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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
Ray tracing, shadow attenuation      II.283 II.289
Ray tracing, transparent objects, shadow attenuation      I.397-I.399
Ray tracing, voxel-based      II.264-II.266
Ray tracing, with BSP tree      III.271 III.274 III.538
Ray, definition      II.248
Ray, intersection with elliptical torus      II.251-II.256
Ray, intersection with object, eliminating calculations      III.287
Ray, intersection with quadric surface      III.275-III.283 III.547
Ray, intersection with sphere      I.388-I.389
Ray-convex polyhedron intersection      II.247 II.250
Ray-object intersection      I.387
Ray-object intersection, tags      II.264-II.266
Ray-plane intersection      II.258 II.259
Ray-polyhedron test      II.247 II.250
Ray-triangle intersection      I.393
Ray-triangle intersection, binary recursive subdivision      II.257-II.263
Ray-triangle intersection, binary recursive subdivision, $U$, $V$ computation      II.261-II.262
Ray-triangle intersection, binary recursive subdivision, constraints      II.257
Ray-triangle intersection, binary recursive subdivision, point-triangle intersection      II.259-II.261
Ray-triangle intersection, binary recursive subdivision, ray-plane intersection      II.258-II.259
Rayleigh probability density function      III.06
Rayshade      III.86 II.188-III.90
Real roots, bracketing      see Strum sequences
Reconstruction of continuous function from discrete samples      IV.521
Rectangle, intersection with circle, fast checking      IV.1-IV.3
Rectangular B$\acute{e}$zier patches, conversion of B$\acute{e}$zier triangles      III.256 III.261 III.536
Rectangular bounding volumes, primitives      III.300 III.555
Recursion property, Bernstein polynomials      I.614
Recursive shadow voxel cache      II.273-II.274
Reference frames, calculation along space curve      IV.67-IV.71
Reference frames, rotation minimizing frames      IV.69
Reference frames, twisting, polygons from      IV.67-IV.68
Reference geoid      I.309
Reflectance      IV.385 IV.388
Reflection, wavelength-dependent      II.286-II.287
Refraction, Snell's law      I.353-I.354
Refraction, wavelength-dependent      II.286 II.287
Regions      IV.60
Relative motion, transformations      III.122
Relaxation      IV.498 IV.506
removeEdge      III.98
Rendering      III.337 (see also Illumination; Ray tracing; Shading)
Rendering software, B$\acute{e}$zier curves      V.206
Rendering software, Bresenham algorithm, exact clipping      V.317
Rendering software, BSP tree based      V.131
Rendering software, Z-buffer based      V.398
Rendering, anti-aliasing, edge and bit-mask calculations for      349 III.354 III.586
Rendering, anti-aliasing, triangular pixels      III.369 III.373
Rendering, darklights      III.366-III.368
Rendering, fast linear color      III.343-III.348 III.583
Rendering, motion blur on graphics workstations      III.382 III.606
Rendering, pipeline accelerator      III.383 III.389
Rendering, polygon scan conversion, using half-open intervals      III.362-III.365 III.599
Rendering, shader cache      III.383 III.389
Rendering, shadow depth map      III.338 III.342 III.582
Rending equation      III.307
Representative color      III.16
Representative tree      III.228
Resampling      see also Anti-aliasing
Resampling, curve      IV.441
Resampling, image      IV.440 IV.449
Rescaling, filtered image      III.8 III.16 III.514
Residency masks      284- 287
RGB triples, mapping      II.143-III.56
RGB triples, mapping, onto four bits      I.233 I.245
RGB triples, mapping, onto four bits, algorithm design      I.241-I.242
RGB triples, mapping, onto four bits, Cartesian quantization versus polyhedra      I.244-I.245
RGB triples, mapping, onto four bits, complexity analysis      I.244
RGB triples, mapping, onto four bits, cuboctahedron      I.237
RGB triples, mapping, onto four bits, dual solids      I.236 I.237
RGB triples, mapping, onto four bits, eight-point color cube      I.233-I.234
RGB triples, mapping, onto four bits, four-bit color solid      I.235 I.236
RGB triples, mapping, onto four bits, gray interior points      I.244
RGB triples, mapping, onto four bits, half-space testing      I.240-I.241
RGB triples, mapping, onto four bits, hexagonal construction      I.238
RGB triples, mapping, onto four bits, nolid      I.238
RGB triples, mapping, onto four bits, proximity testing      I.237-I.239
RGB triples, mapping, onto four bits, related methods      I.239-I.240
RGB triples, mapping, onto four bits, rhombic dodecahedron      I.236
RGB triples, mapping, onto four bits, three versus four bits      I.243-I.244
RGB values, gamma-corrected      III.57
RGB values, unencodable      III.57
RGB, transform from HSL      IV.48 IV.49
RGBZ interpolation      V.398
Rhombic dodecahedron      I.236
Rhombic dodecahedron (bcc packing)      68
Rhombic dodecahedron, bcc packing      V.68
Rigid-body motion, equations, superquadric      III.149-III.150
Ritter's simple bounding sphere technique      III.305-III.306
RMS error      III.04
Roberts's method      II.96
Rolling ball      III.51 III.60 III.552 V.55
Rolling-ball algorithm, extensions      III.56 III.60
Rolling-ball algorithm, four Euclidean dimensions      III.58 III.59
Rolling-ball algorithm, group theory of infinitesimal rotations      III.56 III.57
Rolling-ball algorithm, implementation      III.54 III.56
Rolling-ball algorithm, Lorentz transformations      III.59-III.60
Rolling-ball algorithm, quaternion rotations      III.57
Rolling-ball algorithm, using      III.53 III.54
Root finding      IV.03
Root finding, B$\acute{e}$zier curve-based      see B$\acute{e}$zier curve-based root-finder
Root finding, cubic      IV.04-IV.07
Root finding, for polygonization      IV.326
Root finding, quartic      IV.06-IV.07
Root finding, ray tracing      see Intersection
Root finding, subroutines      IV.558
Root-finding algorithm      IV.12-IV.13
Rotation groups      V.59
Rotation matrix      II.80 (see also Random rotation matrices)
Rotation matrix methods      IV.55
Rotation matrix methods, fast matrix multiplication      IV.60-IV.61
Rotation matrix methods, matrix inversion      IV.70-IV.71
Rotation matrix methods, matrix orthogonalization      IV.64
Rotation matrix methods, rotation tools      IV.65-IV.69
Rotation matrix methods, transforming axes      IV.56 IV.59
Rotation matrix methods, virtual trackball      IV.62 IV.63
Rotation matrix, homogeneous      II.352
Rotation matrix, random      II.355-II.356
Rotation minimizing frames      IV.69
Rotation tools      IV.65-IV.69
Rotation tools, converting between matrix and axis-amount representations      IV.66-IV.67
Rotation tools, iteration      IV.68
Rotation tools, nesting      IV.67-IV.68
Rotation tools, transformation inverses      IV.68
Rotation, $n$-dimensional      IV.151
Rotation, 3D space      IV.03 IV.06
Rotation, about general line, orthonormal bases      IV.20-IV.21
Rotation, bit patterns for encoding angles      IV.42
Rotation, data recovery from transformation matrix      II.326
Rotation, Euler angle      IV.222
Rotation, fast 2D 3D      IV.40-IV.41
Rotation, geometrical representation      IV.03-IV.04
Rotation, interactive 3D      IV.175
Rotation, quaternion      see Quaternions
Rotation, raster      see Raster rotation
Rotation, run-length encoded image data      II.86-II.88
Rotation, transformation matrices      IV.74
Rotation, twist control      IV.230
rounded corners      IV.145
Run-length encoding, adaptive      II.89 II.91
S-patch surfaces      V.219
Sagitta      V.169
Sampled data, defining surfaces from      IV.52-IV.57
Sampled signals      II.57
Sampling theorem      II.57
Sampling, Optimal patterns      359
Sampling, Solid-angle based      287
Sampling, stochastic      IV.370
Sampling, Stochastic supersampling      248
Sampling, stochastic, supersampling      V.248
Sanson-Flamsteed sinusoidal projection      I.312-I.314
Satellite      III.24
Sawtooth transform function      I.203 I.207 I.209
Scaling, bitmap, optimization      III.17 III.19 III.525
Scaling, data recovery from transformation matrix      II.327-II.328
Scaling, transformation matrices      IV.74-IV.75
Scan conversion      I.75 (see also Polygon scan conversion)
Scan conversion, lines in 3D      IV.366
Scanline coherent shape algebra      II.31-II.55
Scanline coherent shape algebra, algorithm      II.34-II.37
Scanline coherent shape algebra, applications      II.51-II.54
Scanline coherent shape algebra, background      II.31-II.32
Scanline coherent shape algebra, data structures      II.32-II.34
Scanline coherent shape algebra, difference      II.39 II.50
Scanline coherent shape algebra, improvements      II.54 II.55
Scanline coherent shape algebra, intersection      II.37
Scanline coherent shape algebra, union      II.38-II.39
Scanline coherent shape algebra, utility functions      II.50 II.51
Scanline depth gradient, $Z$-buffered triangle      361-I.363
Scanline-object rejection      V.242
scatterplot      IV.193 IV.497
Seed fill algorithm      I.275 I.277
Segment data structures      II.33 II.34
Seidel's algorithm      V.394
Selective precipitation (halftoning)      V.302
Sequential probability test ratio      V.356
Serpentine raster pattern      II.67 II.69
Shader cache      III.383 III.389
Shader cache, effectiveness      III.388
Shader cache, implementation      III.385-III.388
Shader cache, logical arrangement      III.384
Shader cache, results      III.388-III.389
Shader cache, shading cache      III.385
Shading rays, caching      II.268
Shading techniques, incremental and empirical      233-II.236
Shading tension      II.238
Shading, fast dot products      I.348 I.360
Shading, fence      IV.404
Shading, from z-buffer      IV.433
Shading, Gouraud      IV.60 IV.404 IV.526
Shading, Phong      IV.60 IV.404
Shadow algorithm      II.284-II.285
Shadow attenuation      II.283-II.289
Shadow attenuation, naive scheme      II.283-II.284
Shadow attenuation, wavelength-dependent reflection and refraction      II.286-II.287
Shadow boundaries detection, adaptive meshing in radiosity      II.311-II.315
Shadow boundaries subdivision criteria      II.313-II.315
Shadow boundaries visibility index      II.313
Shadow cache      II.273
Shadow depth map      338 III.342
Shadow depth map, boundary case      III.340 III.341
Shadow depth map, code      III.582
Shadow depth map, Moir$\acute{e}$ pattern problem      III.339-III.340
Shadow depth map, optimization      III.341
Shadow generation, approximations      II.283
Shadow object caching      II.268
Shadow voxel cache      II.273-II.274
shadows      I.278
Shadows, attenuation for ray tracing transparent objects      397-I.399
Shadows, filling      I.280-I.281
Shadows, intersections, avoiding incorrect      II.275-II.276
Shaft culling      III.333
Shape construction      IV.51
Shape representations, stored as linked lists      II.32
Shape vectorization      V.323
Shape, algebra opcodes      II.36
Shape, decomposition      II.32
Shape, parameters      II.531 II.533
Shared chord      IV.4
Sharpening filter      II.53-II.55
Shear      II.339-II.340 III.110 III.111 III.113
Shear matrices      II.81
Shear, data recovery from transformation matrix      328-II.329
Shear, geometry      II.339
Shearing algorithm      II.88
Shearing raster rotation through      II.81-II.83
Shearing scan-line      II.87-II.90
Short loops, unrolling      III.355 III.357 III.594
Shuffle generator      I.66
Signed distance, point to plane      III.223 III.224 III.511
Simplex object      V.99
Simplex, $n$-dimensional      IV.149
Simplex, dividing boxes into      III.252 III.253
Simplex, polygonization with tetrahedra      IV.326
Simplex, splitting into simploid      III.253 III.255
Simplex, subdividing      III.244-III.249
Simplex, subdividing, applications      III.248-III.249
Simplex, subdividing, code      III.534
Simplex, subdividing, recursively      III.244-III.246
Simplex, subdividing, symmetrically      III.246 III.248
Simploids      III.250 III.255
Simploids, dividing boxes into simplices      III.252 III.253
Simploids, splitting simplices into      III.253 III.255
Simulated annealing      IV.498
Sine function      II.56-II.57
Sine function, Lanczos-windowed      II.56-II.58
Sine function, Lanczos2, decimation by      II.60 II.61
Sine function, Lanczos2, interpolation by factor of two      II.58 II.59
Sine, in exponentials      II.5
Singular value decomposition      IV.209 V.115
Sinusoids, digital generation      III.167 III.169
Skeleton, image      IV.465
Slerp interpolation      V.62
Small sparse matrix, classification      II.357 II.361
smooth shading      see Shading
Smoothing      II.53-II.54
Smoothing algorithm, monochrome enlargements      II.66-II.70
Smoothing, engineering      IV.377
Smoothing, graphics libraries      V.400
Smoothing, of data      IV.241
Smoothing, scrambling integers in      I.223
Snell's law, refraction      I.353-I.354
Snub disphenoid      III.78
Snub figures      III.77-III.78
Sobel and Prewitt operators      III.05
Software      see also Rendering software
software packages      see Rendering software and Graphics libraries
Solid modeling      III.226
Solids, box-sphere intersection testing      I.335-I.337
Solids, quasi-regular      III.74 III.75
Space curve, reference frame calculation      567-IV.71
Space packing lattices, crack prevention      174
Space subdivision, Voronoi      V.268
Space-filling curves      II.3-II.5II.27-II.28
span      I.278
Span conversion, unrolling short loops      355-III.357 III.594
Span, data structure      II.33
Span, processing      II.34-II.35
Sparse matrix, classification      II.357-II.361
Sparse matrix, classification, zero structures      II.357-II.358
Sparse matrix, multiplying a vector      II.360-II.361
Spatial classification, $n$ - D semiregular cubic solids      V.78
Spatial classification, $n$ - D Voronoi cells      V.270
Spatial classification, parallelohedral decomposition (space packing)      V.67
Spatial data structure      see Bounding box; Grid; Octree
Spatial rotations      III.128
Special effects, contrast enhancement      II.97 II.98 I.201 I.202 I.271 I.274
Special effects, dissolve      see Digital dissolve effect
Special effects, photo-inversion      II.96 II.98 I.270 I.271
Spectral decomposition of matrix      IV.209
Spectral radiance      III.307
Specular reflection      II.234 IV.385 IV.388 IV.404
Sphere      I.326
Sphere, bounding volume      III.298-III.299
Sphere, box-sphere intersection testing      I.335 I.339
Sphere, intersection with ray      I.388 I.389
Sphere, moving on      III.72-III.73
Spheres-to-voxels conversion      I.327-I.334
Spherical arc      IV.132
Spherical arc, code to draw      IV.178
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