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Àâòîðèçàöèÿ |
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Ïîèñê ïî óêàçàòåëÿì |
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Glassner A.S. — Graphics gems (Vol. 1) |
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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 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 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 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 filter, frequency response 164
Gaussian filter, interpolation 154—156
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