| 
		        
			        |  |  
			        |  |  
					| Авторизация |  
					|  |  
			        |  |  
			        | Поиск по указателям |  
			        | 
 |  
			        |  |  
			        |  |  
			        |  |  
                    |  |  
			        |  |  
			        |  |  |  | 
		|  |  
                    | Paeth A.W. (ed.) — Graphics gems (volume 5) |  
                    |  |  
			        |  |  
                    | 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
  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,
  -dimensional parallelepiped      IV.155 IV.161 Volume,
  -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,
  III.96 Winged-edge models, maintaining,
  III.96 Winged-edge models, maintaining,
  III.99 II.201 Winged-edge models, maintaining,
  III.95 III.96 Winged-edge models, maintaining,
  III.98 Winged-edge models, maintaining,
  III.94 III.95 Winged-edge models, maintaining,
  II.197-III.98 Winged-edge models, maintaining,
  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
  matrix      II.358-II.359 Zero-phase filters, frequency response, decimation by two      II.62
 Zonotopes      V.70
 
 | 
 |  |  |  | Реклама |  |  |  |  |  |