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Kirk D. — Graphics gems (Vol. 3)
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.


Язык: en

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

Операции: Положить на полку | Скопировать ссылку для форума | Скопировать ID
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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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