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Heckbert P.S. — Graphics gems (Vol. 4)
Heckbert P.S. — Graphics gems (Vol. 4)



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Название: Graphics gems (Vol. 4)

Автор: Heckbert P.S.

Аннотация:

Graphics Gems IV is the newest volume in the Graphics Gems series. All of the books in the series contain practical solutions for graphics problems using the latest techniques in the field. The books in this series have become essential, time saving tools
for many programmers. Volume IV is a collection of carefully crafted gems which are all new and innovative. All of the gems are immediately accessible and useful in formulating clean, fast, and elegant programs. The C programming language has been used for most of the program listings, although several of the gems have C++ implementations. *IBM version Includes one 3 1/2" high-density disk. System Requirements: 286 or higher IBM PC compatible, DOS 4.0 or higher


Язык: en

Рубрика: Computer science/Вычислительная геометрия/

Статус предметного указателя: Готов указатель с номерами страниц

ed2k: ed2k stats

Год издания: 1994

Количество страниц: 575

Добавлена в каталог: 17.11.2005

Операции: Положить на полку | Скопировать ссылку для форума | Скопировать ID
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Предметный указатель
Adaptive subdivision, of surface      287
Affine transformation      see “Transformation”
Algebra      see “Vector and Matrix”
Animation camera control      230
Animation collision detection      83
Animation morphing      445
antialiasing      370 445
Approximation      241
Arcball      175
Area of planar polygon      3 141
Area of spherical polygon      132
Area of triangle      140 161
Arithmetic complex      139
Arithmetic exponentiation      385 403
Arithmetic floating point      125 422
Arithmetic integer      123 449 526
B-spline      see “Curve B-spline parametric”
Barycentric coordinates      162
Bezier      see Curve Bezier parametric”
Bias function      401
Bilinear interpolation      see “Interpolation”
BitBLT      486
Bitmap      466 486
Blobby model      324
Blur      see “Image Filter”
Bounding box      26 74
Bresenham's algorithm      see “Line drawing”
Brightness mapping      415
Bump Mapping      433
Camera transformation      230
Cartography area of spherical polygon      132
Cartography label placement      497
Centroid of a polygon      3
Circle circumscribing a triangle      47 143
Circle inscribing a triangle      145
circumcircle      47 143
CLAHE (contrast limited adaptive histogram equalization)      476
Clipping, line in 2D and 4D      125
Clipping, line n-dimensional      159
Collision detection      83
Color image display      415
Color quantization      422
Color subroutines useful for RGB images      534
colormap      401 413
Complex number      139
Concave polygon, testing for      7
Cone equation for      321
Cone intersection of ray with      355
Constraints for interactive rotation      177
Contrast cursor      413
Contrast display of high      415
Contrast enhancement      401 474
Convex polygon      see “Polygon convexity
Convex polyhedron, collision detection      83
Convolution      447
Corner rounding      145
Crack prevention      292
Cramer's rule      90 142 164
Cross product identity      158 397
Cross product in 2D      140
Cross product n-dimensional      156 167
Cursor      413
Curve B-spline      252
Curve Bezier      256 261
Curve intersection of cubic      261
Curve knot insertion      252
Curve rational      256
Curve reparametrization      263 441
Curve smoothing      241
Curve subdivision      251
Cylinder equation for      321
Cylinder intersection of ray with      353 356
Cylinder normal vector      359
Data smoothing      241
Data structure      see “Grid and Octrec”
DDA      see “Line drawing”
Decimation      see “Resampling”
Delauncy triangulation      47
Determinant      see “Matrix determinant”
Diagram layout      497 505
Difference equation      245
Display      see “Image display”
Distance between two polyhedra      83
Distance n-dimensional      120
Distance to a hypcrplane      161
Distance to a line      143
Distance to an ellipsoid      113
Dither      489
Dot product in 2D      140
Dot product n-dimensional      158
Dynamic range of image      415 422
Dynamic simulation, mass and spring model      506
Earth, ellipsoidal approximation      135
Edge preservation      61
Eigenvalues      see “Matrix eigenvalues”
Ellipsoid      113
embossing      433
Euclidean distance      see “Distance”
Euler angle      222
Evolute      116
Excircle      47 143
exponentiation      see “Arithmetic exponentiation”
Fence shading      404
Feuerbach circle      144
Fiber bundle      230
Fillet      145
Filter      see “Image filter”
Finite difference      241
Floating point arithmetic      see “Arithmetic floating
Forward difference      251
Frame buffer      see “Image”
Free-form surface      see “Surface parametric”
Gain function      401
Gamma correction      401 423
Geometry 2D      138
Geometry n-dimensional      83 149
Gouraud shading      see “Shading Gouraud”
Graph, display of      505
graphic design      497 505
Great circle      132
Great circle arc, code to draw      178
Grid for fast point search      61
Grid for faster point-in-polygon testing      29
Grid interpolating in a      521
Grid iso-surface of grid data      326
Grid traversing a 3D      366
Halftoning      489
Hashing, for point search      61
High dimensional      see N-dimensional
Highlight      see “Specular reflection”
Histogram equalization      474
Homogeneous coordinates clipping lines using      128
Homogeneous coordinates n-dimensional      154
Homogeneous coordinates subroutine library for 2D and 3D      534
Hopf fibration      232
Hyperplane, parametric formula      162
Hyperspace      see “N-dimensional”
Hypertexture procedural volume model      401
IEEE floating point      125
Illumination, Phong model      385 388
Image display, high fidelity      415
Image enhancement      474
Image filter bilincar/trilinear reconstruction      445 521
Image filter convolution      447
Image filter embossing      433
Image quantization.      422
Image resampling      440 449 527
Image thinning      465
Image warping      440
Implicit surface      see “Surface implicit”
incircle      145
Inclusion testing      see “Polygon point
integer arithmetic      see “Arithmetic integer”
Interactive camera control      230
Interactive cursor display      413
Interactive image warp control      440
Interactive orientation control      175
Interpolation bilinear interpolation in 2D array      445 475 521
Interpolation linear, fast      526
Interpolation of ID data      241
Interpolation of image      see “Image filter”
Interpolation trilinear interpolation in 3D array      328 521
Intersection of a box and a polyhedron      78
Intersection of a rectangle and a polygon      77
Intersection of cubic curves      261
Intersection of ray with cone      355
Intersection of ray with cylinder      353 356
Intersection of ray with hyperplane      165
Intersection of ray with implicit surface      113
Intersection of ray with polygon      26
Intersection of ray with voxel grid      366
Intersection of two lines in 2D      141
Intersection of two polyhedra      83
Inverse of a matrix      see “Matrix inverse”
Iso-surface      324
Jell-O      375
Jittered sampling      370
Knot insertion      252
Kronecker delta function      158 167
Label placement on maps      497
layout      see “Graphic design”
Levi — Civita symbol      158 167
lighting      see “Illumination”
Line clipping      see “Clipping line”
Line drawing for 3D voxel traversal      366
Line drawing for fast linear interpolation      526
Line intersection      see “Intersection of
Linear interpolation      see “Interpolation”
Lookup table      424 449 468
Magnification of image      449
Map-making      497
Marching Cubes      325
Matrix decomposition      207
Matrix determinant      154 167
Matrix eigenvalues of 3X3 matrix      195
Matrix eigenvalues of 4X4 matrix      201 209
Matrix inverse      199 534
Matrix of central moments      194
Matrix subroutine library for3X3 and 4X4      534
Mechanical simulation, mass and spring model      506
Medical imaging volume data      see “Volume rendering”
Medical imaging, contrast enhancement      474
Mesh computing normals for 3D mesh      60
Mesh generation for 2D region      47
Modeling      see “Curve and Surface and Polygon”
Molecular graphics      193
Monte Carlo label placement      498
Monte Carlo sampling      370
Morphing      445
N-dimensional distance      120
n-dimensional geometry      149
Nine-point circle      143
Normal vector in 2D      138
Normal vector interpolation of      404
Normal vector n-dimensional      156
Normal vector of cylinder      359
Normal vector of ellipsoid      113 114
Normal vector rotation of      168
Normal vector vertex      60
NURB (nonuniform rational B-spline)      256 286
Octree      74
Orientation control      175
Orientation of triangle      144
Orthogonal projection, in 2D      142
Paint program      433
Parallelepiped      155 161
Parallelogram      140
Parametric surface      see “Surface parametric”
Patch      see “Surface parametric”
Perception of brightness      416
Perception of texture patterns      487
Perp-dot product      139
Perpendicular bisector      139
Perpendicular vector      see “Normal vector”
Perspective, n-dimensional      153
Phong illumination (specular formula)      see Illumination Phong”
Phong shading (normal vector interpolaton)      see “Shading Phong”
Physically based methods, for graph layout      506
Pixel value, dynamic range      415 422
Planar subdivision      47
Point in polygon      see “Polygon point
Polar decomposition of matrix      207
Polygon      see also “Polyhedron”
Polygon area      3 141
Polygon area of spherical      132
Polygon centroid      3
Polygon convexity testing      7 25 141
Polygon point in polygon testing      16 24
Polygon scan conversion      404
Polygon shading      404
Polygon triangulation      47
Polygonization of implicit surface      324
Polygonization of parametric surface      287
Polygonization of planar region      47
Polyhedron      see also “Polygon”
Polyhedron collision detection      78 83
Polyhedron inferring the topology of      61
Polyhedron normal vector      60
Polytope      84 149
PostScript language      145 380
Projection n-dimensional      152
Projection onto vector in 2D      142
Quad-edge data structure      48
Quadric surface      see “Surface implicit”
Quantization, logarithmic      420 422
Quaternion      151 175 209 222 232
rasterizing      see “Scan conversion”
Ray tracing code for      420 534
Ray tracing intersection testing      see “Intersection”
Ray tracing minimal      375
Ray tracing sampling      370
Reconstruction of continuous function from discrete samples      521
Reflectance      see “Illumination”
Relaxation      498 506
Rendering      see “Shading and Illumination and Ray Tracing”
Resampling curve      441
Resampling curve image      440 449
Root-finding for polygonization      326
Root-finding in ray tracing      see “Intersection”
Root-finding subroutines for      558
Rotation      see “Transformation rotation”
rounded corners      145
Sampling, stochastic      370
Scan conversion of lines in 3D      366
Scan conversion of polygons      404
scatterplot      193 497
Shading Fence      404
Shading from z-buffer      433
Shading Gouraud      60 404 526
Shading Phong      60 404
Simplex n-dimensional      149
Simplex polygonization with tetrahedra      326
Simulated annealing      498
Singular value decomposition      209
Skeleton, image      465
smooth shading      see “Shading Gouraud Phong”
Smoothing of data      241
Software engineering      377
Spatial data structure      see “Grid and Octree and Bounding box”
Spectral decomposition of matrix      209
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