerAngles      199—205
 Classes, Matrix4x3      220—238
 Classes, Quaternion      205—215
 Classes, RotationMatrix      215—220
 Classes, Vector3      69—82
 Classical adjoint      130
 Clip matrix      355 378 387
 Clip plane      351 356 381—383 387
 Clip space      355 378
 Clipping, polygon      381—383 385
 Closed mesh      330
 Closest point on AABB      280—281
 Closest point on circle/sphere      280
 Closest point on parametric ray      278—279
 Closest point on plane      279
 Closest point tests      277—281
 Closest point to 2D implicit line      277—278
 Closest point to AABB      306
 Cofactor (of a matrix)      127
 Collision detection      281
 color space      (see Color)
 Color, math on      359
 Color, RGB model      359
 Color, space      359
 Column vector      (see Vector)
 complex numbers      160—162 (see also Quaternion)
 Complex numbers, addition, subtraction, and multiplication of      160
 Complex numbers, conjugate      161
 Complex numbers, rotation in 2D      161
 Complex polygon      (see Polygon)
 Computational geometry      1
 
 | Concave      (see Polygon) Conical spot light      (see Spot light conjugate)
 Const reference arguments      75
 Constraint      (see Redundancy)
 Constructor, avoiding redundant calls      80
 Constructor, no default initialization      77
 Continuous mathematics      7
 Convex      (see Polygon)
 Convex partitioning      (see Polygon)
 Coordinate space, camera      (see Camera space)
 Coordinate space, examples      25—29
 Coordinate space, inertial      (see Inertial space)
 Coordinate space, left vs. right-handed      16
 Coordinate space, object      (see Object space)
 Coordinate space, screen      (see Screen coordinate space)
 Coordinate space, specifying      31
 Coordinate space, transformations      (see Transformation)
 Coordinate space, which to use for lighting      379
 Coordinate space, world      (see World space)
 Coordinate spaces, multiple      23—25
 Copernicus, Nicholas      24
 Counting numbers      6
 Cross product, quaternion      165 166 210
 Cross product, vector      62 65 74
 Culling of backfacing polygons      (see Backface culling)
 da Vinci, Leonardo      13
 De Revolutionibus Orbium Coelestium      24
 Decimation of triangle mesh      (see Triangle mesh decimation)
 Degenerate triangles, topology problem      331
 Degenerate triangles, used to seam triangle strips      325
 Degenerate triangles, vertex welding sliver polygons      332—333
 DEGREES      409—410
 Degrees of freedom      (see also Redundancy)
 Degrees of freedom in parameterization of geometric primitive      (see Geometric primitives)
 Degrees of freedom, AABB vs. sphere      250
 Depth buffer      372 383 385 390
 Depth test      383
 Descartes. Rene      5 6
 Detaching faces      329 334—335
 Determinant (matrix)      125 236
 Determinant (matrix), classifying transformations      123 129
 Determinant (matrix), used to compute inverse      131
 Diagonal, elements of a matrix      84
 Diagonal, matrix      84
 Diameter of circle/sphere      (see Sphere)
 Difference, between points      57
 Difference, between quaternions      (see Quaternion diffuse)
 Difference, lighting contribution      365—366
 Diffuse color      366
 Dimension of matrix      (see Matrix)
 Dimension of vector      36
 Direction of vector      37
 Direction vs. orientation      (see Orientation)
 Directional light      360
 DirectX, clip matrix      357
 DirectX, discrete mathematics      7
 DirectX, flexible vertex format      376
 DirectX, row vectors in      91
 DirectX, vertex shaders      377
 Displacement vs. distance      36 38
 Displacement vs. position      (see Position)
 Displacement, vectors as a sequence of      (see Vector)
 Distance from point to plane      (see Plane)
 Distance vs. displacement      36 38
 Distance, between two points      57
 Distance, signed      13 14 15 244 256
 Division of a vector by a scalar      (see Vector)
 Domino effect during vertex welding      (see Vertex Welding)
 Doorway (in portal rendering)      403 404
 Dot product, quaternion      169 419
 Dot product, vector      58
 Double (data type)      8 73
 Double angle formula      (see Trig identities)
 Double buffering      372
 Duplicate vertices      (see Vertex)
 Dynamic intersection test      (see Intersection)
 Edge collapse      335
 EditTriMesh class      (see Classes)
 EditTriMesh.h      336—342
 Euler angles, advantages/disadvantages      156—158
 Euler angles, aliasing      156—158
 Euler angles, canonical      156—157 201
 Euler angles, class      (see Classes)
 Euler angles, conventions      153 155
 Euler angles, converting to/from matrix      180—185 203—205 218
 Euler angles, converting to/from quaternion      190—193 201—203 209-210
 Euler angles, definition      153
 Euler angles, implementing      (see Classes)
 Euler angles, interpolation problems      157—159
 Euler, Leonhard      153 162
 EulerAngles.cpp      200—205
 EulerAngles.h      198—199
 Euler’s equation for planar graphs      330
 Eye space      (see Camera space)
 Falloff, angle      361 367
 Falloff, distance      360—361 367
 Fanning      (see Polygon Triangle
 Far clip plane      351
 Field of view      (see Zoom)
 First law of computer graphics      8 19
 Fixed-point math      80
 Flat shading      370
 Flexible vertex format      376
 Float (data type)      8 73
 Floating point      8
 Floating-point coordinates      383
 Floating-point error      (see Matrix creep)
 floating-point math      80
 Focal distance      355
 Fog      368—370
 Fog, color      370
 Fog, density      369
 Foreshortening, perspective      (see Perspective projection)
 Fractions      7
 Frame buffer      350 372
 Function, mathematical      120
 Galilei, Galileo      24
 Gaussian elimination      131
 Geocentric universe      24
 Geometric primitives, AABB      (see AABB)
 Geometric primitives, circle      (see Circle)
 Geometric primitives, degrees of freedom in parameterization      241
 Geometric primitives, representation of      239—241
 Geometric primitives, sphere      (see Sphere)
 Gimbel lock      157—158
 Glassner, Andrew      329
 Global coordinate system      (see World space)
 Gloss map      363 379
 Glossiness in specular lighting      363—365
 Gouraud shading      330 371 378
 Gouraud shading, problems with averaged normals      329
 Gram — Schmidt orthogonalization      134
 Graph of rooms      404
 Graph planar      (see Planar graph)
 graphics pipeline      346—349
 Grid lines, in Cartesian coordinate space      11
 Grid, partitioning space using      392—393
 GS (Graphics Synthesizer)      (see Playstation II)
 Halfway vector used in Blinn specular model      364
 Hamilton, William      161
 Handedness of coordinate system      16—19
 Head of vector      (see Vector)
 Heading      153
 Heading vs. yaw      155
 Heading-pitch-bank      153
 Heliocentric universe      24
 Heron’s formula for triangle area      258
 Hierarchy of coordinate spaces      (see Nested coordinate space)
 Hierarchy, grouping objects for VSD      391
 Homogenous coordinates      136
 
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