|
|
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, Bzier 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 |
|
|
|