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                    | Paeth A.W. (ed.) — Graphics gems (volume 5) |  
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                    | Предметный указатель |  
                    | | Line, joining two with circular arc fillet      193 III.198 III.596 Line, segment, face connected, generation in
  -dimensional space      III.89 III.91 III.560 Line, subsegment      III.189
 Line, tangent, to circle      I.5
 Line, tangent, to circle and perpendicular to line      I.8 I.9
 Line, tangent, to two circles      I.7-I.8
 Line, vertical distance to point      IV.7 IV.8
 Line-edge intersections, uniform grid      I.29-I.36
 Linear color rendering      III.343 III.348 III.583
 Linear congruential generators      I.67
 Linear fccdback shift register      I.222
 Linear interpolation      see Interpolation
 Linear transformations      II.335 II.337
 Linear transformations, nonsingular, decomposing      III.108 III.112
 Linear transformations, singular, decomposing      III.112 III.116
 Lissajous figure      III.166
 Locally circular assumption      IV.99-I.600
 Logarithmic space, interpolation      III.121
 Lookup table (LUT)      IV.424 IV.449 IV.468
 Lookup table (LUT), color      III.39
 Lookup table (LUT), nonlinear pixel mappings      I.253
 Lorentz transformations, H      IV.9-III.60
 LU decomposition      II.349
 Luminaires, power from      II.307
 Luminance meter      III.59 III.60
 Luminance-color difference space      III.57
 M2      III.54
 Mach band effect      II.235-II.236
 Magic square, as outer product      II.74
 Magic square, dither      II.60-II.62
 Magnification of image      IV.449
 Mailbox      II.264
 Mailbox technique      III.285 III.286
 Mailbox, algorithm      II.268
 Manhattan distance      IV.32 II.258-II.259
 map projections      I.307-I.320
 Map projections, Alber's      I.321-I.325
 Map projections, central (gnomonic)      I.315 III.314
 Map projections, cylindrical      I.310 II.540 III.290
 Map projections, equal area      I.312 I.318 I.321
 Map projections, Mercator's conformal      I.313 II.545
 Map projections, orthographic      I.316
 Map projections, Sanson's sinusoidal      I.314
 Map projections, stereographic      I.316 II.385
 Map-making      IV.497
 Mapping 3D      I.306
 Mapping, nonlinear pixels      I.251-I.253
 Mapping, original colors onto representatives      I.291
 Mapping, RGB triples      II.143-III.56
 Maps, cylindrical      I.310-I.311
 Marching Cubes      IV.325 V.98
 Marsden identities      V.160 V.166
 Martian panoramas      III.291 III.293
 Mass, superquadric      III.139-III.140 III.152
 Mathematician's tea      V.37
 Matrix groups      II.344
 Matrix groups, affine      II.345
 Matrix groups, angle-preserving      II.345
 Matrix groups, inverse      II.348 II.349
 Matrix groups, length-preserving      II.344-II.345
 Matrix groups, membership and privileges      II.346 II.347
 Matrix groups, nonsingular      II.345
 Matrix groups, nonsingular, inverse      II.350
 Matrix groups, window-to-viewport      II.344
 Matrix groups, window-to-viewport, inverse      II.348
 Matrix identities      IV.53-IV.54
 Matrix inversion      IV.70-IV.71 II.342-II.350
 Matrix inversion, elementary      II.347
 Matrix inversion, evaluation strategy      II.347 II.348
 Matrix inversion, problem statement      II.342
 Matrix multiplication, fast      IV.60 IV.61
 Matrix orthogonalization      IV.64
 Matrix techniques      II.319
 Matrix techniques,
  matrices      II.351 II.354 Matrix techniques, cross product      II.333-II.334
 Matrix techniques, data recovery from transformation matrix      II.324-II.331
 Matrix techniques, linear transformations      II.335-II.337
 Matrix techniques, notation      II.338
 Matrix techniques, pseudo-perspective      II.340-II.341
 Matrix techniques, quaternions      II.351 II.354
 Matrix techniques, random rotation matrices      II.355 II.356
 Matrix techniques, shear      II.339 II.340
 Matrix techniques, small sparse matrix classification      II.357 II.361
 Matrix techniques, tensor product      II.333-II.334
 Matrix techniques, transformations as exponentials      II.332 II.337
 Matrix, decomposition      IV.207
 Matrix, decomposition, into simple transformations      II.320-II.323
 Matrix, determinant      IV.154 IV.167
 Matrix, eigenvalues,
  matrix      IV.195 Matrix, eigenvalues,
  matrix      IV.201 IV.209 Matrix, exponential      II.332 II.333
 Matrix, inverse      IV.199 IV.534
 Matrix, of central moments      IV.194
 Matrix, subroutine library for
  and  IV.534 Matrix-vector      II.360-II.361
 Mechanical simulation, mass and spring model      IV.506
 Median cut algorithm      I.288
 Median finding,
  and  grid      II.71-II.75 Medical imaging, contrast enhancement      IV.474
 Medical imaging, contrast enhancement, volume data      IV.324 IV.366 IV.521
 Memory Allocator      III.59 III.50 III.548
 Menelaus' theorem      213
 Menelaus's theorem      II.524 II.527 V.213
 Mensuration      see Area and Volume
 Mercator projection      I.311 I.313
 Meridians      I.310 I.311
 Mesh, computing normals for 3D      IV.60
 Mesh, generation for 2D region      IV.47
 Metric properties, transformations      IV.43 IV.44
 Metric tensor      IV.43 IV.44
 Microdot distribution      V.297
 Mirror image, transformation matrices      IV.74
 Mirror image, transformation matrices, data recovery from      II.327
 Mitchell filter      III.15 III.16
 Modeling      IV.39 IV.42
 Modified cylindrical equidistant projection      I.311
 Modified facet shading      II.236 II.237
 Moir
  patterns      300 Moire patterns      III.339 III.340 V.300
 Molecular graphics      IV.193
 Mollweide's Formula      II.3
 Monitor, white point, setting      II.159-III.62
 Monochromatic triples      III.56
 Monochrome enlargements, smoothing      II.66 II.70
 Monochrome enlargements, smoothing, pattern within rules      II.69
 Monochrome enlargements, smoothing, rules      II.66 II.67
 Monomial evaluation algorithm, B
  zier curves      IV.90-IV.91 Monomial form, conversion, from B
  zier form      IV.92-IV.93 Monomial form, conversion, to B
  zier form      IV.91-IV.92 Monte - Carlo integration      359
 Monte Carlo integration      III.80 V.359
 Monte Carlo integration, spectral radiance      III.308
 Monte Carlo label placement      IV.498
 Monte Carlo sampling      IV.370
 Morphing      II.545
 Motion blur, graphics workstation      III.374 III.382
 Motion blur, graphics workstation, code      III.606
 Motion blur, graphics workstation, combining spatial and temporal anti-aliasing      III.376 III.378
 Motion blur, graphics workstation, computing on fields      III.375 III.376
 Motion blur, graphics workstation, implementation tricks      III.380-III.382
 Motion blur, graphics workstation, interlace artifact reduction      III.378-III.379
 Motion blur, graphics workstation, pixel shifts      III.380 III.381
 Motion blur, graphics workstation, supersampling in time      III.374 III.375
 Multi-indices      II.512
 Multidimensional sum tables      I.376 I.381
 Multidimensional sum tables Superquadrics, review      III.137 III.138
 Multidimensional sum tables,
  -dimensional      I.380 I.381 Multidimensional sum tables, three-dimensional      I.378-I.380
 Multidimensional sum tables, two-dimensional      I.376 I.377
 Multilinearity      V.215
 
 | Multiple output levels, halftoning to      II.64-II.65 Multiple-angle relations      II.7
 Multivariate approximation, B
  zier curves and surfaces      II.509 Narrow domains, aliasing      III.23-III.24
 National Television Systems Committee, encoding basics      II.148 III.52
 Nearest neighbor      V.30 V.65
 Nearest neighbor 3D      65
 Nearest-point-on-curve problem      I.607-I.611
 Nearest-point-on-curve problem, B
  zier form conversion      I.609-I.611 Nearest-point-on-curve problem, problem statement      I.608-I.609
 Negative light      III.367
 Nesting      IV.67-IV.68
 Neumark's algorithm      V.9
 Neutral file format (NFF)      V.398
 Newell's method, plane equation of polygon      III.231 III.232 III.517
 Newton's formula      II.5IV.96 IV.98
 Newton-Raphson iteration, digitized curve fitting      I.621-I.623
 Nice numbers, for graph labels      I.61 I.63
 Nine-point circle      IV.143
 Noise function      V.367; see Wave generators
 Noise thresholding, edge images      III.05-III.06
 Nolid      I.238
 Nonhomogeneous coordinates      IV.23
 Nonlinear pixel mappings      I.251 I.253
 Nonlocality tension      II.238
 Nonsingular matrix group      II.345
 Nonsingular matrix group, inverse      II.350
 Nonuniform random point sets, via warping      80III.83
 Normal buffer      I.257 I.258
 Normal coding      I.257 I.264
 Normal coding, encoding methods      I.258 I.263
 Normal coding, encoding methods, improving      I.263-I.264
 Normal coding, encoding methods, index number      I.260
 Normal coding, encoding methods, principles      I.258 I.259
 Normal coding, normal buffer      I.257 I.258
 Normal map      I.260
 Normal vector      IV.39 IV.40
 Normal vector,
  -dimensional      IV.156 Normal vector, in 2D      IV.138
 Normal vector, interpolation      IV.404
 Normal vector, of cylinder      IV.359
 Normal vector, of ellipsoid      IV.113 IV.114
 Normal vector, rotation      IV.168
 Normal vector, superquadrics      III.148
 Normal vector, vertex      IV.60
 Normals      see Surface normal
 NTSC encoding      see Pixel encoding
 Null transform      II.96 II.97
 Numerical and programming techniques      II.365 47
 Numerical and programming techniques, arctangent, approximation      II.389 II.391
 Numerical and programming techniques, bit picking      II.366-II.367
 Numerical and programming techniques, cross product, in four dimensions and beyond      III.84 III.88
 Numerical and programming techniques, face-connected line segment generation,
  -dimensional space      III.89 III.91 III.560 Numerical and programming techniques, fast generation of cyclic sequences      III.67 III.76 III.558
 Numerical and programming techniques, fast memory allocator      III.59 III.50 III.548
 Numerical and programming techniques, Fourier transform      II.368-II.370
 Numerical and programming techniques, generic pixel selection mechanism      III.77 III.79
 Numerical and programming techniques, half-angle identity      II.381-II.386
 Numerical and programming techniques, IEEE fast square root      III.58 III.546
 Numerical and programming techniques, integer square root algorithm      II.387-II.388
 Numerical and programming techniques, interval arithmetic      III.61 III.66 III.554
 Numerical and programming techniques, interval sampling      II.394 II.395
 Numerical and programming techniques, nonuniform random point sets, via warping      III.80 III.83
 Numerical and programming techniques, Perlin noise function, recursive implementation      II.396-II.501
 Numerical and programming techniques, rolling ball      III.51 III.60 III.552
 Numerical and programming techniques, sign of cross product calculation      II.392-II.393
 Numerical and programming techniques, using geometric constructions to interpolate orientation with quaternions      II.377-II.380
 NURBS      see B-splines nonuniform
 NURBS (nonuniform rational B-spline)      IV.256 286 V.216
 Object area      II.26 II.27
 Object space partitioning      III.284 III.287
 Object-space rendering      II.26
 Octahedral subdivision      see Ellipsoid generation
 Octahedron, dihedrals      III.74-III.75
 Octree      I.288 IV.74
 Octree quantization      I.287-I.293
 Octree quantization, algorithm      I.289
 Octree quantization, color table filling      I.290-I.291
 Octree quantization, evaluation of representatives      I.289-I.290
 Octree quantization, improvements      I.291-I.292
 Octree quantization, mapping onto representatives      I.291
 Octree quantization, memory and computational expense      I.292-I.293
 Octree quantization, principle      I.288
 Octree, bit interleaving      IV.43-IV.47
 Offset prints      III.65
 Opcode      II.36
 Optical character recognition (OCR)      V.329
 Optimal sampling patterns      V.359
 Ordered dithering      II.76-II.78 V.297
 Ordered dithering, color      II.73 II.75
 Ordered dithering, matrix      II.58-II.60
 Orientation control      IV.175
 Orientation control, mouse-driven, rolling ball      III.51 III.60 III.552
 Orientation, of triangle      IV.144
 Oriented lines      V.50
 Orthogonal loops      II.05
 Orthogonal projection, in 2D      IV.142
 Orthogonal projection, transformation matrices      IV.75
 Orthogonal transformations, normal vectors      IV.42-IV.43
 Orthogonalization, matrix      IV.64
 Orthographic projection      I.309 I.316
 Orthonormal base 3D viewing and rotation using      IV.16 IV.21
 Orthonormal base 3D viewing and rotation using, general rotations      IV.20-IV.21
 Orthonormal base 3D viewing and rotation using, new approach      IV.17-IV.20
 Orthonormal base 3D viewing and rotation using, UVN coordinate system      IV.18 IV.19
 Orthonormal base 3D viewing and rotation using, viewing transformation, pseudo-code      IV.21
 Orthonormal base, movement from one to another      IV.08
 Overcrossing correction      III.179 III.180
 Overlapping testing,
  -dimensional extent      240 III.243 III.527 Packing, body centered cubic (bcc)      V.68
 Packing, circumspherical      V.67 V.270
 Packing, face centered cubic (fcc)      V.68
 Paint program      IV.433
 Painter's algorithm      see Back to front polygon rendering
 PAL encoding      III.53 III.54
 Panoramic virtual screen, ray tracing      288-III.294 III.551
 Parallel connected stripes representation      203-II.204
 Parallel projection, transformation matrices      IV.75
 Parallelepiped      IV.155 IV.161
 Parallelogram      IV.140
 Parallelogram approximation      II.83 II.84
 Parallelohedron      V.67
 Parametric continuity      I.616 II.530-II.531
 Parametric elliptical arc algorithm, code      III.578
 Parametric elliptical arc algorithm, conjugate diameters      III.169-III.171
 Parametric elliptical arc algorithm, digital generation of sinusoids      III.167 III.169
 Parametric elliptical arc algorithm, quarter ellipse      III.164 III.165
 Parametric elliptical arc algorithm, simplifying computation      III.171-III.172
 Parametric surface      see Surfaces parametric
 Parametric surface functions, superquadrics      146 III.147
 Partitioning, object space      III.284 III.287
 Partitioning, three - D polygons      III.219 III.222 III.502
 Patch      see Surfaces parametric
 Patch visibility index      II.313
 Pattern mask      II.57
 PCS-to-boundary conversion      II.205
 Peano curve      I.28 II.27-II.28
 Peano curve, coherence of transversal sequences      II.28 II.30
 Peano curve, generation algorithm      II.25 II.26
 Perception of brightness      IV.416
 Perception of texture patterns      IV.487
 Perimeter, triangles      I.20
 Periodic plane tesselation      II.29 II.30
 Perlin noise function, recursive implementation      II.396-II.501
 Perp-dot product      IV.139 V.400
 Perpendicular bisector      IV.139
 Perpendicular bisector, intersection, triangles      I.22-I.23
 Perpendicular vector      see Normal vector
 Perspective projection, transformation matrices      IV.75
 Perspective,
  -dimensional      IV.153 
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