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Paeth A.W. (ed.) — Graphics gems (volume 5)
Paeth A.W. (ed.) — Graphics gems (volume 5)



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Название: Graphics gems (volume 5)

Автор: Paeth A.W. (ed.)

Язык: en

Рубрика: Computer science/Вычислительная геометрия/

Статус предметного указателя: Готов указатель с номерами страниц

ed2k: ed2k stats

Год издания: 1995

Количество страниц: 440

Добавлена в каталог: 20.11.2005

Операции: Положить на полку | Скопировать ссылку для форума | Скопировать ID
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Предметный указатель
Line, joining two with circular arc fillet      193 III.198 III.596
Line, segment, face connected, generation in $n$-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, $4 \times 4$ 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, $3 \times 3$ matrix      IV.195
Matrix, eigenvalues, $4 \times 4$ 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 $3 \times 3$ and $4 \times 4$      IV.534
Matrix-vector      II.360-II.361
Mechanical simulation, mass and spring model      IV.506
Median cut algorithm      I.288
Median finding, $3 \times 3$ and $5 \times 5$ 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$\acute{e}$ 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$\acute{e}$zier curves      IV.90-IV.91
Monomial form, conversion, from B$\acute{e}$zier form      IV.92-IV.93
Monomial form, conversion, to B$\acute{e}$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, $d$-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$\acute{e}$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$\acute{e}$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, $n$-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, $n$-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, $n$-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, $n$-dimensional      IV.153
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