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                    | Paeth A.W. (ed.) — Graphics gems (volume 5) |  
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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,
  ,  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
  zier patches, conversion of B  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
  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
  zier curve-based      see B  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,
  -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,
  -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
  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,
  -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,
  - D semiregular cubic solids      V.78 Spatial classification,
  - 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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