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Dunn F., Parberry I. — 3D Math Primer for Graphics and Game Development
Dunn F., Parberry I. — 3D Math Primer for Graphics and Game Development



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Название: 3D Math Primer for Graphics and Game Development

Авторы: Dunn F., Parberry I.

Аннотация:

3D Math Primer for Graphics and Game Development covers fundamental 3D math concepts that are especially useful for computer game developers and programmers. The authors discuss the mathematical theory in detail and then provide the geometric interpretation necessary to make 3D math intuitive. Working C++ classes illustrate how to put the techniques into practice, and exercises at the end of each chapter help reinforce the concepts.


Язык: en

Рубрика: Computer science/Обработка изображений/

Статус предметного указателя: Готов указатель с номерами страниц

ed2k: ed2k stats

Год издания: 2002

Количество страниц: 428

Добавлена в каталог: 16.11.2005

Операции: Положить на полку | Скопировать ссылку для форума | Скопировать ID
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Предметный указатель
Homogenous matrices, general      135
Homogenous matrix, general affine transformations      140
Homogenous matrix, projection      140
Homogenous matrix, translation      137
Hoppe, Hugues      335—336
Hotspot of specular highlight      363
Hotspot of spot light      361
Hotspot, falloff      367
ID math      6—8
Identities, concerning determinants      128
Identities, concerning matrix inverse      131
Identities, concerning matrix multiplication      89 90
Identities, concerning quaternions      166 167
Identities, concerning transposition      86
Identities, concerning vectors      65 90
Identities, trig      257—258 (see also Trig identities)
Identity matrix      85 88 218 225
Identity quaternions      163 208
Illumination      (see Lighting)
imaginary numbers      (see Complex numbers)
Implicit form, for circle/sphere      (see Sphere)
Implicit form, for representing geometric primitive      239—240
Incenter of triangle      267—268
Indexed triangle mesh      320—322
Inertial space      28—29
infinity      6—7
Information hiding      77
Initialization, lack of default initialization      77
Inner product      (see Dot product)
Int (data type)      8
Integers      7
Interpolation of AABB and plane      285 310—312
Interpolation of Euler angles      (see Euler angles)
Interpolation of implicit lines in 2D      282
Interpolation of quaternions      (see Slerp intersection)
Interpolation of ray and AABB      297 307—309
Interpolation of ray and circle/sphere      287—288
Interpolation of ray and plane      284
Interpolation of sphere and AABB      291 307
Interpolation of three planes      286
Interpolation of two AABBs      297—299 312—315
Interpolation of two circles/spheres      288—291
Interpolation of two rays in 3D      283
Interpolation with view frustum      (see View frustum clipping)
Interpolation, linear      (see Linear interpolation)
Interpolation, static vs. dynamic      281
Interpolation, tests      281—300
Inverse matrix      130 151 236—237
Inverse matrix of orthogonal matrix      132
Invertible matrices      (see Inverse matrix)
Invertible transformations      122
Isolated vertices      (see Topology of triangle mesh)
Lambert’s law for diffuse reflection      366
Latitude      25
Law of Cosines      (see Identities trig)
Law of Sines      (see Identities trig)
Left-hand rule      17 106
Left-hand rule for ordering vertices      (see vertex order)
Left-handed coordinate space      16
Length of vector      (see Magnitude)
Lerp      (see Linear interpolation)
Level of detail      (see LOD)
Light attenuation      366—367
Light sources      360—361
Light sources, ambient      (see Ambient light)
Light sources, directional      (see Directional light)
Light sources, omni      (see Point light)
Light sources, point      (see Point light)
lighting      358—371
Lighting equation      361 367—368 378—379
Lighting model      (see also Lighting equation)
Lighting model, local      358 368
Lighting model, standard      358 361 368
Lighting, stored at the vertex level      330
Line      (see also Ray)
Line, 2D representations      243—245
Line, segment      (see Ray)
Linear algebra      46
Linear algebra, identities      (see Identities)
Linear fog      (see Fog)
Linear interpolation      157 173 367 369
Linear running time      (see Algorithm running time)
Linear transformation      91 121
Linear transformation, does not contain translation      97 101 121 137 140
Location, specifying in 2D      13 14
Location, specifying in 3D      15 16
LOD (level of detail)      336 375
Logarithmic running time      (see Algorithm running time)
longitude      25
Loose quadtrees      (see Quadtree)
Magnitude of a complex number      160
Magnitude of a vector      37
Magnitude, quaternion      163 166
Magnitude, vector, computing      49
Magnitude, vectors with a given magnitude      47
Malformed      151
Malformed, redundancy      151
Manifold      330
Mapping      120
Mapping texture      (see Texture mapping)
material      362
math utilities      196—198
MathUtil.cpp      197—198
MathUtil.h      196—197
Matrix      4 3
Matrix chain problem      89
Matrix creep      134 152 179
Matrix form (for orientation), advantages/disadvantages      150—151
Matrix form (for orientation), converting to/from Euler angles      (see Euler angles)
Matrix form (for orientation), converting to/from quaternion      (see Quaternion)
Matrix, class      (see Classes)
Matrix, classical adjoint      (see classical adjoint)
Matrix, cofactor      (see Cofactor)
Matrix, concatenation of transformations      119
Matrix, cpp      224—238
Matrix, definition      83
Matrix, determinant      (see Determinant)
Matrix, diagonal      84
Matrix, dimensions and notation      83
Matrix, homogenous      (see Homogenous matrix)
Matrix, identity      (see Identity matrix)
Matrix, implementing      (see Classes)
Matrix, inverse      (see Inverse matrix)
Matrix, invertible      (see Inverse matrix)
Matrix, linear algebra identities      (see Identities mathematical)
Matrix, minor      (see Minor)
Matrix, multiplication by scalar      86
Matrix, multiplication does linear transformation      91 93
Matrix, multiplication of two matrices      86 151 235—236
Matrix, multiplication of vector and matrix      89 235
Matrix, orthogonal      122 132
Matrix, representing angular displacement      149—152
Matrix, representing orientation using      (see Matrix form)
Matrix, singular vs. non-singular      122 130
Matrix, square      84
Matrix, trace      (see Trace)
Matrix, transposition      (see Transposition)
Matrix, variables, typeface used for      46
Matrix, visualizing      93—97
Member functions vs. nonmember      75
Memory, used by Euler angles      156
Memory, used by matrices      151
mesh      (see Triangle mesh)
Minor (of a matrix)      127
Mirroring      (see Reflection)
Model transform from object to world space      354 378
Modeling space      (see Object space)
Moller, Thomas      297
Multiplication of complex numbers      (see Complex numbers)
Natural numbers      6
Near clip plane      351
Negation, quaternion      (see Quaternion)
Negation, vector      48 52
negative numbers      7
Nested coordinate space      30 31
Non-uniform scale      (see Scale)
Norm of vector      (see Magnitude)
normal      53
Normal, best fit      (see Plane in triangle meshes)
Normalizing a vector      53
Normalizing to plane      (see Plane)
Normalizing to polygon      (see Polygon)
Normalizing, averaging      329—330
Normalizing, color      (see Color)
Normalizing, determinant      (see Determinant)
Normalizing, notation      (see also Conventions)
Normalizing, triangulation to triangle      (see Triangle normals)
Normalizing, vertex      328—329
Notation      (see Algorithm running time)
OBB (oriented bounding box)      247
Object space      26—27 354
Occlusion of a bounding volume      390
Occlusion of a single pixel      386
Occlusion, high level techniques      402—406
Octree      393—398
Omni Light      (see Point light)
On the Heavens and Physics      24
Onto arbitrary line of plane      117
Onto cardinal axis or plane      116
Opacity      (see Alpha open edge)
OpenGL, clip matrix      357
OpenGL, column vectors in      91
Operator overloading      73 74
Operator precedence, cross product      62
Operator precedence, dot product      58 62
Optimization of vector code      78
Order in 3D      147—193
Order of the axes in 2D      12
Order of vertices      (see Vertex)
Order vs. angular displacement      149 215
Order vs. direction      148
Order vs. rotation      149
Order, comparison of representation methods      179—180
Order, converting between representation methods      180—192
Order, orientation      148
Oriented bounding box      (see OBB)
Origin of the universe      24
Origin, used to define a coordinate space      11 31
Orthogonal basis      134
Orthogonal matrix      (see Matrix)
Orthogonal transformations      122
Orthogonalizing a matrix      134
Orthographic projection by using zero scale      112 117
Orthographic projection, implementation      232—233
Orthonormal basis      134
Outcode      387—389
Outer product      (see Cross product)
Output window      349 358
Overview of the graphics pipeline      (see Graphics pipeline)
Page flipping      372
parallel      (see Orthographic projection)
Parallel lines and linear transformations      121
Parallel projection      (see Orthographic projection)
Parallel, portion of vector      61
Parallel, vectors      60 63
Parallelepiped      129
Parallelogram      129
Parametric for representing geometric primitives      240
Parametric for representing rays      (see Ray)
Parametric point of intersection      (see Intersection)
Parent coordinate space      (see Nested coordinate space)
Perimeter of triangle      258
Perpendicular, axis      (see axis Bisector)
Perpendicular, cross product yields perpendicular vector      63
Perpendicular, portion of vector      61
Perpendicular, vectors      60 63
Perspective      (see Perspective projection)
Perspective projection      141—142
Perspective projection from camera to screen space      355—358
Phong exponent      (see Glossiness in specular lighting)
Phong shading      370 378
Phong specular lighting model      362—363
PI      7 8 196 247 410
Pigeonholing      392
Pinhole camera      142—145
Pitch      154
Pivoting      131
Pixel, aspect ratio      (see Aspect ratio)
Pixel, shading      383
Pixel, size of      350
Pixel, tests      383
Planar graph      330
Plane      252—256
Plane equation      (see Plane implicit
Plane, best fit      254—256
Plane, definition using three points      253
Plane, distance to point      256
Plane, front and back side      253
Plane, implicit definition      252—253
Plane, intersection tests      (see Intersection)
Playstation II      326 336
Point light      360
Point of concavity      (see Polygon separate class)
Point, closest      (see Closest)
Points at infinity      136 139
Points vs. vector      (see Vector)
Points, homogenous      136
Points, locating in 2D      13 14
Points, locating in 3D      15 16
Points, notation      14
Polar coordinates      25 148
Polygon      269—275
Polygon, convex vs. concave      271—274
Polygon, fanning      274—275
Polygon, self-intersecting      270
Polygon, simple vs. complex      269—270
Polygon, triangulation      274—275
Portal techniques      403—406
POSITION      (see also Points Locating)
Position vs. displacement      38
Position, relative vs. absolute      25 26 38 41
Potentially visible set      (see PVS)
Precedence precision, floating-point      73
Precedence, operator      (see Operator)
Primitives private class members      77
Primitives, geometric      (see Geometric)
Procedural modeling      375
PRODUCT      (see Cross product vector dot)
Product of scalar and vector      (see Vector)
Progressive mesh      336 375
Projected light map      361 363
Projecting one vector onto another      61 110 113
projection plane      141—145
Projection, orthographic      (see Orthographic projection)
Projector      141
Proper transformation      (see Rigid body transformation)
Public class members      77
PVS (potentially visible set)      402—403
Pyramid spot light      (see Spot light)
Pythagorean Theorem      50 287
Quadratic formula      290
Quadratic running time      (see Algorithm running time)
Quadtree      393—398
Quadtree, loose      398
Quatemion.cpp      207—215
Quatemion.h      205—207
Quaternion as a complex number      160—162
Quaternion as an axis angle pair      162
Quaternion implementing      (see Classes)
Quaternion, advantages/disadvantages      178
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