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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
Gaussian 1/2 filter, frequency response      163
Gaussian 1/2 filter, interpolation      152—154 156
Gaussian filter      144—145 150—153
General direction ratios      457
Geodesies      315
Geometric continuity      615—616
Gnomonic projection      315
Gnomonic projection, n-gon      18
Gouraud shading      84
Graph labels, nice numbers      61—63
Gray interior points      244
Half-angle relations      16
Half-phase filters, frequency response, decimation by two      162
Half-plane, area of intersection, with circle      38—39
Half-space testing      240—241
Hardware, scrambling integers in      222—223
Hashing function, 3D grid      343—345
Haze, simulating      364—365
Hexagonal construction      238
Hobby’s polygonal pens      114—117
Hollow objects, box-sphere intersection testing      337—338
Homogeneous coordinates      523
HSL Saturation      449
HSL-to-RGB transform, fast      448—449
HSV Saturation      448
Hue Saturation Value      239—240
Hypotenuse, fast approximation      427—431
Hypotenuse, fast approximation, derivation      427—429
Hypotenuse, fast approximation, error analysis      429—431
Hypotenuse, triangles      57—59
Identity, matrix      473
In center, triangles      20—21
In radius, triangles      20—21
Integers, scrambling      222—223
Interpolation      148
Interpolation by factor of two, Lanczos2 sine function      158—159
Interpolation coefficients, closed loops      581
Interpolation coefficients, open curves      583
Interpolation formulas, cubic spline      579—584
Interpolation, Gaussian $\frac{1}{\sqrt{2}}$ filter      154—156
Interpolation, Gaussian 1/2 filter      152—154 156
Interpolation, Gaussian filter      150—153
Interpolation, tent filter      149—150
Isotropic transformations, normal vector      542
Iteration, rotation tools      468
Jitter function using look-up tables      65—67
Jitter function, use in ray tracing      72—74
Jitter, generation      64—74
Jitter, generation, computational cost      67—68
Jitter, generation, error analysis      72
Jitter, generation, sampling properties evaluation      69—72
Lanczos-windowed sine functions      156—158
Lanczos2 sinc function, decimation      160—161
Lanczos2 sinc function, frequency response      164—165
Lanczos2 sinc function, interpolation by factor of two      158—159
Lattice, integral, integral radius circle on      57—60
Law of Cosines      13
Law of Sines      13
Law of tangents      13
Level set      552
line drawing      98
Line drawing, anti-aliasing lines      105—106
Line drawing, digital      99—100
Line drawing, fat lines on raster grid      114—120
Line drawing, filling in bevel joints      107—113
Line drawing, symmetric double step line algorithm      101—104
Line drawing, two-dimensional clipping      121—128
Line structures, 2D      3—4
Line, area of intersection, thick, with circle      40—42
Line, distance to point      10
Line, intersection, 3D      304
Line, intersection, calculation, polygons      128
Line, intersection, point of, 2D      11
Line, intersection, with circle      5—6
Line, tangent, to circle      5
Line, tangent, to circle and perpendicular to line      8—9
Line, tangent, to two circles      7—8
Line, vertical distance to point      47—48
Line-edge intersections, uniform grid      29—36
Linear congruential generators      67
Linear feedback shift register      222
Locally circular assumption      599—600
Look-up table, nonlinear pixel mappings      253
Manhattan distance      432
Mapping      see Digital Cartography
Mapping, 3D      306
Mapping, nonlinear pixels      251—253
Mapping, original colors onto representatives      291
Maps, cylindrical      310—311
Matrix identities      453—454
Matrix inversion      470—471
Matrix multiplication, fast      460—461
Matrix orthogonalization      464
Median cut algorithm      288
Median filtering      171—172
Median finding, $3\times3$ grid      171—175
Median finding, element exchange      172—175
Median finding, minmax      173—174
Mercator projection      311—313
Meridians      310—311
Metric properties, transformations      543—544
Metric tensor      543—544
Mirror image, transformation matrices      474
Modeling, affine transformations      539—542
Modified cylindrical equidistant projection      311
Mollweide’s Formula      13
Monochrome enlargements, pattern within rules      169
Monochrome enlargements, rules      166—167
Monochrome enlargements, smoothing      166—170
Monomial evaluation algorithm, Bezier curves      590—591
Monomial form, conversion, from Bezier form      592—593
Monomial form, conversion, to Bezier form      591—592
Multidimensional sum tables      376—381
Multidimensional sum tables, d-dimensional      380—381
Multidimensional sum tables, three-dimensional      378—380
Multidimensional sum tables, two-dimensional      376—377
Multiple-angle relations      17
Nearest-point-on-curve problem      607—611
Nearest-point-on-curve problem, Bezier form conversion      609—611
Nearest-point-on-curve problem, problem statement      608—609
Nesting      467—468
Newton — Raphson iteration, digitized curve fitting      621—623
Newton’s formula      14 596—598
Nice numbers, for graph labels      61—63
Nolid      238
Nonhomogeneous coordinates      523
Nonlinear pixel mappings      251—253
Normal buffer      257—258
Normal coding      257—264
Normal coding, encoding methods      258—263
Normal coding, encoding methods, improving      263—264
Normal coding, encoding methods, index number      260
Normal coding, encoding methods, principles      258—259
Normal coding, normal buffer      257—258
Normal map      260
Normal vector      539—540
Normals      see Surface normals
Null transform      196—197
Octree      288
Octree quantization      287—293
Octree quantization, algorithm      289
Octree quantization, color table filling      290—291
Octree quantization, evaluation of representatives      289—290
Octree quantization, improvements      291—292
Octree quantization, mapping onto representatives      291
Octree quantization, memory and computational expense      292—293
Octree quantization, principle      288
Octree, bit interleaving      443—447
Open curves, cubic spline interpolation formulas      582—583
Ordered dithering      176—178
Orthogonal loops      105
Orthogonal projection, transformation matrices      475
Orthogonal transformations, normal vectors      542—543
Orthogonalization, matrix      464
Orthographic projection      309 316
Orthonormal base, 3D viewing and rotation using      516—521
Orthonormal base, 3D viewing and rotation using, general rotations      520—521
Orthonormal base, 3D viewing and rotation using, new approach      517—520
Orthonormal base, 3D viewing and rotation using, UVN coordinate system      518—519
Orthonormal base, 3D viewing and rotation using, viewing transformation, pseudo-code      521
Orthonormal base, movement from one to another      508
Parallel projection, transformation matrices      475
Parallelogram approximation      183—184
Parametric continuity      616
Peano curve      28
Perimeter, triangles      20
Periodic plane tesselation      129—130
Perpendicular bisectors, intersection, triangles      22—23
Perspective projection, transformation matrices      475
Photo-inversion transform      196 198 270—271
Pixel coordinates      246—248
Pixel coordinates, along unit axis      250
Pixel coordinates, continuous      246
Pixel coordinates, converting      247—248
Pixel coordinates, discrete      246
Pixel integers      249—256
Pixel integers, Cartesian product extensions      256
Pixel integers, color pixels and Cartesian products      254—256
Pixel integers, factoring into Cartesian triple      255—256
Pixel integers, nonlinear pixel mappings      251—253
Pixel integers, proper interpretation      249—251
Pixel mappings, nonlinear      251—253
Planar cubic curves      575—578
Plane, crystallographic groups      129—133
Plane, embedding, intersection with ray      390—391
Plane, frame buffer      217—218
Plane, intersection of three      305
Plane, periodic tilings on raster grid      129—139
Plane, periodic tilings on raster grid, wallpaper groups      129—133
Point, 3D      522—523 526
Point, distance to line      10
Point, distance to line, vertical      47—48
Point, generating random, triangles      24—28
Point, mutual visibility      30—31
Point-on-line test      49—50
Polygon scan conversion      76—83
Polygon scan conversion, algorithm      77—82
Polygon scan conversion, background      76—77
Polygon scan conversion, concave      87—91
Polygon scan conversion, fast      92—97
Polygon scan conversion, fast, active edge lists      92—93
Polygon scan conversion, fast, convex decompositions      97
Polygon scan conversion, fast, intersecting polygons      96
Polygon scan conversion, fast, traffic between registers and memory      92
Polygon scan conversion, fast, x-transition table      93—95
Polygon scan conversion, fast, ó extrema and memory requirements      95—96
Polygon scan conversion, generic, and clipping      84—86
Polygon scan conversion, implementation notes      82—83
Polygon scan conversion, reducing code redundancy      84
Polygon scan conversion, vertices during scan conversion      78—79
Polygon stretching      127—128
Polygonal pens      114—117
Polygons from twisting reference frames      567—568
Polygons, intersection, calculation      128
Polygons, intersection, fast scan conversion      96
Polygons, intersection, with ray      390—394
Polygons, random point      24—28
Polygons, texture-space images      366—367
Polyhedra      3D 565—566
Polynomial equations, bracketing real roots      see Sturm sequences
Popularity algorithm      288
Post-concatenation, transformation matrices      476—481
Power relations      15
Product relations      16
Projection, Albers equal-area conic map      321—325
Projection, azimuthal      314—317
Projection, general      318
Projection, Mercator      311—313
Projection, properties, digital cartography      307—308
Projection, Sanson — Flamsteed sinusoidal      312—314
Projection, transformation matrices      475
Proximity testing      237—239
Pythagorean relation      57
Pythagorean Theorem      599
Pythagorean triangles, prime      58
Quadtrees, bit interleaving      443—447
Quantization techniques, comparison      293
Quantization transform      196—197 199 270 272
Quartic roots      406—407
Quaternions      498—515
Quaternions, algorithmetic implementation      509—515
Quaternions, definition      499—500
Quaternions, movements from one orthonormal base to another      508
Quaternions, properties      501—502
Quaternions, rotations in 3D space      503—506
Quaternions, set of unit, properties      502—503
Random      see also Jitter
Random integers, generation      438—439
Random points in triangles      24—28
Raster grid, periodic tilings of plane      see Plane periodic
Raster grid, tilings on raster grid rendering fat lines      114—120
Raster rotation, fast algorithm      179—195
Raster rotation, fast algorithm, advanced anti-aliasing      194—195
Raster rotation, fast algorithm, arbitrary rotation      186—187
Raster rotation, fast algorithm, circle drawing      192—193
Raster rotation, fast algorithm, comparisons      190—191
Raster rotation, fast algorithm, font rendering      193
Raster rotation, fast algorithm, further work      195
Raster rotation, fast algorithm, generalized BitBlt      193—194
Raster rotation, fast algorithm, history      191—192
Raster rotation, fast algorithm, implementation      187—190
Raster rotation, fast algorithm, parallelogram approximation      183—184
Raster rotation, fast algorithm, rational rotation      184—186
Raster rotation, fast algorithm, rotation through shearing      181—183
Raster rotation, fast algorithm, statement of problem      180
Raster shearing      179 183—184
Rational rotation      184—186
Ray rejection test      385—386
Ray tracing, algorithm      64
Ray tracing, intersection of ray and sphere      388—389
Ray tracing, jitter function use      72—74
Ray tracing, ray rejection test      385—386
Ray tracing, ray-object intersection      387
Ray tracing, ray-polygon intersection      390—394
Ray tracing, transparent objects, shadow attenuation      397—399
Ray, intersection with sphere      388—389
Ray-box intersection, fast      395—396
Ray-object intersection      387
Ray-polygon intersection      390—394
Ray-triangle intersection      393
Real roots, bracketing      see Sturm sequences
Rectangle, intersection with circle, fast checking      51—53
Recursion property, Bernstein polynomials      614
Reference frames, calculation along space curve      567—571
Reference frames, rotation minimizing frames      569
Reference frames, twisting, polygons-from      567—568
Reference geoid      309
Refraction, Snell’s law      353—354
Regions      560
Resampling      see Anti-aliasing
RGB triples, mapping onto four bits      233—245
RGB triples, mapping onto four bits, algorithm design      241—242
RGB triples, mapping onto four bits, Cartesian quantization versus polyhedra      244—245
RGB triples, mapping onto four bits, complexity analysis      244
RGB triples, mapping onto four bits, cuboctahedron      237
RGB triples, mapping onto four bits, dual solids      236—237
RGB triples, mapping onto four bits, eight-point color cube      233—234
RGB triples, mapping onto four bits, four-bit color solid      235—236
RGB triples, mapping onto four bits, gray interior points      244
RGB triples, mapping onto four bits, half-space testing      240—241
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