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                    | Paeth A.W. (ed.) — Graphics gems (volume 5) |  
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                    | Предметный указатель |  
                    | | Bounding volumes, crectangular, primitives      III.295 III.300 III.555 Bounding volumes, csorting      II.272
 Bounding volumes, csphere      III.298 III.299
 Bounding volumes, ctorus      III.299
 Bounding volumes, cylinder      III.296 III.297
 box      I.326
 Box filter      II.59 II.80 II.51-II.52 III.13 III.15
 Box, intersection with ray, fast      I.395-I.396
 Box, Kuhn's triangulation      III.246 III.247 III.252 III.253
 Box-sphere intersection testing      I.335-I.339
 Branching      IV.58-IV.61
 BRDF      V.285
 Bresenham algorithm (pixel rendering), exact clipping      317
 Bresenham algorithm (pixel rendering), inverse algorithm, pixel to vector      338
 Bresenham's algorithm      II.01 (see also Line drawing)
 Bresenham's algorithm, exact clipping      V.317
 Bresenham's algorithm, inverse algorithm, pixel to vector      V.338
 Bresenham's algorithm, line drawing algorithm      II.05-II.06 III.5III.5
 Bresenham's algorithm, spheres-to-voxels conversion      I.327 I.329
 Bresenham's circles      II.548-II.549
 Brightness mapping      IV.415
 BSP trees      see Binary space-partitioning trees
 Bump Mapping      III.06 IV.433
 Bumpy sampling, anti-aliasing filters that minimize      II.54-II.56
 Butz's algorithm      II.25
 Cache performance, increasing      II.87
 Caching      II.268
 Camera transformation      IV.230
 Canonical fill algorithm      I.279
 Cardano's Formula      IV.05
 Cartesian color cubes      I.254-I.255
 Cartesian products, color pixels      I.254-I.256
 Cartesian products, extensions      I.256
 Cartesian triple, factoring into      I.255-I.256
 Cartography      see Map projections
 Catmull - Rom interpolation      V.107
 Catmull - Rom splines      218
 Catmull-Rom splines      V.218
 Cell ambiguity      V.98
 Cell occupancy, for different grid sizes      I.262
 Center of gravity, triangles      I.20-I.21
 Center of mass, superquadrics      III.139
 Central projection      I.315
 Centroid of a polygon      IV.3
 Chain code      V.324 (see also Edge contours)
 Chain rule      III.84
 Change matrix, iteration      IV.68-IV.69
 Change-of-focus simulation      III.38
 Channel, frame buffer      I.217-I.218
 Characteristic matrix      75; see Conic sections
 Characteristic matrix, header file      III.393-III.395
 Chebychev polynomials      I.60
 Chord-length parameterization      I.617 I.621
 Chrominance      III.50
 Cibachrome      III.64-III.65
 Cibatrans      III.64 III.65
 CIELAB, CIELUV color spaces      V.62
 Circle clipping algorithm      III.182 III.187 III.587
 Circle, 2D      IV.-I.5
 Circle, anti-aliased generation      II.545-II.549
 Circle, area of intersection, two circles      IV.3-IV.6
 Circle, area of intersection, with half-plane      I.38-I.39
 Circle, area of intersection, with thick line      IV.0-IV.2
 Circle, bounding      III.5-III.6
 Circle, Bresenham's algorithm      I.327-I.329
 Circle, circumscribing a triangle      IV.47 IV.143
 Circle, containing intersection of two circles      III.7-III.8
 Circle, drawing, shear algorithm      II.92-II.93
 Circle, inscribing a triangle      IV.145
 Circle, integral radius, on integral lattices      IV.7-I.60
 Circle, intersection with line, 2D      IV.16
 Circle, intersection with rectangle, fast checking      IV.1-IV.3
 Circle, tangent line, 2D      I.5
 Circle, tangent line, perpendicular to line      I.8 I.9
 Circle, tangent line, to two circles, 2D      I.7-I.8
 Circle, touching three given circles      III.9-II.24
 Circle, with radials      II.383
 Circular arc fillet, joining two lines      193-III.198 III.596
 Circular arc, straight-line approximation      435-II.539
 Circumcenter, triangles      I.20 I.23
 circumcircle      IV.47 IV.143
 Circumference, computing, binary digital image      107 II.111
 Circumradius, triangles      I.20-I.23
 Circumspheres (space packing)      V.67 V.270
 CLAHE (contrast limited adaptive histogram equalization)      IV.476
 Class numbers      III.5-III.6
 Clipping 3D homogeneous, triangle strips      II.219-II.231
 Clipping, 2D      see Two-dimensional clipping
 Clipping, complex      II.54
 Clipping, generic convex polygons      I.84-I.86
 Clipping, line,
  -dimensional      IV.159 Clipping, line, in 2D and 4D      IV.125
 Clipping, scanline-object      V.242
 Clipping, Sutherland - Hodgman      V.51
 Clipping, vector-viewport      V.314
 Clipping, view frustum      V.127
 Closed loops, cubic spline interpolation formulas      IV.80-IV.82
 Clustered-dot dither      II.63
 Clustered-dot dither, macros, vector operations      III.505
 Cohen - Sutherland clipping algorithm      V.315
 Coherence      II.26
 Coherence measure      II.28 II.30
 Collision detection      IV.83
 Collision testing, viewpoint, moving polyhedra      V.380
 Collision testing, viewpoint, static polygons      V.128
 Color cube      I.233-I.234 I.254-I.255
 Color descriptor table      III.54
 Color dithering      II.72-II.77
 Color dithering, conventions      II.72
 Color dithering, error-propagation dithering      II.75-II.77
 Color dithering, gamma correction      II.72-II.73
 Color dithering, ordered dithering      II.73-II.75
 Color hardcopy, frame buffer      III.63-III.65
 Color image display      IV.415
 Color image display quantization      IV.422
 Color image display, subroutines useful for RBG images      IV.534
 Color maps (LUTS)      I.216-I.218 IV.401 IV.413
 Color maps (LUTS), animation, random algorithm      III.34-III.37
 Color maps (LUTS), basic architecture      I.215
 Color maps (LUTS), geometrically determined      I.233 III.53
 Color maps (LUTS), interpolation      III.38
 Color maps (LUTS), manipulation, 1-to-1 pixel transforms      I.270-I.274
 Color maps (LUTS), pseudo, PHIGS PLUS      III.38-III.50
 Color maps (LUTS), visible selections      III.77 IV.413
 Color pixels, Cartesian products      I.254-I.256
 color printers      III.65
 Color quantization      see also Octree quantization
 Color quantization, algorithm details and analysis      131-III.32
 Color quantization, based on variance minimization      III.27
 Color quantization, Cartesian      I.254
 Color quantization, color statistic computations      III.28-III.31
 Color quantization, error      III.26-III.28
 Color quantization, experimental results      III.33
 Color quantization, inverse color mapping      III.16
 Color quantization, octree based      I.287
 Color quantization, onto fourteen values      I.233
 Color quantization, onto sixteen values      III.53
 Color quantization, optimal, statistical computations      III.26-III.33
 Color quantization, variance minimizing, optimal      III.26
 Color reduction filter      III.20-III.22 III.529
 Color reference frame      III.58
 Color rendering, linear      III.343 III.348 III.583
 Color solid, four-bit      I.235-I.236
 Color statistics, computations      III.28-III.31
 Color television monitor, calibration      III.59 III.62
 Combinatorics, inclusion-exclusion      III.29-III.30
 Compact cubes      III.24 III.28
 Compact isocontours      III.23 III.28
 Compact isocontours, compact cubes      III.24 III.28
 Compact isocontours, cube-based contouring      III.23 III.24
 
 | Compaction algorithm      II.89 Complex clipping      II.54
 Complex number      IV.139
 Complexity analysis, RGB triples      I.244
 Composited regions, boundary generator      II.153 III.541
 Compositing stage      III.37
 Compression      II.59
 compression ratios      II.97 III.00
 Compression techniques      II.89
 Compression, image file      II.93-III.00
 Computational cost, jitter generation      I.67-I.68
 Concave polygon, scan conversion      I.87 I.91
 Concave polygon, testing for      IV.7
 Conducting medium, light reflection      II.286
 Cone plus cosine      II.55-II.56
 Cone, bounding volume      III.297
 Cone, equation for      IV.321
 Cone, intersection of ray with      IV.355
 Cone-ellipsoid intersection      I.321-I.322
 Cone-line intersection      V.227
 Conformal mapping      see Map projections
 Conic sections      V.72
 Conjugate diameters      III.169 III.171
 Connection algorithm, two - D drawing      III.173 III.181 III.580
 Connection algorithm, two - D drawing, definitions      III.173 III.174
 Connection algorithm, two - D drawing, overcrossing correction      III.179 III.180
 Connection algorithm, two - D drawing, translate and rotate algorithm      III.174 III.179
 Constants, full precision      IV.34
 Constraints for interactive rotation      IV.177
 Continued fractions      V.26
 Continuity conditions, cubic B
  zier curves      I.615-I.616 Continuous image      I.246
 Continuous signals      II.57
 Contour data, defining surfaces from      IV.58-IV.61
 Contours, defining      IV.54
 Contours, edge      V.338
 Contours, surface      V.99
 Contours, swept      IV.62-IV.64
 Contrast cursor      IV.413
 Contrast enhancement      IV.401 IV.474
 Contrast enhancement transform      II.97-II.98 I.202 I.270-I.271 I.274
 Contrast, display of high      IV.415
 Convex decompositions, polygons      I.97
 Convex polygon      IV.7 IV.25 IV.141
 Convex polyhedron, collision detection      IV.83
 Convolution      IV.447
 Convolution kernel      II.50-II.51
 Coordinate frames      IV.22-IV.32
 Coordinate frames, matrix representation      IV.24
 Coordinate frames, problem solving examples      IV.27-IV.32
 Coordinate frames, vectors and points      IV.22-IV.23 IV.26
 Coordinate Rotation Digital Computer      see CORDIC
 Coordinate, barycentric      211
 Coordinate, homogeneous      112 214
 Coordinate, transformation      111
 Coordinate, unit-cube frame representation      141
 Coordinates, barycentric      V.211
 Coordinates, homogeneous      IV.23 V.112 V.214
 Coordinates, nonhomogeneous      IV.23
 Coordinates, transformation      V.111
 Coordinates, unit-cube frame representation      V.141
 Coplanar sets, of nearly coplanar polygons      III.230 III.512
 CORDIC, vector rotation      IV.94 IV.97
 Corner rounding      IV.145
 Corner value      IV.53-IV.54
 Cosine, angles between lines, 2D      III.
 Cosine, in exponentials      II.5
 Covariance matrix      V.113
 Crack prevention      IV.292
 Crack prevention, space packing lattices      III.74
 Cramer's rule      IV.38 IV.90 IV.142 IV.164
 Cross product      II.333-II.334
 Cross product,
  -dimensional      IV.156 IV.167 Cross product, identity      IV.158 IV.397
 Cross product, in 2D      IV.140
 Cross product, in four dimensions and beyond      III.84 III.88
 Cross product, matrix      IV.73
 Cross product, sign calculation      II.392-II.393
 Cross-section, positioning and orienting      IV.70
 Cube, bounding volume      III.295 III.296
 Cube, dihedral      II.174-III.75
 Cube, intersection with triangle      III.236 III.239 III.521
 Cube-based contouring      III.23 III.24
 Cubic      see also Cubic lattices
 Cubic B
  zier curves      IV.79 I.614 II.528-II.529 Cubic B
  zier curves, continuity conditions      I.615-I.616 Cubic B
  zier curves, forward differencing      I.600-I.601 I.603 Cubic B
  zier curves, geometrically continuous      II.528-II.534 Cubic B-spline      III.14-III.15
 Cubic curve      II.513
 Cubic curve, planar      IV.75-IV.78
 Cubic equations, Descartes - Euler - Cardano      8
 Cubic equations, Descartes-Euler-Cardano      V.8
 Cubic equations, Ferrari's      V.7
 Cubic equations, Neumark's      V.9
 Cubic lattice, face centered      68 (see also Rhombic dodecahedron)
 Cubic lattices      V.62
 Cubic lattices, body centered      V.68
 Cubic lattices, face centered      V.68 (see also Rhombic dodecahedron)
 Cubic marching cubes      98
 Cubic roots      IV.04-IV.07
 Cubic spline interpolation formulas      IV.79-IV.84
 Cubic spline interpolation formulas, closed loops      IV.80-IV.82
 Cubic spline interpolation formulas, open curves      IV.82-IV.83
 Cubic symmetric polyhedra      78 83
 Cubic tetrahedral algorithm, delta form-factor calculation      III.324-III.328 III.575
 Cubic tetrahedron, adaptation of hemi-cube algorithm      II.299-II.302
 Cubic triangle      II.513
 Cubic triangle, conversion to rectangular patches      III.260 III.261
 Cubic, lattice, body centered      68 (see also Truncated octahedron)
 Cubic, marching cubes      V.98
 Cubic, symmetric polyhedra      V.78 V.83
 Cubic, tricubic interpolation      V.107
 Cuboctahedron      I.237 V.70
 Culling, back-face      127
 Culling, backface      I.346-I.347 IV.44-IV.45 V.127
 Culling, view-frustum      V.127
 Cumulative transformation matrix      III.295
 Current object area      II.28
 Cursor      IV.413
 Curvature vector      IV.68
 Curve tessellation criteria      III.262 III.265
 Curves and surfaces      II.505 (see also Surfaces)
 Curves and surfaces, anti-aliased circle generation      II.545-II.549
 Curves and surfaces, B
  zier      see B  zier curves and surfaces Curves and surfaces, B-spline      IV.252
 Curves and surfaces, fitting      see Digitized curve fitting
 Curves and surfaces, great circle plotting      II.540 II.544
 Curves and surfaces, interpolation with variable control point approximation      II.517-II.519
 Curves and surfaces, intersection of cubic      IV.261
 Curves and surfaces, knot insertion      IV.252
 Curves and surfaces, Menelaus's theorem      II.524-II.527
 Curves and surfaces, number of segments      II.535-II.536
 Curves and surfaces, open, cubic spline interpolation formulas      582-IV.83
 Curves and surfaces, Peano      II.25-II.26
 Curves and surfaces, polynomials, symmetric evaluation      420-II.523
 Curves and surfaces, rational      IV.256
 Curves and surfaces, reparametrization      IV.263 IV.441
 Curves and surfaces, smoothing      IV.241
 Curves and surfaces, straight-line approximation of circular arc      II.535-II.539
 Curves and surfaces, subdivision      IV.251
 Cyclic sequences, fast generation      III.67-III.76 III.558
 Cylinder, bounding volume      III.296 III.297
 Cylinder, equation for      IV.321
 Cylinder, generalized, reference frames      IV.67
 Cylinder, intersection of ray with      IV.353 IV.356
 Cylinder, normal vector      IV.359
 Cylinder, with changing cross-sections      IV.70-IV.71
 Cylindrical equal area      I.318-I.319
 Cylindrical equirectangular map      I.310
 
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