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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
PHIGS PLUS      III.38-III.52 II.520
PHIGS PLUS, implementation      III.51-III.52
PHIGS PLUS, pseudo color, interpolation      III.50-III.51
PHIGS PLUS, pseudo color, mapping      III.38-III.50
Phong illumination (specular formula)      IV.385 IV.388
Phong shading (normal vector interpolation)      60 IV.404
Phosphors, chromaticity      III.51
Phosphors, chromaticity, coordinates      III.61
Phosphors, spectral emission curve      III.60-III.61
Photo-inversion transform      II.96 II.98 I.270-I.271
Physically based methods, for graph layout      IV.506
Pipeline accelerator      III.383-III.389
Pixel      II.80-II.83
Pixel coordinates      I.246-I.248
Pixel coordinates, along unit axis      I.250
Pixel coordinates, continuous      I.246
Pixel coordinates, converting      I.247-I.248
Pixel coordinates, discrete      I.246
Pixel encoding      see also Color quantization
Pixel encoding, floating point, common exponent      II.80
Pixel encoding, hyperbolic      IV.422
Pixel encoding, logarithmic ($\mu$-255 law)      I.251-I.253
Pixel encoding, non-linear luminance scaling      IV.415
Pixel encoding, NTSC broadcasting      III.57
Pixel value, dynamic range      IV.415 IV.422
Pixel, angular width      III.289
Pixel, band, anti-aliasing      II.545-II.546
Pixel, components      III.09-III.10
Pixel, destination, contributors to      III.12
Pixel, gamma-corrected byte storage      II.80
Pixel, locations      II.33-II.34
Pixel, nonlinear mappings      I.251-I.253
Pixel, remapping      II.78
Pixel, replication      II.79
Pixel, selection mechanism      III.77 III.79
Pixel, sub-sampling      II.79
Pixel, triangular, anti-aliasing      III.369 III.373
Pixel, unportable bits      II.81
Pixmap, generating iso-value contours from      29-III.33 III.532
Planar cubic curves      IV.75-IV.78
Planar polygon, area      III.70
Planar rotations      III.124 III.126
Planar subdivision      IV.47
Plane equation of polygon, Newell's method      231 III.232 III.517
Plane, arbitrary, partitioning 3D convex polygon with      III.222 III.502
Plane, comparing two      III.229 III.230
Plane, crystallographic groups      II.29-II.33
Plane, embedding, intersection with ray      I.390-I.391
Plane, frame buffer      I.217-I.218
Plane, intersection of three      I.305
Plane, periodic tilings on raster grid      II.29-II.39
Plane, periodic tilings on raster grid, wallpaper groups      II.29-II.33
Plane, signed distance to point      III.223-III.224 III.511
Plane-to-plane intersection, II      I.233 III.236 III.519
Point 3D      IV.22-IV.23 IV.26
Point distributions (uniform), interval (progressive)      II.394-II.395
Point distributions (uniform), sphere      I.320 III.117 III.126
Point distributions (uniform), triangle      I.24
Point in polygon testing      IV.16 IV.24
Point, distance to line      II.0 III.0-III.3
Point, distance to line, vertical      IV.7-IV.8
Point, generating random, triangles      I.24-I.28
Point, generation equation      III.79
Point, mutual visibility      I.30-I.31
Point, signed distance to plane      III.223-III.224 III.511
Point-on-line test      IV.9-IV.0
Point-triangle intersection      II.259-II.261
Polar decomposition of matrix      IV.207
Polygon      see also Polyhedron
Polygon partitioning, by half-space membership      V.122
Polygon partitioning, concave      V.50
Polygon partitioning, general 2D in 3D      V.386
Polygon partitioning, triangulation      V.394
Polygon scan conversion      I.76-I.83 IV.404
Polygon scan conversion, algorithm      I.77 I.82
Polygon scan conversion, arbitrary polygons      I.92 I.97
Polygon scan conversion, background      I.76 I.77
Polygon scan conversion, concave      I.87 I.91
Polygon scan conversion, fast      I.92-I.97
Polygon scan conversion, fast, $x$-transition table      I.93 I.95
Polygon scan conversion, fast, $y$ extrema and memory requirements      I.95-I.96
Polygon scan conversion, fast, active edge lists      I.92 I.93
Polygon scan conversion, fast, convex decompositions      I.97
Polygon scan conversion, fast, intersecting polygons      I.96
Polygon scan conversion, fast, traffic between registers and memory      I.92
Polygon scan conversion, generic, and clipping      I.84-I.86
Polygon scan conversion, half-open intervals      III.362 III.365 III.599
Polygon scan conversion, implementation notes      I.82 I.83
Polygon scan conversion, reducing code redundancy      I.84
Polygon scan conversion, vertices during scan conversion      I.78-I.79
Polygon stretching      II.27 II.28
Polygon, area      II.5-II.6 IV.3 IV.141
Polygon, area, spherical      IV.132
Polygon, bounding volume      III.296
Polygon, centroid      IV.3
Polygon, convexity testing      IV.7 IV.25 IV.141
Polygon, from twisting reference frames      IV.67-IV.68
Polygon, intersection, calculation      II.28
Polygon, intersection, fast scan conversion      I.96
Polygon, intersection, with ray      I.390-I.394
Polygon, nearly coplanar, grouping into coplanar sets      III.230 III.512
Polygon, plane equation, Newell's method      III.231 III.232 III.517
Polygon, point in polygon testing      IV.16 IV.24
Polygon, random point      I.24-I.28
Polygon, shading      IV.404
Polygon, Sutherland - Hodgman clipper      III.219 III.222
Polygon, texture-space images      I.366-I.367
Polygon, three - D, partitioning      III.219 III.222 III.502
Polygon, triangulation      IV.47
Polygon, user-provided display routines, radiosity      II.295-II.298
Polygonal pens      III.54 117
Polygonization, implicit surface      IV.324
Polygonization, parametric surface      IV.287
Polygonization, planar region      IV.47
Polyhedra figures, cube (hexahedron)      V.67
Polyhedra figures, elongated dodecahedron      V.67
Polyhedra figures, hexagonal prism      V.67
Polyhedra figures, hexakis octahedron      83
Polyhedra figures, octahedron      V.83
Polyhedra figures, rhombic dodecahedron      V.67-V.68 V.83
Polyhedra figures, trapezoidal icositetrahedron      V.83
Polyhedra figures, truncated octahedron      V.68
Polyhedron      see also Polygon
Polyhedron 3D      IV.65-IV.66
Polyhedron, collision detection      IV.78 IV.83
Polyhedron, convex, ray intersection      II.247 II.250
Polyhedron, exact dihedral metrics      III.74 III.78
Polyhedron, inferring topology      IV.61
Polyhedron, normal vector      IV.60
Polyhedron, regular      III.74-III.75
Polyhedron, volume      III.70 III.71
polylines      V.212
Polylines, circular arc      II.535-II.537
Polynomial equations, bracketing real roots      see Strum sequences
Polynomials, Horner's rule      II.520 II.521
Polynomials, symmetric evaluation      II.520-II.523
Polytope      IV.84 IV.149
Polytope, semiregular      V.67 V.78 V.83
Polytopes, semiregular      67 78 83
pool      III.59
Popularity algorithm      I.288
Post-concatenation, transformation matrices      IV.76-IV.81
PostScript language      IV.145 IV.380
Power relations      II.5
Prediction-correction coding      II.93-II.94 (see also Image file compression)
Primitives, rectangular bounding volumes      III.300 III.555
print      III.64-III.65
Product relations      II.6
programming techniques      see Numerical and programming techniques
Progressing refinement, radiosity      V.290
Progressive image refinement, gridded sampling      III.361 III.597
Projection, $n$-dimensional      IV.152
Projection, Albers equal-area conic map      I.321 I.325
Projection, azimuthal      I.314 I.317
Projection, data recovery from transformation matrix      II.329-II.331
Projection, equations, view correlation      III.82 III.83
Projection, general      I.318
Projection, hemispherical, triangle      III.314 III.317 III.569
Projection, Mercator      I.311 I.313
Projection, onto vector in 2D      IV.142
Projection, properties, digital cartography      I.307 I.308
Projection, Sanson - Flamsteed sinusoidal      I.312 I.314
Projection, transformation matrices      IV.75
Projective transformations, decomposing      III.98-III.107
Projective transformations, decomposing, first decomposition algorithm      III.99 III.100
Projective transformations, decomposing, fourth decomposition algorithm      III.104-III.106
Projective transformations, decomposing, second decomposition algorithm      III.100 III.102
Projective transformations, decomposing, third decomposition algorithm      III.102 III.104
Proximity testing      I.237 I.239
Pseudo color, interpolation, PHIGS PLUS      III.50-III.51
Pseudo color,mapping, PHIGS PLUS      II.138-III.50
Pseudo-perspective      II.340-II.341
Pyramid geometry, rendering with iterated parameters      II.186-III.87
Pythagorean relation      IV.7
Pythagorean Theorem      IV.99
Pythagorean triangles, prime      IV.8
Quad-edge data structure      IV.48
Quadratic spline, nonuniform      III.01 III.02
Quadratic surface, equation      III.275 III.279
Quadratic triangles, conversion to rectangular patches      III.256-III.259 III.536
Quadric surface      V.3 (see also Surfaces implicit)
Quadric surface, intersection with ray      III.275 III.283 III.547
Quadric surface, surface normal      III.282 III.283
Quadric surfaces      3
Quadtree/octree-to-boundary conversion      II.202-II.218
Quadtree/octree-to-boundary conversion, $Bottom - Up$      II.206 II.208-II.209
Quadtree/octree-to-boundary conversion, $Octree-to - Boundary$ conversion      II.214 II.218
Quadtree/octree-to-boundary conversion, $Octree-to-PCS$      II.214-II.215
Quadtree/octree-to-boundary conversion, $PCS-to - Chain$ procedure      II.205-II.206
Quadtree/octree-to-boundary conversion, $Quadtree-to - PCS$      II.211-II.213
Quadtree/octree-to-boundary conversion, $Top - Down$      II.206-II.208 II.210
Quadtree/octree-to-boundary conversion, parallel connected stripes representation      203-II.204
Quadtree/octree-to-boundary conversion, PCS-to-boundary conversion      II.205
Quadtree/octree-to-boundary conversion, quadtree-to-boundary conversion      II.211 II.213
Quadtrees      II.31
Quadtrees, bit interleaving      IV.43-IV.47
Quantization      see also Color quantization
Quantization transform      II.96-II.97 II.99 I.270 I.272
Quantization, comparison of techniques      I.293
Quantization, logarithmic      IV.420 IV.422
Quarter ellipse algorithm      III.164 III.165
Quartic equations      V.4
Quartic equations, Descartes - Euler - Cardano      8
Quartic equations, Descartes-Euler - Cardano      V.8
Quartic equations, Ferrari's      V.7
Quartic equations, Neumark's      V.9
Quartic roots      IV.06-IV.07
Quaternions      IV.98-IV.15 II.351-II.354 IV.151 175 IV.209 IV.222 IV.232
Quaternions, algorithmetic implementation      IV.09-IV.15
Quaternions, as rotation groups      V.62 V.84
Quaternions, definition      IV.99-IV.00
Quaternions, geometric construction interpolation of orientation      II.377-II.380
Quaternions, interpolation with extra spins      III.96-III.97 461
Quaternions, movements from one orthonormal base to another      IV.08
Quaternions, properties      IV.01-IV.02
Quaternions, rotations      III.57
Quaternions, rotations, in 3D space      IV.03-IV.06
Quaternions, set of unit, properties      IV.02-IV.03
Quotient space decomposition      V.61
Radiosity      II.293-II.294 III.227 III.269 III.270
Radiosity, accurate form-factor computation      329 III.333 III.577
Radiosity, adaptive meshing, shadow boundary detection      II.311-II.315
Radiosity, advantage      II.295
Radiosity, by ray tracing      II.306-II.310
Radiosity, extensions      II.308-II.309
Radiosity, fast vertex update      II.303-II.305
Radiosity, form factors      II.295
Radiosity, hemi-cube algorithm, cubic tetrahedral adaptation      II.299-II.302
Radiosity, linear approximation, vertex-to-vertex form factors      III.318 III.323
Radiosity, progressive      II.296-II.297
Radiosity, progressive, implementation      II.297-II.298
Radiosity, progressive, refinement      II.306-II.307
Radiosity, ray-traced form factors      II.312 II.313
Radiosity, sending power with rays      II.307-II.308
Radiosity, user-provided polygon display routines      II.295-II.298
Random      see also Jitter
Random color map animation algorithm      134-III.37
Random distributions      see also Point distributions
Random distributions, general equations      III.80
Random distributions, interval (progressive)      II.394-II.395
Random distributions, jitter sampling      I.64 IV.370
Random distributions, pseudo-random (PRN) sequences      I.222-I.225
Random distributions, rotation matrices      II.355
Random distributions, rotation matrices, corrigendum      III.117
Random noise function      II.396-II.501
Random rotation matrices      II.355-II.356 117 III.120 III.563
Random rotations, uniform      III.124 III.132 III.565
Random rotations, uniform, from Gaussians      III.129
Random, integers, generation      IV.38-IV.39
Random, points in triangles      I.24-I.28
Random-number generator      III.36
Raster grid, periodic tilings of plane      see Plane periodic
Raster grid, rendering fat lines      III.5-II.20
Raster image, 90-degree rotation      II.86
Raster representation      III.11
Raster rotation, fast algorithm      II.79 II.95
Raster rotation, fast algorithm, advanced anti-aliasing      II.94-II.95
Raster rotation, fast algorithm, arbitrary rotation      II.86-II.87
Raster rotation, fast algorithm, circle drawing      II.92-II.93
Raster rotation, fast algorithm, comparisons      II.90-II.91
Raster rotation, fast algorithm, font rendering      II.93
Raster rotation, fast algorithm, further work      II.95
Raster rotation, fast algorithm, generalized BitBlt      II.93-II.94
Raster rotation, fast algorithm, history      II.91-II.92
Raster rotation, fast algorithm, implementation      II.87-II.90
Raster rotation, fast algorithm, parallelogram approximation      II.83-II.84
Raster rotation, fast algorithm, rational rotation      II.84-II.86
Raster rotation, fast algorithm, rotation through shearing      II.81-II.83
Raster rotation, fast algorithm, statement of problem      II.80
Raster shearing      II.79 II.83 II.84
rasterizing      see Scan conversion
Rational curves      V.214
Rational numbers      V.25
Rational rotation      II.84-II.86
Ray equation      III.80
Ray rejection test      I.385-I.386 III.281 III.282
Ray tagging, voxel-based ray tracing      II.264-II.266
Ray tracing      II.245-II.246 III.269
Ray tracing, algorithm      I.64
Ray tracing, avoiding incorrect shadow intersections      275-II.276
Ray tracing, body color model      II.277-II.282
Ray tracing, code      IV.420 IV.534
Ray tracing, distribution, direct lighting      III.307 III.313 562
Ray tracing, eliminating ray-object intersection calculations      III.287
Ray tracing, hemispherical projection of triangle      314 III.317 III.569
Ray tracing, hierarchy traversal      II.267-II.272
Ray tracing, intersection testing      see Intersection
Ray tracing, intersection, ray and sphere      I.388-I.389
Ray tracing, intersection, ray with quadric surface      III.275 III.283 III.547
Ray tracing, jitter function use      I.72 I.74
Ray tracing, linear-time simple bounding volume      301 III.306
Ray tracing, minimal      IV.375
Ray tracing, panoramic virtual screen      III.288 III.294 III.551
Ray tracing, radiosity by      II.306-II.310
Ray tracing, ray rejection test      I.385 I.386
Ray tracing, ray-convex polyhedron intersection      II.247-II.250
Ray tracing, ray-object intersection      I.387
Ray tracing, ray-polygon intersection      I.390-I.394
Ray tracing, recursive shadow voxel cache      II.273 II.274
Ray tracing, sampling      IV.370
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