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Авторизация |
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Поиск по указателям |
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Heckbert P.S. — Graphics gems (Vol. 4) |
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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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