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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
Quaternion, conjugate      164 214
Quaternion, converting to/from Euler angles      (see Euler angles)
Quaternion, converting to/from matrix      185—189 218—219 230
Quaternion, cross product      (see Cross product)
Quaternion, dot product      (see Dot product)
Quaternion, exponential      170
Quaternion, exponentiation      171 214—215
Quaternion, geometric interpretation      162
Quaternion, identity      (see Identity)
Quaternion, magnitude      (see Magnitude)
Quaternion, multiplication by scalar      170
Quaternion, negation      163
Quaternion, notation      160
Quaternion, squad      177—178
Quaternion, unit quaternion      164
RADIANS      409—410
Radius of AABB      (see AABB)
Radius of circle/sphere      (see Circle Sphere)
Rasterization      383
Rational numbers      7
Ray      241—245
Ray as moving point      281
Ray, intersection      (see Intersection)
Ray, parametric form      242
Ray, representation methods      242—245
Ray, skew      283
Ray, two points form      242
Raytrace      (see Intersection)
Raytracing, quadtree      395—398
Real numbers      6 7
Rectangular spot light      (see Spot light)
Redundancy by using negative scale      112 118
Redundancy in barycentric coordinates      262
Redundancy in matrices      (see Matrix)
Redundancy in parameterization of geometric primitive      (see Geometric primitives reflection)
Redundancy, matrix      118 233—235
Redundancy, specular      (see Specular lighting contribution two)
Reflection vector, used in Phong specular model      362—363
Reflections is same as a rotation      118
Reflex vertex      (see Polygon Convex
retina      142
RGB color model      (see Color)
Right-hand rule      17 107
Right-handed coordinate space      16
Rigid body transformation      123
Rise      (see Slope-intercept)
ROLL      (see Bank)
Roll-pitch-yaw      155
Room (in portal rendering)      403 404
Root node of a tree      393 399—400
Rotation class      (see Classes)
Rotation vs. orientation      (see Orientation which way is positive)
Rotation, between object and inertial space      28
Rotation, complex numbers in 2D      (see Complex numbers in 2D about the origin)
Rotation, complex numbers in 3D about arbitrary axis      109
Rotation, complex numbers in 3D about cardinal axis      108
Row vector      (see Vector)
Run      (see Slope-intercept)
Sand — Reckoner      24
scalar      36
Scalar variables, typeface used for      46
Scale in arbitrary direction      113 231
Scale, along cardinal axes      112 230
Scale, transformation matrix      112—115
Scale, uniform vs. non-uniform      112
Scale, vector      (see Vector multiplication)
Scissoring      383
Screen coordinate space      12 16
Screen space mapping from clip space to      358
Self-intersecting polygon      (see Polygon)
Semiperimeter of a triangle      258
Shading Gouraud      (see Gouraud)
Shading Phong      (see Phong)
Shading pixel      (see Pixel)
Shading, comparison of interpolation methods      370—371
Shading, flat      (see Flat)
shearing      118 231—232
Sheep, animating      30 31
Sheep, dead      6
Shininess      (see Glossiness in specular lighting Specular
Shoemake, Ken      188
Short (data type)      8
Sigma notation      409
Simple polygon      (see Polygon)
Singular matrix      (see Matrix)
Skew box      96 129
Skew rays      (see Ray)
Skew transformation      (see Shearing)
Slerp      173—177 212—214
Sliver triangles, caused by fanning      275
Sliver triangles, collapse after vertex welding      332—333
Slope-intercept, representation of 2D line      243
Space partitioning techniques      390—402
Specular color      363
Specular lighting contribution      362—365
Specular map      (see Gloss map)
Sphere      246—247 (see also Circle)
Sphere, implicit form      239—240 247
Sphere, testing against view frustum      389
Sphere, unit sphere      53
Spherical fog      (see Fog)
Spherical light      (see Point light)
Spherical linear interpolation      (see Slerp)
Spline, quaternion      (see Quaternion)
Squad spot light      361
Square matrices      (see Matrix)
Standard position, drawing an angle in      411
Static intersection test      (see Intersection tests)
Strip      (see Triangle strip)
Stripe      325
Stripification      (see Triangle strip)
Subscript notation      (see Notation)
Suggested reading      407
Summation notation      409
Surface area of sphere      (see Sphere)
Surface normal      (see also Normal)
Surface normal, used in lighting equation      362
Sutherland — Hodgman polygon clipping      381
Syntax, overloaded operators      73
Syntax, weird syntax caused by member functions      76
T&L (transformation and lighting)      377—379
Tail of vector      (see Vector temporary)
Texture mapping      373—374
Texture mapping, coordinates      328 373
Theory of relativity      41
Topology of triangle mesh      330—331
Trace (matrix)      187
Transform, model      (see Model transform)
Transform, view      (see View transform
Transformation      331
Transformation, AABB      (see AABB)
Transposition      85
triangle      257—269
Triangle mesh      319—343
Triangle rule for vector addition/subtraction      55
Triangle stri      323—327
Triangle, area      258—260
Triangulation      (see Polygon trig)
Trig identities      413—414
Triple product      62 126 127
Tripod formed by      3
Trivial accept      389
Trivial rejection      (see VSD)
Typeface conventions      (see Conventions)
Uniform scale      (see Scale)
Unit circle      410 (see also Circle)
Unit quaternion      (see Quaternion)
Unit sphere      (see Sphere)
Unit vector      (see Normal angle)
Univariate Functions      240
utilities, math      (see Math utilities)
V-intercept      (see Slope-intercept)
Variables      46
Variables vs. point      40 41 57 78 139 149
Variables vs. scalar      36
Variables, typeface used for      46
Vector as a matrix      85
Vector from one point to another      57
Vector processing unit      79
Vector, addition and subtraction      54
Vector, angle between      59
Vector, direction      (see Direction)
Vector, geometric interpretation      37
Vector, head and tail      37 64 65
Vector, magnitude      (see Magnitude)
Vector, mathematical definition      36
Vector, multiplication by matrix      (see Matrix)
Vector, multiplication/division by scalar      51
Vector, negation      (see Negation)
Vector, normal      (see Normal)
Vector, notation      36
Vector, row vs. column      36 85 89 90
Vector, sequence of displacements      39 56 92
Vector, specifying      38
Vector, transposition      (see Transposition)
Velocity      36 38
Vertex, caching      323
Vertex, convex vs. concave shaders      377
Vertex, duplicate      330
Vertex, formats      376—377
Vertex, isolated      330 332
Vertex, lighting      378—379
Vertex, normal      (see Normals)
Vertex, order      253—256 257 269 271 274 320—321 329 381
Vertex, reflex      (see Polygon)
Vertex, split      335
Vertex, triangle mesh      320
Vertex, welding      329 331—334
View frustum      351 381
View frustum, testing bounding volume against      387—389
View transform from world to camera space      354 378
View volume      (see View)
virtual functions      77
Visibility      (see VSD)
Visible surface determination      (see VSD)
Volume of sphere      (see sphere
VSD (visible surface determination)      385—406
Web page      2
Welding vertices      (see Vertex)
Window, rendering      (see View parameters)
Winged edge model      322
Woo, Andrew      297
World space      24—26 354
WrapPi      (see Angles Wrapping)
Wrapping angles      (see Angles Wrapping)
Yaw      (see Heading)
Z-checking      390
Zero      (see Zero vector)
Zero vector      47
Zero vector, cannot be normalized      53
Zero vector, global constant variable      78
Zero vector, interpreted by cross product      64
Zero vector, interpreted by dot product      60
Zero vector, not affected by linear transformation      97 121
Zero, invention of      6
Zoom      351
Zoom, converting between field of view and      352
Zoom, inserting into the clip matrix      357 428
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