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Kirk D. — Graphics gems (Vol. 3)
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Название: Graphics gems (Vol. 3)
Автор: Kirk D.
Аннотация: 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.
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Рубрика: Computer science /Вычислительная геометрия /
Статус предметного указателя: Готов указатель с номерами страниц
ed2k: ed2k stats
Год издания: 1995
Количество страниц: 410
Добавлена в каталог: 18.11.2005
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Предметный указатель
Rolling-ball algorithm, implementation 54—56
Rolling-ball algorithm, Lorentz transformations 59—60
Rotation matrices see “Random rotation”
Satellite 24
Scaling operations, bitmap, optimization 17—19
Scan conversion, polygon, half—open intervals 362—365
Shader cache 383—389
Shader cache, effectiveness 388
Shader cache, implementation 385—388
Shader cache, logical arrangement 384
Shader cache, results 388—389
Shader cache, shading cache 385
Shadow depth map 338—342
Shadow depth map, boundary case 340—341
Shaft culling 333
Shear 110—111 113
Short loops, unrolling 355—357
Signed distance, point to plane 223—224 511
Simplex, dividing boxes into 252—253
Simplex, splitting into simploid 253—255
Simplex, subdividing 244—249
Simplex, subdividing, applications 248—249
Simplex, subdividing, recursively 244—246
Simplex, subdividing, symmetrically 246—248
Simploids 250—255 (see also “Box” “Simplex”)
Simploids, dividing boxes into simplices 252—253
Simploids, splitting simplices into 253—255
Sinusoids, digital generation 167—169
Solid modeling 226
Span conversion, unrolling short loops 355—357
Spatial rotations 128
Spectral radiance 307
Sphere, bounding volume 298—299
Spherical distribution, uniform 126—127
Spherical luminaire, importance sampling 310—311
Spinors 57
Splined interpolation 122
Square root, IEEE 48
Stretcher-algorithm 6
Stretching, bitmap 4—7
SU(2) spinors 57
Subdividing motion, transformations 123
Subdivision, simplices 244—249
Subgroup algorithm 129—131
Superquadrics, "inside-outside" function 147—148
Superquadrics, center of mass 139
Superquadrics, derivation of volume, mass, and inertia tensor 152—159
Superquadrics, equations of rigid—body motion 149—150
Superquadrics, inertia tensor 140—145
Superquadrics, normal vectors 148
Superquadrics, parametric surface functions 146—147
Superquadrics, quantities 138—145
Superquadrics, review 137—138
Superquadrics, rigid physically based 137—159
Superquadrics, volume, density, and mass 139—140
Surface normal, quadric surface 282—283
Sutherland — Hodgman polygon clipper 219—222
Tensor product 85
Texture mapping 227
Thomas precession 60
Three-dimensional geometry 213
Three-dimensional geometry 3-D polygon partitioning 219—222
Three-dimensional geometry, Bezier triangles conversion to rectangular patches 256—261
Three-dimensional geometry, curve tessellation criteria 262—265
Three-dimensional geometry, fast n-dimensional extent 240—243
Three-dimensional geometry, grouping nearly coplanar polygons into coplanar sets 225—230
Three-dimensional geometry, Newell's method 231—232
Three-dimensional geometry, plane-to-plane intersection 233—236
Three-dimensional geometry, signed distance from point to plane 223—224
Three-dimensional geometry, simploids 250—255
Three-dimensional geometry, subdividing simplices 244—249
Three-dimensional geometry, triangle-cube intersection 236—239
Three-dimensional geometry, triangles 215—218
Three-dimensional polygons, partitioning 219—222
Three-dimensional vector C, library 399
Toroids, superquadric (Cont'd), normal vectors 148
Toroids, superquadric (Cont'd), parametric surface functions 147
Toroids, superquadric (Cont'd), shells 157—159
Toroids, superquadric (Cont'd), volume 140
Toroids, superquadric, "inside-outside" function 148
Toroids, superquadric, inertia tensor 141
Torus, bounding volume 299
Transformations 95
Transformations, decomposing linear and affme 108—116
Transformations, fast random rotation matrices 117—120
Transformations, interpolation, using Bezier curves 133—136
Transformations, keyframing 121—123
Transformations, projective, decomposing 98—107
Transformations, quaternion interpolation with extra spins 96—97
Transformations, relative motion 122
Transformations, rigid physically based superquadrics 137—159
Transformations, subdividing motion 123
Transformations, uniform random rotations 124—132
Translate and rotate algorithm 174—179
triangle 215—218
Triangle, hemispherical projection 314—317
Triangle, Triangle filter 13 15
Triangle, Triangle-cube intersection 236—239
Triangular luminaire, importance sampling 312—313
Triangular pixels, anti-aliasing 369—373
Two-dimensional drawing, intersection, exact computation 188—192
Two-dimensional geometry 163
Two-dimensional geometry, connection algorithm 173—181
Two-dimensional geometry, fast circle clipping algorithm 182—187
Two-dimensional geometry, parametric elliptical arc algorithm 164—172
Unrolling short loops, span conversion 355—357
Vertex-to-vertex form factors, linear radiosity approximation 318—323
Vertical sampling 291
Virtual screen, cylindrical 290—291
Virtual screen, panoramic, ray tracing 288—294
Visualization for Planetary Exploration Lab 291
Volume, superquadrics 139—140 152
Wedge product 85—88
World coordinates, inertia tensor 145
“Inside-outside” function, superquadrics 147—148
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