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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
Traversal      II.26-II.27
Traversal coherence      II.30
triangle      I.20-I.23 III.215-III.218
Triangle filter      II.51-II.52 III.13 III.15
Triangle strips, three-dimensional homogeneous clipping      II.219-II.231
Triangle, area      I.20
Triangle, center of gravity      I.20 I.21
Triangle, circumcenter      I.20 I.23
Triangle, circumradius      I.20-I.23
Triangle, decomposition from polygon      V.395
Triangle, generating random points      I.24-I.28
Triangle, hemispherical projection      III.314 III.317 III.569
Triangle, hypotenuse      IV.7-IV.9
Triangle, in center      I.20-I.21
Triangle, in radius      I.20-I.21
Triangle, intersection of altitudes      I.22
Triangle, intersection of perpendicular bisectors      I.22-I.23
Triangle, intersection with ray      I.393 II.257 II.263
Triangle, perimeter      I.20
Triangle, prime pythagorean      IV.8
Triangle-cube intersection      III.236-III.239 III.521
Triangular interpolants      IV.35 IV.38
Triangular luminaire, importance sampling      III.312-III.313
Triangular pixels, anti-aliasing      III.369-III.373
Triangulation      IV.47
Tricubic interpolation      V.107
Trigonometric formulas, basic formulas      II.2-II.7
Trigonometric formulas, dihedral      III.74
Trigonometric formulas, halved tangent      II.84 II.85 II.381
Trigonometric formulas, spherical      I.317 II.542-II.545
Trigonometric formulas, values, closed-form expressions      II.8 II.9
Trigonometry, angle sum and difference relations      II.6
Trigonometry, DeMoivre's Theorem      II.5
Trigonometry, double-angle relations      II.7
Trigonometry, fixed-point, CORDIC      IV.94 IV.97
Trigonometry, functions      II.8-II.9
Trigonometry, functions, sums and differences      II.5
Trigonometry, half-angle relations      II.6
Trigonometry, inverse functions      II.5
Trigonometry, Law of Cosines      II.3
Trigonometry, Law of Sines      II.3
Trigonometry, Law of Tangents      II.3
Trigonometry, Mollweide's Formula      II.3
Trigonometry, multiple-angle relations      II.7
Trigonometry, Newton's Formula      II.5
Trigonometry, power relations      II.5
Trigonometry, product relations      II.6
Trigonometry, sines and cosines and exponentials      II.5
Trilinear interpolation      see Interpolation
Triple scalar product      IV.155
Tristimulus values      II.159-III.60
Truncated octahedron (fcc packing)      V.68
Tubular extrusions      V.258; see Swept spheres
Twist reduction in animation      IV.230
Two-dimensional array, randomly traversing, digital dissolve effect      I.221 I.222
Two-dimensional clipping      II.21 II.28
Two-dimensional clipping, algorithm      II.24-II.26
Two-dimensional clipping, approximation error      II.86
Two-dimensional clipping, basic considerations      II.23 II.24
Two-dimensional clipping, implementation      II.26-II.27
Two-dimensional clipping, integers and vectors      II.21 II.22
Two-dimensional drawing, intersection, exact computation      III.188 III.192 III.591
Two-dimensional geometry      I.3 III.II.3 II.5163
Two-dimensional geometry, area, polygon      II.5 II.6
Two-dimensional geometry, circles      IV.-I.5
Two-dimensional geometry, connection algorithm      III.173 III.181 III.580
Two-dimensional geometry, cosine of angle between lines      III.
Two-dimensional geometry, distance from point to line      II.0
Two-dimensional geometry, fast circle clipping algorithm      III.182-III.187 III.587
Two-dimensional geometry, intersection of circle and line      I.516
Two-dimensional geometry, line structures      I.3 I.5
Two-dimensional geometry, lines tangent to circle and perpendicular to line      I.8 I.9
Two-dimensional geometry, lines tangent to two circles      I.7-I.8
Two-dimensional geometry, parametric elliptical arc algorithm      III.172 III.578
Two-dimensional geometry, point of intersection between lines      III.
Two-dimensional geometry, point-on-line test      IV.9 IV.0
Two-dimensional geometry, triangles      I.20-I.23
Two-dimensional prediction      II.95
Two-dimensional rendering, circles of integral radius on integer lattices      IV.7-I.60
Two-dimensional screen point      III.81
Two-dimensional template, minimum      II.95
Two-dimensional vector C, library      III.396
Uniform distributions      see Point distributions and Random distributions
Uniform grid, line-edge intersections      I.29 I.36
Uniform quantization      I.288
Unimodular transforms      II.35
Union, scanline coherent shape algebra      II.38 II.39
Unit quaternions, set, properties      IV.02-IV.03
Univariate approximation, B$\acute{e}$zier curves and surfaces      II.506 II.507
Unrolling short loops, span conversion      III.357 III.594
Utility functions, scanline coherent shape algebra      II.50-II.51
UVN coordinate system      IV.18 IV.19
Variable control point approximation, curve interpolation      II.517 II.519
Variance minimization, color quantization based on      III.27
Vector operations, ? macros      III.505
Vector rotation, CORDIC      1 494-IV.97
Vectors, 3D      IV.22-IV.23 IV.26
Vectors, cross product      see Cross product
Vectors, differences with forms      IV.33 IV.35
Vectors, dot product      see Dot product
Vectors, norm      IV.120
Vectors, normal      see Normal vector
Vectors, subroutine library for 2D, 3D, and 4D      IV.534 IV.558
Vectors, triangular interpolants      IV.35-IV.38
Vertex dependence      II.238-II.239
Vertex-to-vertex form factors, linear radiosity approximation      III.318-III.323
Vertext normal      IV.60
Vertext normal, computing      IV.63-IV.65
Vertical distance, point to line      IV.7-IV.8
Vertical sampling      III.291
Video signal amplitudes      III.52
View correlation      III.81-III.90
View correlation, 2D screen point      III.81
View correlation, chain rule      III.84
View correlation, example      III.88-III.90
View correlation, implementation details      III.85-III.88
View correlation, iteration parameters      III.84 III.85
View correlation, mathematical basis      III.82 III.85
View correlation, projection equations      III.82 III.83
View correlation, pyramid geometry, rendering with iterated parameters      III.86-III.87
View-frustum culling      V.127
Viewing geometry      III.79-III.80
Viewing transformation, pseudo-code      IV.21
Viewing, 3D      see Orthonormal base
Virtual screen, cylindrical      III.290 III.291
Virtual screen, panoramic, ray tracing      III.288 III.294 III.551
Virtual trackball      IV.62 IV.63
Visibility algorithm      I.30-I.31
Visibility index      II.313
Visualization for Planetary Exploration Lab      III.291
Visualization of graph      IV.505
Visualization of n-dimensional data      IV.149
Visualization of, 3D point data      IV.193
Volume model, procedural "hypertexture      IV.401
Volume rendering      IV.324 IV.366 IV.521
Volume, $n$-dimensional parallelepiped      IV.155 IV.161
Volume, $n$-dimensional simplex      IV.154
Volume, hexahedron      V.39
Volume, polyhedron      V.37
Volume, superquadrics      III.13 9 III.140 III.152
Volume, tetrahedron      IV.162 V.38
Voronoi diagram      III.17 IV.47 V.269
Voxel cache      II.273-II.274
Voxel subdivision, 3D grid hashing function      I.343
Voxel traversal      IV.366
Voxel walking      V.273
Wallpaper groups, tiling in raster grids      133-II.39
Warp      IV.440
Wave generators      V.367
Wavelength-dependent reflection and refraction      286-II.287
Wedge product      85- 88
White point chromaticities      III.58-III.59
White point monitor, setting      III.59-III.62
Whitening filter      II.95
Wide line bevel joints, algorithm for filling in      107-III.3
Winding number      IV.22 IV.25
Winding number, transitions      I.94-I.95
Window data structure      II.52
Window tree      II.52
Window-to-viewport matrix group      II.344
Window-to-viewport matrix group, inverse      II.348
Winged-edge data structure      IV.48
Winged-edge library, fundamental operations      191
Winged-edge models, maintaining      III.91-II.201
Winged-edge models, maintaining, $InputFace$      III.96
Winged-edge models, maintaining, $InputVertex$      III.96
Winged-edge models, maintaining, $InsertBridge$      III.99 II.201
Winged-edge models, maintaining, $NextFaceAroundVertex$      III.95 III.96
Winged-edge models, maintaining, $RemoveEdge$      III.98
Winged-edge models, maintaining, $SetWings$      III.94 III.95
Winged-edge models, maintaining, $SplitEdge$      II.197-III.98
Winged-edge models, maintaining, $WEdgeData$ structure      III.92-III.94
Winged-edge models, maintaining, Euler operators      III.97
World coordinates, inertia tensor      III.145
Write-only write mask, reading      I.219-I.220
WShape      III.92
Wu's Algorithm      III.27
Wu's anti-aliased circles      II.548-II.549
Wu's anti-aliased circles, algorithm      II.547
XOR cursor      III.77 IV.413
Z-buffer      V.398
Z-buffer, shading from      IV.433
Zero structures      II.357 II.358
Zero structures, for $3 \times 3$ matrix      II.358-II.359
Zero-phase filters, frequency response, decimation by two      II.62
Zonotopes      V.70
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