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Glassner A.S. — Graphics gems (Vol. 1)
Glassner A.S. — Graphics gems (Vol. 1)



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Íàçâàíèå: Graphics gems (Vol. 1)

Àâòîð: Glassner A.S.

Àííîòàöèÿ:

"The GRAPHICS GEMS Series" was started in 1990 by Andrew Glassner. The vision and purpose of the Series was - and still is - to provide tips, techniques, and algorithms for graphics programmers. All of the gems are written by programmers who work in the field and are motivated by a common desire to share interesting ideas and tools with their colleagues. Each volume provides a new set of innovative solutions to a variety of programming problems.


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: 652

Äîáàâëåíà â êàòàëîã: 16.11.2005

Îïåðàöèè: Ïîëîæèòü íà ïîëêó | Ñêîïèðîâàòü ññûëêó äëÿ ôîðóìà | Ñêîïèðîâàòü ID
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Ïðåäìåòíûé óêàçàòåëü
1-to-1 pixel transforms      196—209
1-to-1 pixel transforms, color-map manipulation      270—274
1-to-1 pixel transforms, contrast enhancement transform      197—198 201—202 270—271 274
1-to-1 pixel transforms, gamma correction function      199 203—206 270 273
1-to-1 pixel transforms, null transform      196—197
1-to-1 pixel transforms, photo-inversion transform      196 198 270—271
1-to-1 pixel transforms, quantization transform      196—197 199 270 272
1-to-1 pixel transforms, sawtooth transform function      203 207—209
A-buffer      76
Active edge list      92—93
Addresses, precalculating      285—286
Adjoint matrices      538
Affine modeling transformations, normal vectors      539—542
Albers equal-area conic map projection      321—325
Alpha blending      210—211
Alpha buffer      218
Alpha compositing operators      211
Altitudes, triangles, intersection      22
Angles, encoding, bit patterns      442
Angles, sum and difference relations      16
Animation, double-framed order      265—266
Animation, recording      265—269
Anti-aliased lines, rendering      105—106
Anti-aliasing      37 see
Anti-aliasing filters      143
Anti-aliasing filters, common resampling tasks      147—165
Anti-aliasing filters, common resampling tasks, box filter      149
Anti-aliasing filters, common resampling tasks, choices of filters      148
Anti-aliasing filters, common resampling tasks, comparative frequency responses      161
Anti-aliasing filters, common resampling tasks, comparison of filters      151—152
Anti-aliasing filters, common resampling tasks, continuous, sampled, and discrete signals      147
Anti-aliasing filters, common resampling tasks, decimation with Lanczos2 sine function      160—161
Anti-aliasing filters, common resampling tasks, Gaussian $\frac{1}{\sqrt{2}}$ filter frequency response      164
Anti-aliasing filters, common resampling tasks, Gaussian 1/2 filter frequency response      163
Anti-aliasing filters, common resampling tasks, Gaussian filter      150—153
Anti-aliasing filters, common resampling tasks, half-phase filter frequency response      162—163
Anti-aliasing filters, common resampling tasks, interpolation and decimation      147—148
Anti-aliasing filters, common resampling tasks, interpolation by factor of two with Lanczos2 sinc function      158—159
Anti-aliasing filters, common resampling tasks, interpolation with Gaussian $\frac{1}{\sqrt{2}}$ filter      154—156
Anti-aliasing filters, common resampling tasks, interpolation with Gaussian 1/2 filter      152—154 156
Anti-aliasing filters, common resampling tasks, Lanczos-windowed sinc functions      156—158
Anti-aliasing filters, common resampling tasks, Lanczos2 sinc functions frequency response      164—165
Anti-aliasing filters, common resampling tasks, sinc function      156—157
Anti-aliasing filters, common resampling tasks, tent filter      149—150
Anti-aliasing filters, common resampling tasks, zero-phase filter frequency response      162
Anti-aliasing filters, cone plus cosine      145—146
Anti-aliasing filters, Gaussian filter      144—145
Anti-aliasing filters, minimizing bumpy sampling      144—146
Anti-aliasing, advanced, algorithm      194—195
Anti-aliasing, pixel      73
Anti-aliasing, polygon scan conversion      76—83
Area of intersection, circle and half-plane      38—39
Area of intersection, circle and thick line      40—42
Area of intersection, two circles      43—46
Area, triangles      20
Axes, transforming      456—459
Axis-aligned bounding boxes, transformation      548—550
Axis-amount representation, conversion with matrix      466—467
Azimuthal equal-area projection      317
Azimuthal equidistant projection      316—317
Azimuthal projections      314—317
Backface culling      346—347 544—545
Banding      263
Bernstein basis functions, integration      604—606
Bernstein polynomials      613—614
Bernstein — Bezier, equation conversion to      409—411
Beveling      107—113
Bezier curve-based root-finder      408—415
Bezier curve-based root-finder, bounding box      413—414
Bezier curve-based root-finder, conversion to Bernstein — Bezier form      409—411
Bezier curve-based root-finder, finding roots      411—415
Bezier curve-based root-finder, root-finding algorithm      412—413
Bezier curves      613—616 see
Bezier curves in terms of Bernstein polynomials      613—614
Bezier curves, de Casteljau Evaluation Algorithm      587—589
Bezier curves, differentiation      589—590
Bezier curves, fitting to digitized curve      616—624
Bezier curves, monomial evaluation algorithm      590—591
Bezier curves, notation      587
Bezier curves, properties      587—593
Bezier form from monomial form      591—592
Bezier form to monomial form      592—593
Bezier form, conversion      609—611
Binary order, animation recording      266—269
Bisection, Sturm sequences      420—421
BitBlt, generalized, algorithm      193—194
Bits, conversion with digits      435
Bits, interleaving, quad-and octrees      443—447
Bits, patterns, encoding angles      442
Bounding box, axis-aligned, transformation      548—550
Bounding box, fifth-degree polynomial      413—414
Bounding sphere      301—303
box      326
Box filter      149 180
Box, intersection with ray, fast      395—396
Box-sphere intersection testing      335—339
Branching      558—561
Bresenham’s algorithm      101
Bresenham’s algorithm, spheres-to-voxels conversion      327—329
Bresenham’s Line Algorithm      105—106
Bumpy sampling, anti-aliasing filters that minimize      144—146
Canonical fill algorithm      279
Cardano’s Formula      405
Cartesian color cubes      254—255
Cartesian products, color pixels      254—256
Cartesian products, color pixels, extensions      256
Cartesian triple, factoring into      255—256
Cartography      see Digital cartography
Cell occupancy, for different grid sizes      262
Center of gravity, triangles      20—21
Central projection      315
Change matrix, interation      468—469
Channel, frame buffer      217—218
Chord-length parameterization      617 621
Circle, 2D      4—5
Circle, area of intersection, two circles      43—46
Circle, area of intersection, with half-plane      38—39
Circle, area of intersection, with thick line      40—42
Circle, Bresenham’s algorithm      327—329
Circle, drawing, shear algorithm      192—193
Circle, integral radius, on integral lattices      57—60
Circle, intersection, with line, 2D      5—6
Circle, intersection, with rectangle, fast checking      51—53
Circle, tangent line, 2D      5
Circle, tangent line, perpendicular to line      8—9
Circle, tangent line, to two circles, 2D      7—8
Circumcenter, triangles      20—23
Circumradius, triangles      20—23
Class numbers      115—116
Clipping, 2D      see Two-dimensional clipping
Clipping, generic convex polygons      84—86
Closed loops, cubic spline interpolation formulas      580—582
Color cube      233—234 254—255
Color map      216—218
Color map, manipulation, 1-to-l pixel transforms      270—274
Color pixels, Cartesian products      254—256
Color quantization      see Octree quantization
Color solid, four-bit      235—236
Color table, filling      290—291
Complexity analysis, RGB triples      244
Computational cost, jitter generation      67—68
Concave polygon scan conversion      87—91
Cone plus cosine      145—146
Cone-ellipsoid intersection      321—322
Constants, full precision      434
Continuity conditions, cubic Bezier curves      615—616
Continuous image      246
Continuous signals      147
Contour data, defining surfaces from      558—561
Contours, defining      554
Contours, swept      562—564
Contrast enhancement transform      197—198 201—202 270—271 274
Convex decompositions, polygons      97
Coordinate frames      522—532
Coordinate frames, matrix representation      524
Coordinate frames, problem solving examples      527—532
Coordinate frames, vectors and points      522—523 526
Coordinate Rotation Digital Computer      see CORDIC
Coordinates, homogeneous and nonhomogeneous      523
CORDIC, vector rotation      494—497
Corner value      553—554
Cosine in exponentials      15
Cosine, angles between lines      2D 11
Cramer’s Rule      538
Cross product, matrix      473
Cross-section, positioning and orienting      570
Cubic Bezier curves      579 614
Cubic Bezier curves, continuity conditions      615—616
Cubic Bezier curves, forward differencing      600—601 603
Cubic curves, planar      575—578
Cubic roots      404—407
Cubic spline interpolation formulas      579—584
Cubic spline interpolation formulas, closed loops      580—582
Cubic spline interpolation formulas, open curves      582—583
Cuboctahedron      237
Culling, backface      346—347 544—545
Curvature vector      568
Curves, fitting      see Digitized curve fitting
Curves, open, cubic spline interpolation formulas      582—583
Cylinder with changing cross-sections      570—571
Cylinder, generalized, reference frames      567
Cylindrical equal area      318—319
Cylindrical equirectangluar map      310
Cylindrical maps      310—311
Data value      30
Databases, direct charting      309—310
DDA algorithm      595
de Casteljau Evaluation Algorithm      587—589 604—605
Decimation      148
Decimation, by two, frequency response, half-phase filters      162—163
Decimation, by two, frequency response, Lanczos2 sine functions      164—165
Decimation, by two, frequency response, zero-phase filters      162
Decimation, Gaussian $\frac{1}{\sqrt{2}}$ filter, frequency response      164
Decimation, Gaussian 1/2 filter, frequency response      163
Decimation, Lanczos2 sine functions, frequency response      164—165
Decimation, Lanczos2 sine functions, frequency response by factor of four      161
Decimation, Lanczos2 sine functions, frequency response by factor of three      160
Decimation, Lanczos2 sine functions, frequency response by factor of two      158—159
Del operator      594—595 598
DeMoivre’s Theorem      15
Depth buffer      218
Depth cuing      365
Differentiation algorithm, Bezier curves      589—590
Digital cartography      307—320
Digital cartography, azimuthal projections      314—317
Digital cartography, cylindrical equal area      318—319
Digital cartography, cylindrical equirectangluar map      310
Digital cartography, cylindrical maps      310—311
Digital cartography, direct charting of databases      309—310
Digital cartography, first principles      308—309
Digital cartography, general projections      318
Digital cartography, Mercator projection      311—313
Digital cartography, orthographic projection      309 316
Digital cartography, practical application      319—320
Digital cartography, projection properties      307—308
Digital cartography, Sanson — Flamsteed sinusoidal projection      312—314
Digital cartography, spherical coordinate transformation      317—318
Digital dissolve effect      221—232
Digital dissolve effect, case study      229—231
Digital dissolve effect, faster mapping      227—228
Digital dissolve effect, first attempt      223—224
Digital dissolve effect, further research      231—232
Digital dissolve effect, optimizations      230—231
Digital dissolve effect, randomly traversing 2D array      221—222
Digital dissolve effect, scrambling integers      222—223
Digital line drawing      99—100
Digitized curve fitting, automatic, algorithm      612—626
Digitized curve fitting, automatic, algorithm, chord-length parameterization      617 621
Digitized curve fitting, automatic, algorithm, implementation notes      624—625
Digitized curve fitting, automatic, algorithm, Newton — Raphson iteration      621—623
Digitized curve fitting, automatic, algorithm, scalar curves      616
Digits, conversion with bits      435
Direction ratios      456—457
Discrete image      246
Discrete signals      147
Discriminator      101
Dissolve algorithm      225—227
Distance measures, approximate vector length      429
Distance measures, equations of unit distance      428
Distance measures, fast approximation to 3D Euclidian distance      432—433
Distance measures, fast approximation to hypotenuse      427
Distance measures, full-precision constants      434
Distance measures, high speed, low precision square root      424—426
Distance variable      105
Distance, approximate      423
Dithering matrix      177
Dithering, ordered      176—178
Dot products, direct algorithm      351—352 359
Dot products, directing vectors      348
Dot products, for shading      348—360
Dot products, new algorithm      351—352 359—360
Dot products, reflection of light      349—352
Dot products, refraction      353—354
Dot products, Snell’s law      353—354
Double speed Bresenham’s      101—102
Double-angle relations      17
Double-framed order      265—266
Dual solids      236—237
Dymaxion gnomonic projection      316
Ellipsoid, box-sphere intersection testing, generalizing      338—339
Ellipsoid, intersection with cone      321—322
Embedding plane, intersection with ray      390—391
Enlargement, monochrome images, smoothing      166—170
Euclidian distance, 3D, fast approximation      432—433
Factorial polynomials      595—596
Fast fill algorithm, precalculating addresses      285—286
Fast lines, Hobby’s polygonal pens      114—117
Fast lines, rendering on raster grid      114—120
Fast lines, software implementation      117—120
Fat lines, rendering on raster grid      114—120
Fermat primes      18
Fill algorithms      278—284
Fill algorithms, canonical      279
Fill algorithms, optimal      281—282
Fill algorithms, processing shadows      280—281
Filter windows      194—195
First fundamental matrix      543—544
Fixed—point trigonometry, CORDIC      494—497
Fog, simulating      364—365
Font rendering, three-pass algorithm      193
Forms, differences with vectors      533—535
Forms, triangular interpolants      535—538
Forward differencing      594—603
Forward differencing, Bezier cubics implementation      603
Forward differencing, DDA algorithm      595
Forward differencing, Del operator      594—595 598
Forward differencing, factorial polynomials      595—596
Forward differencing, locally circular assumption      599—600
Forward differencing, Newton’s formula      596—598
Forward differencing, step size determination      599—601
Forward differencing, subdividing      601—603
Frame buffer      215—216
Frame buffer, associated color map      217
Frame buffer, fill algorithms      278—284
Frame buffer, plane      217—218
Frenet frame      567—568
Full-precision constants      434
Gamma correction function      199 203—206 270 273
Gaussian $\frac{1}{\sqrt{2}}$ filter, frequency response      164
Gaussian $\frac{1}{\sqrt{2}}$ filter, interpolation      154—156
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