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Kirk D. — Graphics gems (Vol. 3)
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Íàçâàíèå: Graphics gems (Vol. 3)
Àâòîð: Kirk D.
Àííîòàöèÿ: This sequel to Graphics Gems (Academic Press, 1990), and Graphics Gems II (Academic Press, 1991) is a practical collection of computer graphics programming tools and techniques. Graphics Gems III contains a larger percentage of gems related to modeling and rendering, particularly lighting and shading. This new edition also covers image processing, numerical and programming techniques, modeling and transformations, 2D and 3D geometry and algorithms,ray tracing and radiosity, rendering, and more clever new tools and tricks for graphics programming. Volume III also includes a disk containing source codes for either the IBM or Mac versions featuring all code from Volumes I, II, and III.
Author David Kirk lends his expertise to the Graphics Gems series in Volume III with his far-reaching knowledge of modeling and rendering, specifically focusing on the areas of lighting and shading. Volume III includes a disk containing source codes for both the IBM and Mac versions featuring all code from volumes I, II, and III. Graphics Gems I, II, and III are sourcebooks of ideas for graphics programmers. They also serve as toolboxes full of useful tricks and techniques for novice programmers and graphics experts alike. Each volume reflects the personality and particular interests of its respective editor.
ßçûê:
Ðóáðèêà: Computer science /Âû÷èñëèòåëüíàÿ ãåîìåòðèÿ /
Ñòàòóñ ïðåäìåòíîãî óêàçàòåëÿ: Ãîòîâ óêàçàòåëü ñ íîìåðàìè ñòðàíèö
ed2k: ed2k stats
Ãîä èçäàíèÿ: 1995
Êîëè÷åñòâî ñòðàíèö: 410
Äîáàâëåíà â êàòàëîã: 18.11.2005
Îïåðàöèè: Ïîëîæèòü íà ïîëêó |
Ñêîïèðîâàòü ññûëêó äëÿ ôîðóìà | Ñêîïèðîâàòü ID
Ïðåäìåòíûé óêàçàòåëü
2, 1/2-D Depth-of-field simulation, computer animation 36—38
2, 1/2-D depth—of—field simulation for computer animation 36—38
Affme transformation, decomposing 116
Affme transformation, unit circle inscribed in square 170
Alternating Bresenham edge-calculator 350—351
Angles, not uniform 128—129
Animation 2, 1/2-D depth-of-field simulation 36—38
Anti-aliasing, combining spatial and temporal 376—378
Anti-aliasing, edge and bit—mask calculations 345—354
Anti-aliasing, triangular pixels 369—373
Apollonius problem solution 203—209
Apollonius problem, solution 203—209
Bartlett filter 13 15
Beta function, integral form 150—151
Bezier curves, interpolation using 133—136
Bezier curves,implementation 136
Bezier curves,numeric solution 134
Bezier curves,symbolic solution 134—135
Bezier triangles, conversion to rectangular patches 256—261
Binary space partitioning tree 226
Binary space partitioning tree, ray tracing with 271—274
Bit-mask calculations 352—354
Bitmap, black—and—white, compositing 34—35
Bitmap, scaling operations, optimization 17—19
Bitmap, stretching 4—7
Black-and-white bitmaps, compositing 34—35
Boundary generator, composited regions 39—43
Bounding volume algorithm, linear-time 301—306
Bounding volume algorithm, worst case 302
Bounding volumes, cone 297
Bounding volumes, cube 295—296
Bounding volumes, cylinder 296—297
Bounding volumes, linear-time simple 301—306
Bounding volumes, polygon 296
Bounding volumes, rectangular, primitives 295—300
Bounding volumes, sphere 298—299
Bounding volumes, torus 299
Box filter 13 15
Box, Euhn's triangulation 246—247 252—253
Bresenham line drawing algorithm 4—5
C Header file 393—395
Center of mass, superquadrics 139
Change-of-focus simulation 38
Circle clipping algorithm 182—187
Circular arc fillet, joining two lines 193—198
Color reduction filter 20—22
Color rendering, linear 343—348
Compact cubes 24—28
Compact isocontours 23—28
Compact isocontours, compact cubes 24—28
Compact isocontours, cube-based contouring 23—24
Composited regions, boundary generator 39—43
Compositing stage 37
Cone, bounding volume 297
Conjugate diameters 169—171
Connection algorithm 2-D drawing 173—181
Connection algorithm 2-D drawing, definitions 173—174
Connection algorithm 2-D drawing, overcrossing correction 179—180
Connection algorithm 2-D drawing, translate and rotate algorithm 174—179
Coplanar sets, of nearly coplanar polygons 225—230
Cross product, in four dimensions and beyond 84—88
Cube, bounding volume 295—296
Cube, intersection with triangle 236—239
Cube-based contouring 23—24
Cubic B-spline 14—15
Cubic tetrahedral algorithm, delta form-factor calculation 324—328
Cubic triangles, conversion to rectangular patches 260—261
Cumulative transformation matrix 295
Curve tessellation criteria 262—265
Cyclic sequences, fast generation 67—76
Cyclic sequences, fast generation, N=1 74—75
Cyclic sequences, fast generation, N=2 67—68
Cyclic sequences, fast generation, N=24 75—76
Cyclic sequences, fast generation, N=3 68—70
Cyclic sequences, fast generation, N=6 derivation 71—73
Cyclic sequences, fast generation, N=6 triggering 73—74
Cylinder, bounding volume 296—297
Cylindrical equirectangular projection 289
Darklights 366—368
Decision tree 176—177
Delta form factor, calculation, cubic tetrahedral algorithm 324—328
Density, superquadrics 139—140
Depth of field 36
Destination pixel, contributors to 12
Diameters, conjugate 169—171
Digital generation, sinusoids 167—169
Dimensional extent, overlap testing 240—243
Direct lighting, distribution ray tracing 307—313
Distribution check 131—132
Distribution ray tracing, direct lighting 307—313
Edge calculations, anti-aliasing 345—354
Ellipsoids, "inside—outside" function 148
Ellipsoids, equation 276
Ellipsoids, normal vectors 148
Ellipsoids, parametric surface functions 147
Ellipsoids, shells 154—157
Ellipsoids, superquadric inertia tensor 140—144
Ellipsoids, volume 140
Elliptical arc, parametric see “Parametric elliptical arc”
Elliptical cone, equation 277
Elliptical cylinder, equation 276
Elliptical hyperboloid, equation 277
Elliptical paraboloid, equation 277
Energy balance criterion 320
Euclidean dimensions, four 58—59
Exact computation of 2—D intersections 188—192
Face-connected line segment generation, n-dimensional space 89—91
Fast memory allocator 49—50
Feuerbach circle 215—218
Filter post-processing stage 37
Filtered image rescaling 8—16
Filtered image rescaling, magnification 9
Filtered image rescaling, minification 9—11
First decomposition algorithm 99—100
Form factor, accurate computation 329—333
Form factor, vertex-to-vertex 318—323
Gamma function, computation 151—152
Gaussians, uniform rotations from 129
Gouraud renderer 345—347
Gram — Schmidt orthogonalization procedure 108—109
Gram — Schmidt orthogonalization procedure, modified 112—113 116
Graphics workstations, motion blur 374—382
Gridded sampling, progressive image refinement 358—361
Group theory of infinitesimal rotations 56—57
Haar test 125
Half-open intervals, polygon scan conversion 362—365
Hash tag 386—387
Hemicube algorithm 324
Hemispherical projection, triangle 314—317
Hidden-surface removal stage 37
Householder matrix 118
Hyperface 89—91
Hyperlattice 89—90
Hypervoxel 89
IEEE fast square root 48
Image processing 3
Image processing, bitmap scaling operation optimization 17—19
Image processing, color reduction filter 20—22
Image processing, compact isocontours 23—28
Image processing, compositing black-and-white bitmaps 34—35
Image processing, fast bitmap stretching 4—7 411
Image processing, fast boundary generator, composited regions 39—43
Image processing, filtered image rescaling 8—16
Image processing, isovalue contours from pixmap 29—33
Image refinement, progressive, gridded sampling 358—361
Image rescaling, filtered 8—16
Importance sampling 309
Inclusion isotony 64
Inertia tensor, superquadric 140—115 153
Inertia tensor, world coordinates 145
Infinitesimal rotations, group theory 56—57
Interlace artifacts, reduction 378—379
Interlacing 376
Interpolation, linear vs. splined 122
Interpolation, logarithmic space 121
Interpolation, quaternion, with extra spins 96—97 461
Interpolation, using Bezier curves 133—136 468
Intersection, line segment 199—202
Intersection, plane-to-plane 233—236
Intersection, ray with quadric surface 275—283
Intersection, triangle-cube 236—239
Intersection, two-dimensional, exact computation 188—192
Interval arithmetic 61—66
Irradiance 319—320
Isovalue contours, from pixmap 29—33
Jacobian matrix 155 158
Kuhn's triangulation, box 246—247 252—253
Lanczos filter 14 16
Lighting computations 226
Line equation 190
Line segment, face connected, generation in n-dimensional space 89—91
Line segment, intersection 199—202
Line subsegment 189
Linear color rendering 343—348
Linear interpolation 122
Linear transformations, nonsingular, decomposing 108—112
Linear transformations, singular, decomposing 112—116
Lines, joining two with circular arc fillet 193—198
Lissajous figure 166
Logarithmic space, interpolation 121
Lorentz transformations 59—60
Mailbox technique 285—286
Martian panoramas 291—293
Mass, superquadric 139—140 152
Memory Allocator 49—50
Mitchell filter 15—16
Moire pattern problem 339—340
Moire pattern problem, optimization 341
Monte Carlo integration 80
Monte Carlo integration, spectral radiance 308
Motion blur, graphics workstation 374—382
Motion blur, graphics workstation, combining spatial and temporal anti—aliasing 376—378
Motion blur, graphics workstation, computing on fields 375—376
Motion blur, graphics workstation, implementation tricks 380—382
Motion blur, graphics workstation, interlace artifact reduction 378—379
Motion blur, graphics workstation, pixel shifts 380—381
Motion blur, graphics workstation, supersampling in time 374—375
Negative light 367
Newell's method, plane equation of polygon 231—232
Nonuniform random point sets, via warping 80—83
Normal vectors, superquadrics 148
Numerical and programming techniques 47
Numerical and programming techniques, cross product, in four dimensions and beyond 84—88
Numerical and programming techniques, face-connected line segment generation, n-dimensional space 89—91
Numerical and programming techniques, fast generation of cyclic sequences 67—76
Numerical and programming techniques, fast memory allocator 49—50
Numerical and programming techniques, generic pixel selection mechanism 77—79
Numerical and programming techniques, IEEE fast square root 48
Numerical and programming techniques, interval arithmetic 61—66
Numerical and programming techniques, nonuniform random point sets, via warping 80—83
Numerical and programming techniques, rolling ball 51—60
Object space partitioning 284—287
Orientation control, mouse-driven, rolling ball 51—60
Overcrossing correction 179—180
Overlapping testing, n-dimensional extent 240—243
Panoramic virtual screen, ray tracing 288—294
Parametric elliptical arc algorithm, conjugate diameters 169—171
Parametric elliptical arc algorithm, digital generation of sinusoids 167—169
Parametric elliptical arc algorithm, quarter ellipse 164—165
Parametric elliptical arc algorithm, simplifying computation 171—172
Parametric surface functions, superquadrics 146—147
Partitioning 3-D polygons 219—222
Partitioning, object space 284—287
Pipeline accelerator 383—389
Pixel, angular width 289
Pixel, destination, contributors to 12
Pixel, selection mechanism 77—79
Pixel, triangular, anti-aliasing 369—373
Pixmap, generating isovalue contours from 29—33
Planar rotations 124—126
Plane equation of polygon, Newell's method 231—232
Plane, arbitrary, partitioning 3D convex polygon with 219—222
Plane, comparing two 229—230
Plane, signed distance to point 223—224
Plane-to-plane intersection 233—236
Point, signed distance to plane 223—224
Polygon, 3-D, partitioning 219—222
Polygon, bounding volume 296
Polygon, nearly coplanar, grouping into coplanar sets 225—230
Polygon, plane equation, Newell's method 231—232
Polygon, scan conversion, half-open intervals 362—365
Polygon, Sutherland — Hodgman clipper 219—222
pool 49
Primitives, rectangular bounding volumes 295—300
Progressive image refinement, gridded sampling 358—361
Projection, hemispherical, triangle 314—317
Projective transformations, decomposing 98—107
Projective transformations, decomposing, first decomposition algorithm 99—100
Projective transformations, decomposing, fourth decomposition algorithm 104—106
Projective transformations, decomposing, second decomposition algorithm 100—102
Projective transformations, decomposing, third decomposition algorithm 102—104
Quadratic surface, equation 275—279
Quadratic triangles, conversion to rectangular patches 256—259
Quadric surface, intersection with ray 275—283
Quadric surface, surface normal 282—283
Quarter ellipse algorithm 164—165
Quaternions, interpolation with extra spins 96—97
Quaternions, rotations 57
Radiosity 227 269—270
Radiosity, accurate form-factor computation 329—333
Radiosity, linear approximation, vertex-to-vertex form factors 318—323
Random rotation matrices 117—120
Random rotations, uniform 124—132
Random rotations, uniform, from Gaussians 129
Ray rejection test 281—282
Ray tracing 269
Ray tracing, distribution, direct lighting 307—313
Ray tracing, eliminating ray-object intersection calculations 284—287
Ray tracing, hemispherical projection of triangle 314—317
Ray tracing, intersecting ray with quadric surface 275—283
Ray tracing, linear-time simple bounding volume 301—306
Ray tracing, panoramic virtual screen 288—294
Ray tracing, with BSP tree 271—274
Ray, intersection with, object, eliminating calculations 284—287
Ray, intersection with, quadric surface 275—283
Rectangular Bezier patches, conversion of Bezier triangles 256—261
Rectangular bounding volumes, primitives 295—300
Relative motion, transformations 122
Rendering 337
Rendering, anti-aliasing, triangular pixels 369—373
Rendering, darklights 366—368
Rendering, edge and bit-mask calculations for anti-aliasing 349—354
Rendering, fast linear color 343—348
Rendering, motion blur on graphics workstations 374—382
Rendering, pipeline accelerator 383—389
Rendering, polygon scan conversion, using half-open intervals 362—365
Rendering, shader cache 383—389
Rendering, shadow depth map 338—342
Rending equation 307
Representative tree 228
Rescaling, filtered image 8—16
Residency masks 284—287
Rigid-body motion, equations, superquadric 149—150
Ritter's simple bounding sphere technique 305—306
Rolling ball 51—60
Rolling-ball algorithm (Cont'd)Square root, quaternion rotations 57
Rolling-ball algorithm (Cont'd)Square root, using 53—54
Rolling-ball algorithm, extensions 56—60
Rolling-ball algorithm, four Euclidean dimensions 58—59
Rolling-ball algorithm, group theory of infinitesimal rotations 56—57
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