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Paeth A.W. (ed.) — Graphics gems (volume 5) |
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Предметный указатель |
Cylindrical luminaire V.285
Cylindrical maps I.310-I.311
Darklights III.366-III.368
Data smoothing IV.241
Data structure see also Grid
Data structure, octree IV.74
Data structure, scanline coherent shape algebra II.32-II.34
Data value I.30
Databases, direct charting I.309-I.310
DDA see Line drawing
DDA algorithm IV.95
de Boor - Fix formulas 160 166
de Boor algorithm V.217
de Boor-Fix formulas V.160 V.166
de Casteljau algorithm V.199 V.217
de Casteljau Evaluation Algorithm IV.87-IV.89 604-I.605
Decimation II.58 (see also Resampling)
Decimation, by two, frequency response, half-phase filters II.62-II.63
Decimation, by two, frequency response, Lanczos2 sine functions II.64 II.65
Decimation, by two, frequency response, zero-phase filters II.62
Decimation, Gaussian 1/ filter, frequency response II.64
Decimation, Gaussian 1/two filter, frequency response II.63
Decimation, Lanczos2 sine functions, frequency response II.64-II.65
Decimation, Lanczos2 sine functions, frequency response, by factor of four II.61
Decimation, Lanczos2 sine functions, frequency response, by factor of three II.60
Decimation, Lanczos2 sine functions, frequency response, by factor of two II.58 II.59
Decision tree III.176 III.174
Decomposition into parallelohedra (space packing) V.67
Decomposition quotient space V.61
Decomposition, quotient space 61
Decomposition, Seidel's algorithm (trapezoids, triangles) V.394
Decomposition, singular value V.115
Delaunay triangulation 270
Delauney triangulation IV.47 V.270
Delta form factor II.313
Delta form factor, calculation, cubic tetrahedral algorithm III.324 III.328 III.575
DeMoivre's theorem II.5
Density, superquadrics III.139 III.140
Depth buffer I.218
Depth cuing I.365
Depth of field III.36
Descartes - Euler - Cardano algorithm V.8
Descartes' law of signs V.154
Destination pixel, contributors to III.12
Determinant IV.154 IV.167
Diagram layout IV.497 IV.505
Diameters, conjugate III.169 III.171
Dielectric materials, fresnel formulas II.287-II.289
Difference equation IV.245
Difference, scanline coherent shape algebra 39-II.50
Differentiation algorithm, Bzier curves 589-IV.90
Diffuse reflection II.233
Digital cartography see Map projections
Digital computation, half-angle identity 381-II.386
Digital dissolve effect I.221-I.232
Digital dissolve effect, case study I.229-I.231
Digital dissolve effect, faster mapping I.227-I.228
Digital dissolve effect, first attempt I.223 I.224
Digital dissolve effect, further research I.231-I.232
Digital dissolve effect, optimizations I.230-I.231
Digital dissolve effect, randomly traversing 2D array I.221-I.222
Digital dissolve effect, scrambling integers I.222-I.223
Digital filtering see Discrete convolution
Digital generation, sinusoids 167-169
Digital halftoning II.57 II.71 IV.489 V.297 V.302
Digital halftoning, clustered-dot dither II.63
Digital halftoning, contrast adjustment during II.63-II.64
Digital halftoning, error diffusion dithering II.65-II.71
Digital halftoning, horizontal lines II.60-II.61
Digital halftoning, magic-square dither II.60-II.62
Digital halftoning, ordered dither matrix II.58-II.60
Digital halftoning, threshold dithering II.58-II.63
Digital halftoning, to multiple output levels II.64-II.65
Digital images, color hardcopy III.63 III.65
Digital line drawing I.99 II.00
Digitized curve fitting, automatic, algorithm I.612-I.626
Digitized curve fitting, automatic, algorithm, chord-length parameterization I.617 I.621
Digitized curve fitting, automatic, algorithm, implementation notes I.624-I.625
Digitized curve fitting, automatic, algorithm, Newton - Raphson iteration I.621-I.623
Digitized curve fitting, automatic, algorithm, scalar curves I.616
Digits, conversion with bits IV.35
Direct lighting, distribution ray tracing 307-III.313 III.562
Direction ratios IV.56-IV.57
Directional light V.290
Dirichlet cell V.62 V.270
Discrete convolution, image smoothing and sharpening II.50-II.56
Discrete image I.246
Discrete laplacian filter II.53-II.54
Discrete signals II.57
Discriminator II.01
Display, high fidelity IV.415
Dissolve algorithm I.225-I.227
Distance 3D, fast approximation IV.32-IV.33
Distance approximations IV.23 V.78
Distance between two polyhedra IV.83
Distance measures, approximate vector length IV.29
Distance measures, equations of unit distance IV.28
Distance measures, fast approximation to 3D Euclidian distance IV.32-IV.33
Distance measures, fast approximation to hypotenuse IV.27
Distance measures, full-precision constants IV.34
Distance measures, high speed, low precision square root IV.24-IV.26
Distance to a hyperplane IV.161
Distance to a line IV.143
Distance to an ellipsoid IV.113
Distance variable II.05
Distance, -dimensional IV.120
Distribution check III.131 III.132
Distribution ray tracing, direct lighting 307-III.313 III.562
Dither IV.489
Dithering see Ordered dithering
Dithering matrix II.77
Divergence theorem V.40
dodecahedron III.76
Dodecahedron, dihedrals III.75 III.77
Dodecahedron, transformation of sphere II.241
Dot products, -dimensional IV.158
Dot products, for shading I.348-I.360
Dot products, for shading, direct algorithm I.351-I.352 I.359
Dot products, for shading, directing vectors I.348
Dot products, for shading, new algorithm I.351-I.352 I.359-I.360
Dot products, for shading, reflection of light I.349-I.352
Dot products, for shading, refraction I.353-I.354
Dot products, for shading, Snell's law I.353-I.354
Dot products, in 2D IV.140
Double speed Bresenham's II.01-II.02
Double-angle relations II.7
Double-framed order I.265-I.266
Dual solids I.236-I.237
Duff's formulation II.518
Duratrans III.64-III.65
Dymaxion gnomonic projection I.316
Dynamic range of image IV.415 IV.422
Dynamic simulation, mass and spring mode] 506
Earth, ellipsoidal approximation I.309 IV.135
Edge calculations, anti-aliasing III.345 III.354 III.586
Edge contours V.338
Edge detectors III.05
Edge images, noise thresholding III.05-III.06
Edge preservation IV.61
Edge structure II.86-II.87
Edge-sharpening convolutions II.55
Edge-sharpening convolutions, applied before halftoning II.70-II.71
Eigenvalues II.324-II.325 (see also Matrix eigenvalues)
Element exchanging see also Cyclic sequences
Element exchanging, of three or more values III.67
Element exchanging, subtraction-based II.72
Element exchanging, XOR-based II.71 IV.36
Ellipse intersections equations V.75
Ellipse intersections figure V.6
Ellipse intersections, equations 75
| Ellipse intersections, figure 6
Ellipsoid IV.113
Ellipsoid generation V.179
Ellipsoid, box-sphere intersection testing, generalizing I.338-I.339
Ellipsoid, equation III.276
Ellipsoid, intersection with cone I.321-I.322
Ellipsoid, superquadric "inside-outside" function III.148
Ellipsoid, superquadric inertia tensor III.140 III.144
Ellipsoid, superquadric normal vectors III.148
Ellipsoid, superquadric parametric surface functions III.147
Ellipsoid, superquadric shells III.154 III.157
Ellipsoid, superquadric volume III.140
Elliptical arc, parametric see Parametric elliptical arc algorithm
Elliptical cone, equation III.277
Elliptical cylinder, equation III.276
Elliptical hyperboloid, equation III.277
Elliptical paraboloid, equation III.277
Elliptical torus, cross section II.251 II.252
Elliptical torus, equation II.251-II.252
Elliptical torus, intersection with ray II.251-II.256
Embedding plane, intersection with ray I.390-I.391
embossing IV.433
Encoded image data, rotation II.86-II.88
Encoding, adaptive run-length II.89-II.91
Energy balance criterion III.320
Enlargement, monochrome images, smoothing II.66-II.70
Error diffusion dithering II.65-II.71
Error diffusion dithering, blue noise added II.70
Error diffusion dithering, edge-enhanced II.70-II.71
Error diffusion dithering, introduction of random noise II.69
Error diffusion dithering, serpentine raster pattern II.67 II.69
Error-propagation dithering II.75 II.77
Euclidean dimensions, four III.58-III.59
Euclidean distance see Distance
Euclidean geometry, - D, - D rotation V.55 V.405
Euclidean geometry, - D, - D solids V.79
Euclidean geometry, - D, graphics libraries, extended V.400
Euclidean norm IV.23 V.78;
Euler angle IV.222 (see also Quotient space decomposition)
Euler angles see Quotient space decomposition
Evolute IV.116
Exact computation of 2-D intersections III.188 III.192 III.591
Exact computation of 2-D intersections, Apollonius problem solution III.203-III.209
Excircle IV.47 IV.143
exponentiation IV.385 IV.403
Face centered cubic lattice (fcc) V.68 (see also Rhombic dodecahedron)
Face dihedrals III.74-III.75
Face-connected line segment generation, -dimensional space III.89-III.91
Faceted shading II.234 II.236
Factorial polynomials IV.95-IV.96
Fast anamorphic image scaling II.78-II.79
Fast fill algorithm, precalculating addresses I.285-I.286
Fast Fourier transform algorithms II.368-II.370
Fast lines, rendering on raster grid III.5-II.20
Fast lines, rendering on raster grid, Hobby's polygonal pens III.5-III.7
Fast lines, rendering on raster grid, software implementation III.7-II.20
Fast memory allocator III.59 III.50
Fat curve, generation II.53
Fat lines, rendering on raster grid III.5-II.20
Fence shading IV.404
Fermat primes II.8
Ferrari's algorithm 7
Feuerbach circle III.215 III.218 IV.144
Fiber bundle IV.230
Fill algorithms I.278-I.284
Fill algorithms, canonical I.279
Fill algorithms, optimal I.281-I.282
Fill algorithms, processing shadows I.280-I.281
Fillet IV.145
Filter see Image filter
Filter post-processing stage III.37
Filter windows II.94 II.95
Filtered image rescaling III.8 III.16 III.514
Filtered image rescaling, magnification III.9
Filtered image rescaling, minification III.9-III.11
Finite difference IV.241
First decomposition algorithm III.99 III.100
First derivative filters III.05
First fundamental matrix IV.43-IV.44
Fixed-point trigonometry, CORDIC IV.94-IV.97
Flipped bit count II.368
Floating point arithmetic IV.125 IV.422
Floating point pixel format II.81-II.82
Floyd - Steinberg error propagation II.75-II.76
Floyd - Steinberg filter II.68
Fluorescent lights see Cylindrical luminaire
Fog, simulating I.364 I.365
Font rendering, three-pass algorithm II.93
Form factor, accurate computation III.329 III.333 III.577
Form factor, vertex-to-vertex III.318 III.323
Forms, differences with vectors IV.33-IV.35
Forms, triangular interpolants IV.35 IV.38
Forward differencing IV.94-I.603 IV.251
Forward differencing, operator IV.94-IV.95 IV.98
Forward differencing, Bzier cubics implementation I.603
Forward differencing, DDA algorithm IV.95
Forward differencing, factorial polynomials IV.95 IV.96
Forward differencing, locally circular assumption IV.99 I.600
Forward differencing, Newton's formula IV.96 IV.98
Forward differencing, step size determination IV.99-I.601
Forward differencing, subdividing I.601-I.603
Fourier transform II.368-II.370
Frame buffer I.215 I.216 III.15
Frame buffer, associated color map I.217
Frame buffer, color hardcopy III.63-III.65
Frame buffer, color quantization statistical computations III.26-III.33
Frame buffer, fill algorithms I.278-I.284
Frame buffer, inverse color map, computation III.16-III.25
Frame buffer, mapping RGB triples III.53-III.56
Frame buffer, PHIGS PLUS III.38-III.52
Frame buffer, plane I.217-I.218
Frame buffer, random color map animation algorithm III.34-III.37
Frame buffer, setting monitor white point III.59 III.62
Frame buffer, television color encoding III.57-III.58
Free-form surface see Surfaces parametric
Frenet frame IV.67 IV.68
Fresnel formulas, approximations for applying II.287 II.289
Fresnel formulas, dielectric materials II.287 II.289
Fresnel formulas, wavelength-dependent reflection and refraction II.286-II.287
Fresnel reflectance curve II.284 II.289
Fresnel transmission curve II.284 II.288 II.289
frexp II.82
Full-precision constants IV.34
Gain function IV.401
Gamma correction IV.401 IV.423
Gamma correction function II.99 I.203-I.206 I.273
Gamma correction, color dithering II.72 II.73
Gamma function, computation III.151 III.152
Gauss - Jordan elimination II.349
Gaussian 1/ filter frequency response II.64
Gaussian 1/ filter, frequency response II.64
Gaussian 1/ filter, interpolation II.54-II.56
Gaussian filter II.54-II.55 II.50-II.53
Gaussian one /two filter, frequency response II.63
Gaussian one /two filter, interpolation II.52-II.54 II.56
Gaussian random numbers III.36
Gaussian weighted filter II.51-II.53
Gaussians, uniform rotations from III.129
General direction ratios IV.57
Genus, computing, binary digital image 107-III.11
Geodesics I.315 II.540
Geometric constructions, interpolation of orientation with quaternions II.377-II.380
Geometric continuity I.615-I.616 II.530-II.531
Geometry, -dimensional IV.83 IV.149
Geometry, 2D IV.138
Girard's formula 44; see Spherical triangle area
Gnomonic projection I.315
Gouraud renderer III.345-III.347
Gouraud shading I.84 II.235-II.236 IV.60 404 IV.526
Gram - Schmidt orthogonalization procedure III.108 III.109
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