Главная    Ex Libris    Книги    Журналы    Статьи    Серии    Каталог    Wanted    Загрузка    ХудЛит    Справка    Поиск по индексам    Поиск    Форум   
blank
Авторизация

       
blank
Поиск по указателям

blank
blank
blank
Красота
blank
Buss S.R. — 3-D computer graphics. A mathematical introduction with openGL
Buss S.R. — 3-D computer graphics. A mathematical introduction with openGL



Обсудите книгу на научном форуме



Нашли опечатку?
Выделите ее мышкой и нажмите Ctrl+Enter


Название: 3-D computer graphics. A mathematical introduction with openGL

Автор: Buss S.R.

Аннотация:

This introduction to 3D computer graphics emphasizes fundamentals and the mathematics underlying computer graphics, while also covering programming techniques using OpenGL, a platform-independent graphics programming environment. The minimal prerequisites make it suitable for self-study or for use as an advanced undergraduate or introductory graduate text as the author leads step-by-step from the basics of transformations to advanced topics such as animations and kinematics. Accompanying software, including source code for a ray tracing software package, is available freely from the book's web site.


Язык: en

Рубрика: Computer science/Вычислительная геометрия/

Статус предметного указателя: Готов указатель с номерами страниц

ed2k: ed2k stats

Год издания: 2003

Количество страниц: 371

Добавлена в каталог: 10.12.2005

Операции: Положить на полку | Скопировать ссылку для форума | Скопировать ID
blank
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
1 2 3 4 5
blank
Реклама
blank
blank
HR
@Mail.ru
       © Электронная библиотека попечительского совета мехмата МГУ, 2004-2024
Электронная библиотека мехмата МГУ | Valid HTML 4.01! | Valid CSS! О проекте