|
|
Авторизация |
|
|
Поиск по указателям |
|
|
|
|
|
|
|
|
|
|
Buss S.R. — 3-D computer graphics. A mathematical introduction with openGL |
|
|
Предметный указатель |
Higman, N. 114
Hill, F. xvi
Homogeneous coordinates 26 35 180 181 228
Homogeneous coordinates, affine combinations 102 119—121
Homogeneous matrix 27 36 82
Horner’s method 159
Hoschek, J. 199
HSL 151—153
HSL from RGB 152
Hue 151
Hyperbola 121
Hyperbolic interpolation 77 121—122 127 128
Identity matrix 37 326
Identity transformation 20
IK see “Inverse kinematics”
Illumination maps 251
Implicitly defined surface 80 330
Importance sampling 252
Inbetweener 290
Index of refraction 96 237 240 340
Indexed color see “Color lookup table”
Inherent velocity 294
INIT 342
Inker 290
Inner automorphism 302
Inner product see “Dot product”
Intensity 151
Interpolating points 100 157 189—199 229—232 290 292 Bessel Ferguson Overhauser and
Interpolating points, withsurface 195 199
Interpolation (averaging) 75 99—125 290 Gouraud hyperbolic linear Phong quaternion scan and
Intersection testing 162 243 257—271
Intersection testing, line-plane 261
Intersection testing, ray-Bezier curve 162
Intersection testing, ray-Bezier patch 268
Intersection testing, ray-cylinder 266—267
Intersection testing, ray-ellipsoid 260
Intersection testing, ray-plane 260—261
Intersection testing, ray-polytope 261 264—266
Intersection testing, ray-quadric 267—268
Intersection testing, ray-sphere 258—260
Intersection testing, ray-triangle 261—263
Intrinsically curved 130 131
Inverse 20 (see also “Matrix inverse”)
Inverse dynamics 292
Inverse kinematics 289 292 311—318
Jackson, R. 146 154
Jacobi iteration 282 285—286
Jacobian 312 313 331
JacobiIteration. 285
Jaggies 2 4 64 244 245 253
Jensen, H. 251 252
Jittering 134 135 248 280 339
Jittering eye position see “Viewpoint jittering”
Johnson, D. 271
Johnston, O. 290
Joint 308
Joy, K. 268
k-DOP see “Bounding box”
Kakimoto, M. 268
Kauffman, L. 299
Kedem, Z. 271
Keerthi, S. 271
Kernel 314 329
Keyframe 290
Keyframing 290 292
Kilgard, M. 256
Kinematics 292 307—318
Kirk, D. 252
Klein, F. 34
Klumpp, A. 304
Knot 155 204
Knot elimination 228
Knot insertion 227
Knot multiplicity 213
Knot refinement 223 227
Knot vector 204 224
Knot vector, standard 210 214
Kochanek, D. 193
Krevald, M. 271
Kurlander, D. 89
Lafortune, E. 252
Lambertian surface 71 72
Lasser, D. 199
Least-squares minimization 315 318
Lee, E. 183
Lempel, A. 151
Lerp see “Linear interpolation”
Level of detail 133
Level set 80 330
Level surface see “Implicitly defined surface”
Light 336
Lin, M. 271
Line 7
Line at infinity 32 33 35 46
Line loop 7
Line strip 7
Linear attenuation factor 86
linear combination 101
Linear interpolation 59 60 62 127 159 306
Linear interpolation, inversion 100
Linear interpolation, three points 102—107
Linear interpolation, two points 99—101
Linear subspace 45 328—329
Linear transformation 17 19 24 35
Linear transformation, matrix 21 35
Linearly independent 328
Line–plane intersection 261
Link 291 308
Local control 202 203 212 232
Local lighting 67 68 87 238
Local viewer 74 83 144 338
LOD see “Level of detail”
Luminance 151
LUT see “Color lookup table”
Lyche, T. 223
LZW compression 151
MacDonald, L. 146 154
Machbanding 277
Maciejewski, A. 311 317
Magenta 10 149 150
Magnitude 300 320 324 325
Major radius 80 131 347
Manfield, L. 200
Manocha, D. 271
Mapping 320
Masking 92
material 339 340
Material properties 70 75
Material properties in OpenGL 82—87
Material properties in RayTrace 335
Matrix 325
Matrix inverse 22 282 326 327
Matrix product 325
Matrix representation of a transformation 21 23 27 35 36
Matrix representation, cross product 42
Matrix representation, orthographic projection 48
Matrix representation, quaternion 303—306
Matrix representation, reflection 44
Matrix representation, rotation 24 37 41
Matrix representation, scaling 38
Matrix representation, shadow projection 53
Matrix representation, translation 37
Matrix transpose 21 23 326
Matrix, orthonormal 24
McCool, D. 256
Mercator map 130
Metal 87
Metamerism 147 148
Meyer, G. 149
Microfacet 87 89—91
| Millions of colors 59 150
Minor radius 80 131 347
Mipmapping 127 132—134 244
Mirror 72 137 233 255
Mirror image 38
Mobius, A. 34
Model view matrix 18 28 36 58
Moll, L. 256
Moller, T. xv 257 263 271
Monte — Carlo 252
Moon 40 72
Moore — Penrose inverse see “Pseudo-inverse”
Moreton, H. 121 122
Mosaic 1
Motion blur 6 234 247 248 253
Motion capture 290
Move-to 3
movie 233
Moving target see “Ease-in moving
Multiaffine 218
Multibody see “Articulated object”
Multiplication, quaternion 300
Multiplicative identity 301
Multiplicative inverse 301
Multiplicity 213
Multitexturing 145
Multivariable 329
Multum in parvo 133
Nayar, S. 95
Naylor, B. 271
Near clipping plane 48 51 52 55 56
Newman, W. 34
Newton’s method 117 268
Nishita, T. 268
Noise 135
Nonlocal viewer 74 144
Nonuniform B-spline see “B-spline”
Norm 300 320 324 325
Normal vector 78 81—83 87 112 268 324 330
Normal vector, interpolation 78 (see also “Phong shading”)
Normalization 87 324
NURBS see “Bezier curve rational rational”
NURBS in OpenGL 229
OBB see “Bounding box oriented”
Octtree 258 270
One-to-one 320
Onto 320
Opponent color theory 146 147
Order 180 205 211 348
Oren, M. 95
Orientation 295—307
Orientation-preserving 23 35 36 44 295 298
Oriented bounding box see “Bounding box oriented”
Origin 19 34
Orthogonal 321 328
Orthogonal complement 314 328 329
Orthographic projection 47—48 54 338
Orthonormal 24
Oscilloscope 3
Oslo method 223
Overhauser spline 189—193 195 232 290
Overhauser, A. 191
Overmars, M. 271
Oversampling see “Jittering and supersampling”
Overshoot 193 194
Painter’s algorithm 12 256
Palmer, G. 146
Palmtop 2
parabola 121
parallel 323
Parallelepiped 268 346
Parallelogram 342
Parametric curve 156 157 186 331
Parametric surface 78 129 131 135 173
Partial derivative 329
Participating media 252
Particle systems 291
Partition of unity 203
Patch 273
Pathtracing 250
Pen down 3
Pen plotter 3
Pen up 3
Penumbra 248
Percentage closer filtering 256
Permutation 249
Perpendicular 321
Perspective division 18 47 122
Perspective transformation 17 46 47 49—58 74
Perspective transformation, preserved under 121 181
pglRotatef 29—31
pglTranslatef 29—31
Phong interpolation see “Phong shading”
Phong lighting 67—75 89 126 135 137 141 144 148 233 235 238 241 332 334
Phong lighting in OpenGL 82—87
Phong shading 67 77 137
Phong, B. 67
Photon maps 251
Piecewise Be?zier curve see “Bezier curve”
Piegl, L. 182 224 227
Pinhole camera 245
Pitch 131 (see also “Yaw pitchand
Pixel 1 2 132
Pixel shader 137
PixelArray 339
Plane 4 43 44 260
Plane at infinity 35 46
Point 19 21 34
Point at infinity 26 32 33 35 45 46 84 181 182
Pointillism 1
POINTS 23
Polar form see “Blossom”
Polygon offset 54
Polygonal modeling 3
Polyhedron see “Polytope”
Polynomial curve 168
Polytope 264
Porter, T. 244
Positional light 74 83 84 336
PostScript 3 171
Prautsch, H. 223
Precompute_for_Slerp 124 307
Press, W. 317
Primary color 2 10 146—150
prism 264
Projected convexity condition 109 110 116
Projection 322 324
Projection matrix 18 37 55 56 58 84
Projective geometry 32—34 45—46 53
Projective line 33 34 46
Projective plane 32 46
Projective point 33 34 45 46
Projective space 46
Pseudo-distance 18 50 52 58
Pseudo-inverse 314—317
Puech, C. 275 288
Pyramid 264
Quadratic attenuation factor 86
Quadratic curve 168 182—187
Quadratic formula 113 115
Quadric 267
Quadrilateral 9
Quadrilateral strip 10
Quadtree 270
Quasi-Newton method 268 317
Quaternion 43 122 292 295 298—307
Quaternion, conjugate 300
Quaternion, equality 299
Quaternion, from matrix 304—306
Quaternion, interpolation 306—307
|
|
|
Реклама |
|
|
|