منابع، نمایه توابع OpenGL و نمایه موضوعی | گرافیک تعاملی با OpenGL

منابع، نمایه توابع OpenGL و نمایه موضوعی

منابع، نمایه توابع OpenGL و نمایه موضوعی

  • عنوان اصلی اثر: Interactive Computer Graphics: A Top-Down Approach with Shader-Based OpenGL, Sixth Edition
  • عنوان ترجمه‌شدهٔ این بخش: منابع، نمایه توابع OpenGL و نمایه موضوعی
  • نویسندگان و سازمان: Edward Angel — University of New Mexico؛ Dave Shreiner — ARM, Inc.
  • زبان اصلی: انگلیسی
  • وضعیت مجوز: حق ترجمه و بازنشر توسط کاربر تأیید شده است.
  • تاریخ ترجمه: ۱۴۰۵/۰۵/۲۲
  • مترجم: ترجمه با کمک هوش مصنوعی

منابع، نمایهٔ توابع OpenGL و نمایهٔ موضوعی

این مقاله بخش مرجع پایانی کتاب را پوشش می‌دهد. برای آنکه ارجاع‌های کتاب‌شناختی، نام نویسندگان، عنوان آثار، نام تابع‌های API و شماره‌صفحه‌های نمایه دقیقاً قابل جست‌وجو و استناد بمانند، مدخل‌های کتاب‌شناختی و رشته‌های کلیدی نمایه عیناً حفظ شده‌اند؛ عنوان‌ها و توضیح‌های ساختاری فارسی شده‌اند. این انتخاب از تغییر معنای نام خاص، عنوان مقاله، signature تابع یا کلید نمایه جلوگیری می‌کند.

منابع

فهرست کامل منابع کتاب در ادامه بدون حذف هیچ مدخل آمده است.

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نمایهٔ توابع OpenGL

این نمایه محل‌های ظاهرشدن تابع‌های OpenGL مورد استفاده در متن را نشان می‌دهد. شرح کامل تابع‌ها در OpenGL Programming Guide و مستندات GLUT آمده و تابع‌ها بر اساس عضویت در کتابخانه‌های GL یا GLUT گروه‌بندی شده‌اند. تابع‌هایی با چند فرم، مانند glUniform، یک‌بار فهرست شده‌اند؛ ضمیمه D خلاصهٔ این تابع‌ها را ارائه می‌کند.

       OPEN GL FU NCTI ON I NDEX
This index includes the appearances of those OpenGL functions that are used in
the text. A complete description of OpenGL functions is contained in the OpenGL
Programming Guide and the GLUT documentation. The functions are grouped
according to their inclusion in the GL or GLUT libraries. Functions with multiple
forms, such as glUniform, are listed once. Appendix D contains a synopsis of these
functions.


GL Functions                           glDrawBuffer, 693                       glLineWidth, 66
glAttachShader, 695                    glEnable, 97, 241, 366, 406, 692        glLinkProgram, 695
glBindBuffer, 84, 689                  glEnableVertexAttribArray, 87, 690      glLogicOp, 366, 694
glBindTexture, 376, 693                glewInit, 687                           glNormal, 274
glBindVertexArray, 83–84, 689          glFlush, 85, 688                        glPixelStore, 694
glBlendFunc, 406, 693                  glGenBuffers, 84, 689                   glPointSize, 73, 692
glBufferData, 84, 689                  glGenerateMipmap, 383                   glPolygonMode, 59, 692
glBufferSubData, 96, 689               glGenTextures, 375, 693                 glPolygonOffset, 246, 692
glClear, 71, 97, 241                   glGenVertexArrays, 83–84, 689           glReadPixels, 694
glClearColor, 71, 73, 692              glGetAttribLocation, 695                glShaderSource, 695
glColor, 66                            glGetAttributeLocation, 87              glStipple, 66
glCompileShader, 695                   glGetBooleanv, 694                      glTexImage2D, 376, 390, 392, 693
glCreateProgram, 694                   glGetDoublev, 694                       glTexParameter, 693
glCreateShader, 695                    glGetFloatv, 586, 694                   glTexParameteri, 381–383
glDeleteTextures, 376, 693             glGetIntegerv, 350, 694                 glUniform1234, 696
glDepthFunc, 337                       glGetPointerv, 694                      glUniformif, 179
glDepthMask, 407, 692                  glGetProgram, 696                       glUniformMatrix, 696
glDisable, 410, 692                    glGetShaderiv, 696                      glUseProgram, 695
glDrawArrays, 61, 84–85, 427, 432,     glGetUniformLocation, 179, 696          glVertexAttribPointer, 87
      447, 690                         glGetUniformMatrix4fv, 179




                                                                                                              709
710         OpenGL Function Index



GLUT Functions                      glutGetModifiers, 103                glutMotionFunc, 691
glutAddMenuEntry, 107, 691          glutIdleFunc, 103, 691              glutMouseFunc, 99, 690
glutAddSubMenu, 691                 glutInit, 79, 687                   glutPassiveMotionFunc, 692
glutAttachMenu, 107, 691            glutInitDisplayMode, 79, 97, 105,   glutPostDisplay, 106
glutContextProfile, 689                    410, 687                      glutPostRedisplay, 101, 104, 688
glutContextVersion, 688             glutInitWindowPosition, 79, 688     glutReshapeFunc, 690
glutCreateMenu, 106, 691            glutInitWindowSize, 79–80, 687      glutSetMenu, 691
glutCreateWindow, 79, 106, 687      glutKeyboardFunc, 102, 690          glutSetWindow, 106, 688
glutDisplayFunc, 82, 106, 688       glutKeyboardUpFunc, 102             glutSwapBuffers, 105, 688
glutFlush, 105                      glutMainLoop, 81, 98, 688           glutTimerFunc, 691
glutGet, 694

نمایهٔ موضوعی

مدخل‌های نمایهٔ موضوعی به همان رشتهٔ اصلی کتاب نگه داشته شده‌اند تا cross-referenceها و شماره‌صفحه‌ها دقیق بمانند. اصطلاح‌های فنیِ این نمایه همان واژگانی‌اند که در ترجمهٔ فصل‌ها نیز غالباً در کنار معادل فارسی حفظ شده‌اند.

                                                  SU BJ E CT I NDEX
A                                        overview, 342–344                  applications, 2
absolute input device positioning,       in rendering, 413–421                design, 3
       11–12                             in texture generation, 371           display of information, 2–3
abstract data types (ADTs)             alpha blending, 404                    lighting models in, 286–289
  geometric, 119–120                   alpha channels                         simulation and animation, 3–4
  overview, 119                          antialiasing, 407–409                user interfaces, 4–5
accepted primitives in clipping, 310     compositing, 404                   approximating spheres
addition                                 RGBA system, 70                      fans and strips, 60–62
  affine, 121–122                       ambient light, 262–263, 283            recursive subdivision, 280–283
  matrix-matrix, 676–677               ambient reflection, 267               arcade games, 3
  point-vector, 117–118, 120           American Standard Code for           architectures
  scalars, 118                                Information Interchange         graphics, 33–37
  vector-vector, 118, 120, 666–668            (ASCII), 10                     pipeline. See pipeline architectures
additive color models, 68              angles                               area averaging
addressing schemes on Internet, 453      Euler, 184–185                       antialiasing by, 343
ADTs (abstract data types)               incidence, 274                       in sampling, 417
  geometric, 119–120                     joint, 430–431, 442                areas, screen, 180–181
  overview, 119                          reflection, 274–275                 arithmetic pipelines, 34–35
affine addition, 121–122                  rotation, 170–171                  arms, robot, 429–432
affine spaces, 665                        twist, 215                         arrays
  mathematical view, 118–119             view, 21–22, 30, 229                 knot, 530
  origins, 128                         animation                              texture, 376
  overview, 668–669                      applications, 3–4                    vertex, 146
affine transformations                    hierarchical models, 441–442       articulation, 441
  concatenation, 164–172               antialiasing. See aliasing and       ASCII (American Standard Code for
  overview, 152–155                           antialiasing                         Information Interchange), 10
agent-based modeling, 500              apertures, sampling, 418             aspect ratio
algebraic surfaces, 506, 545–546       applets, 454                           synthetic-camera model, 30
algorithmic models, 465–467            application coordinate systems, 55     and viewports, 79–80
aliasing and antialiasing              application programming interfaces   associative property, 677
  alpha channel, 407–410                      (APIs), 26                    at points, 30, 212–213
  area averaging, 343                    OpenGL. See OpenGL API             attenuation of light, 284
  fragment processing, 309               three-dimensional, 28–31           attractive forces for Newtonian
  Nyquist criteria, 415–416              viewing, 209–212                          particles, 472–473
712           Subject Index



attractors for Mandelbrot set, 494      Bernstein polynomials, 522–523              color, 6, 69–70
attributes                              Bezier curves and surfaces, 520–521         depth, 6, 240, 358
  color, 72–73                            geometry matrices, 521–522                double, 105
  functions, 52                           patches, 523–524, 542–544                 for gaskets, 84
  graphical objects, 443–444              subdivision, 541–542                      OpenGL functions, 693–694
  OpenGL functions, 692–693               Utah teapot, 542–544                      source, 362
  primitives, 65–67                     Bezier polynomials, 537–539                 stencil, 359
axis-aligned bounding boxes, 318        bicubic surface patches, 515, 517           working with, 357–359
axonometric views, 198–200              billboarding, 255                           writing into, 362–366
azimuth, 214–215                        binary spatial-partition trees (BSP         XOR operations, 365–366
                                               trees), 457–459                      z, 240
B                                       binary-swap compositing, 585–586          bump maps, 32, 38, 396–397
B-splines                               binary-tree compositing, 585                example, 400–404
  Catmull-Rom, 534–535                  binormal vectors, 398                       finding, 397–400
  control points, 528                   bit-block-transfer (bitblt) operations,     texture mapping, 367
  cubic curves, 524–529, 540–541               64, 362                            byte code, 454
  general, 529–530                      bit blocks, 64, 362
  geometry matrices, 526                bit operations, 6                         C
  nonuniform, 532                       bitmaps for characters, 64                CAD (computer-aided design), 3
  NURBS, 532–533                        bitplanes in buffers, 358                 callback functions
  patches, 529                          black box package, 51                       display, 82, 101
  recursively-defined, 530–531           blending                                    idle, 103–105
  subdivision curves, 547                 alpha, 404                                input devices, 14
  surfaces, 528–529                       for Bezier curves, 522                    keyboard, 102–103
  uniform, 532                            in compositing techniques, 404–405        menu, 106
back buffers, 105                         interpolation, 513–515                    mouse, 99–100, 106
back clipping planes, 231                 OpenGL, 406–407                           reshape, 102
back-end processing, 39                   patches, 517                            calligraphic CRTs, 8
back-face removal, 334–335              Blinn-Phong models, 271, 563              cameras and camera models, 17,
back-to-front painting, 594             bound attributes, 66                             72–73
back-to-front rendering                 bounding boxes                              frames, 129, 141–144, 196, 204–209
  in compositing, 409–410                 axis-aligned, 318                         orthographic views, 74–77
  painter’s algorithm, 340                for clipping, 318                         pinhole, 20–22
backing stores, 365                     Bresenham’s algorithm, 325–327              positioning, 204–215
backward in-order traversal, 459        brightness in human visual systems,         specifications, 29–30
balancing, load, 581                           22–23                                synthetic-camera model, 23–25, 30
band-limited functions, 415–416         Brownian motion, 490–491                  canonical view volumes, 218
barycentric coordinates, 124            browsers, 454                             cartographers, 2
basic tenet of three-color theory, 68   BSP trees (binary spatial-partition       cast rays, 561. See also ray tracing
basis splines, 528, 530–531                    trees), 457–459                    cathode-ray tubes (CRTs)
basis vectors, 126, 129–133, 668        buffers, 5–6                                additive color systems for, 68
beat patterns, 350, 416                   back and front, 105                       overview, 7–9
bellows camera, 23                        clipping in, 319                          reconstruction for, 419
                                                                                       Subject Index          713


Catmull-Clark subdivision, 548–549       collisions                              inward- and outward-pointing
Catmull-Rom splines, 535                   and clipping, 318                         faces, 146–147
center of projection (COP)                 particle systems, 476–479, 482      colored noise, 497
  light, 259–260                         color                                 column matrices, 676–678
  synthetic-camera model, 24, 196          attributes, 72–73                   commutative property of matrices,
central processing units (CPUs), 6–7,      blending, 408–409                         677
       289                                 buffers, 6, 69–70                   complementary colors, 68
centroids, 548                             cone, 348                           complex numbers, 116
CERN (European Particle Physics            current, 66                           Mandelbrot set, 493–494
       Center), 453–454                    direct volume rendering, 596          and quaternions, 186–187
characteristic values and vectors, 682     dithering and halftoning, 349–350   components of vectors, 126–127
choice input devices, 13                   frame buffers for, 6, 69–70         compositing techniques, 404
chromaticity coordinates, 346–347          gamma correction, 349                 antialiasing, 407–410
CIE Lab color system, 346                  gamut, 69, 345                        back-to-front and front-to-back
clamping, 381                              human visual system response, 23          rendering, 409–410
classes, matrix and vector, 144–145,       indexed, 69, 71–72                    images, 406, 411–412
       683–684                             light sources, 262                    multipath methods, 412
classical viewing, 197–199                 lighting, 283, 286–287                opacity and blending, 404–405
clear color, 72–73                         matrices, 348–349                     OpenGL, 406–407
clip coordinates, 47, 141                  overview, 67–69                       sort-last rendering, 585–586
clipped objects, 77, 229–230               palette, 71                         compressed images, 360
clipping, 310                              particles, 481                      compression ratios, 360
  Cohen-Sutherland, 310–315                pen-plotter models, 28              computed tomography (CT), 2
  in frame buffers, 319                    ray tracing, 561                    computer-aided design (CAD), 3
  Liang-Barsky, 313–315                    RGB, 69–71                          concatenating transformations,
  line-segment, 310–314                    systems, 345–348                          164–172, 678
  polygon, 314–317                       color-lookup tables, 71               concave polygons
  primitives, 36–37, 317–319             color solids, 68–69                     clipping, 315
  projections, 229–230                   colorcube function, 149                 rasterization, 329
  three dimensions, 319–322                perspective projections, 622        cones
clipping planes, 231                       rotating cube with rotation in        color, 348
clipping rectangles                             shader, 617                      eye, 22–23
  camera models, 24–25                     rotating cube with texture, 640     conservation laws, 571
  two-dimensional viewing, 77              rotating shaded cube, 627           constant shading, 276–277
clipping volumes, 36–37, 318               spinning cubes, 177                 constraints in particle systems,
clouds, 500, 556                           with tree traversal, 649                  476–479
clusters, 459                            colored cubes, 146                    constructive solid geometry (CSG)
CMY color system, 68                       code, 148–150                         primitives, 126
CMYK color system, 346                     data structures, 147–148              trees, 455–456
coefficient of restitution, 477–478         displaying, 151–152                 contact forces in collisions, 479
Cohen-Sutherland clipping                  face modeling, 146                  continuity
  three dimensions, 320                    interactive viewers, 224–226          curves, 509
  two dimensions, 310–315                  interpolation, 150–151                parametric and geometric, 519–520
714          Subject Index



continuous frequency light sources,     Cramer’s rule, 679                       general B-splines, 529–535
       17                               cross products, 122–123, 681             Hermite, 517–520
control functions, 52, 78               crossing tests, 328                      interpolating, 510–517
  aspect ratio and viewports, 79–80     CRTs (cathode-ray tubes) displays        Koch, 485–489
  main, display, and init, 80–83          additive color systems for, 68         parametric cubic polynomial,
  program structure, 83                   overview, 7–9                              510–511
  window system interaction, 78–79        reconstruction for, 419                rendering, 510, 535–542
control points                          CSG (constructive solid geometry)        representation, 503–509
  Bezier polynomials, 537–538             primitives, 126                        segments, 508
  cubic B-spline curves, 525–527          trees, 455–456                         space-filling, 111
  curves, 510                           CT (computed tomography), 2              subdivision, 546–550
  geometry matrices of, 540             CTMs (current transformation             Utah teapot, 542–544
convex hulls                                  matrices), 173–175               cylinders, 372–373
  Bezier polynomials, 537–538           cube class, 446
  defined, 122                           cube maps, 393–396                     D
convex objects, 59, 122                 cubes                                  DAGs (directed acyclic graphs), 429
convex polygons, 568                      colored. See colored cubes           damping term in Hooke’s law, 472
convolution matrices, 411–412             creating, 445–447                    dark field intensity, 349
coordinates and coordinate systems        implementing, 448                    data abstraction, 119
  affine spaces, 668                       marching, 591–594                    data gloves, 12
  changing, 129–133                       rotating. See rotating cube          data sets, volumetric, 588–589
  chromaticity, 346–347                       programs                         data structures
  clip, 47                                spinning, 176–180                      objects, 147–148, 445–446
  coordinate-free geometry, 117–118     cubic B-spline curves, 524–529           polygonal shading, 278
  frames, 140–141                       cubic Bezier patches, 542–544            trees, 437–441, 455–456
  geometric objects, 126–139            cubic Bezier surfaces, 541–542         data tablets, 12
  homogeneous, 133–136, 159–164         cubic interpolating patches, 515–517   DDA algorithm, 323–324
  object, 55, 140                       culling, 241                           decaling technique, 383
  right-handed, 123                       back-facing polygons, 334–335        deCasteljau recursion, 530
  screen, 309                             faces, 147                           decimation, triangle, 594
  synthetic-camera model, 30              occlusion, 451–452                   decision variables, 325
  texture, 368, 376–382, 384–386        current color, 66                      degrees of freedom
  transformations in, 159–164           current textures, 375                    input devices, 12
  two-dimensional applications,         current transformation matrices          transformations, 153–154
       55–56                                  (CTMs), 173–175                  Delaunay triangulation, 63, 551–555
  viewing, 210                          curvatures, 373, 504, 544              delta form factors, 577
  window, 55, 78–79, 141, 308           curves, 503                            dependent variables, 503
COP (center of projection)                Bezier. See Bezier curves and        depth buffers, 6, 240, 358
  light, 259–260                              surfaces                         depth of field, 21, 412–413
  synthetic-camera model, 24, 196         clipping, 319                        depth sorts, 340–342
Cox-deBoor recursion, 530–531             cubic B-splines, 524–529             derivatives of curves, 509
CPUs (central processing units), 6–7,     design criteria, 509–510             design of curves, 509–510
       289                                fractal, 490–491                     destination bits in buffers, 363
                                                                                            Subject Index            715


destination blending, 405                   digital images, 359–362                distant light sources, 264–265
destination buffers, 362                    environment maps, 388–393              distortion in texture mapping, 373
detection of collisions, 477–478            mapping methods, 366–368               distributive operations, 665–666
determinants, matrix, 679                   texture generation, 387–388            dithering, 349–350
device-independent graphics, 55             texture mapping. See texture           divide_curve function, 543, 660
devices                                         mapping                            divide_patch function, 544, 661
  coordinates, 55                           writing into buffers, 362–366          divide_tetra function, 94
  input, 9–13                             displacement functions, 397              divide_triangle function, 89–90
  output, 7–9                             display, 344                               per-fragment lighting of sphere,
  pointing, 9–10, 98–101                    callback functions, 82                        633
dicing, 579                                 color matrix, 348–349                    Sierpinski gaskets, 613
differences                                 color systems, 345–348                   sphere approximation, 282
  forward, 536–537                          colored cubes, 151–152                 division
  sets, 456                                 dithering and halftoning, 349–350        midpoint, 490–491
differential equations, 474–475             gamma correction, 349                    perspective, 141, 229
diffuse-diffuse interactions, 572           historical overview, 2–3                 subdivision. See subdivision
diffuse reflection, 267–269                  output devices, 7–9                    DLP (digital light projection) systems,
diffuse surfaces, 261                       particles, 480–481                            9
digital halftones, 350                      processors, 34                         DOP (direction of projection), 74,
digital images, 359–362                   display function                                196
digital light projection (DLP) systems,     callback, 82                           dot products, 122–123, 670
       9                                    figure with tree traversal, 653         double buffering, 105
dimensions                                  Mandelbrot sets, 496                   drag term in Hooke’s law, 472
  fractal, 489–490                          parallel projections, 224              drivers, 26
  matrices, 675                             particle systems, 481                  dual-ported memory, 323
  vector space, 123, 667                    per-fragment lighting of sphere,       duplicating pixels, 64–65
dimetric views, 199                             635–636                            dynamics, inverse, 442
diminution of size, 201                     perspective projections, 623–624
direct volume rendering, 589,               robot arm, 431                         E
       595–600                              rotating cube with rotation in         edges
directed acyclic graphs (DAGs), 429             shader, 618                          graphs, 428
directed graphs, 428–429                    rotating cube with texture, 643          polygons, 59–60
directed line segments. See vectors         rotating shaded cube, 628                silhouette, 294
direction angles, 170–171                   shadows, 252                           eigenvalues, 184, 682–683
direction cosines, 170–171                  Sierpinski gaskets, 88, 611–612, 614   eigenvectors, 184, 682–683
direction in flat shading, 276               spinning cubes, 180                    elastic collisions, 477–478
direction of projection (DOP), 74,          teapot renderer, 663                   electromagnetic radiation, 17
       196                                  three-dimensional gaskets, 91, 97      elevation in views, 214
DirectX, 51, 452                            tree structures, 440                   enabling functions, 692–693
discrete techniques, 357                  display lists, 34                        Encapsulated PostScript (EPS)
  buffers overview, 357–359               distance                                        images, 360–361
  bump maps, 396–404                        Euclidean spaces, 670                  encoding information, 453
  compositing, 404–413                      flat shading, 276                       energy conservation, 571
716          Subject Index



energy flux, 570                         field of view, 21–22, 30, 231               rulers and length, 488
energy function, 479                    figure function, 434–437                  fragment shaders
environment maps, 32, 367, 388–396      fill areas, 58                              gaskets, 85–88, 92, 96, 612
EPS (Encapsulated PostScript)           filled primitives, 66                       texture mapping, 375–380
       images, 360–361                  fills in polygon rasterization, 329–330   fragments
Euclidean space, 665                    film plane, 30                              overlapping, 407–409
  description, 118                      filters, linear, 382–384, 411–412           processing, 37, 309
  overview, 669–670                     fixed points                              frame buffers, 5–6, 358
  R3, 129                                 rotating about, 165–166, 175             clipping in, 319
Euler angles, 184–185                     transformations, 156                     RGB color, 69–70
Euler’s identity, 186                   flat-panel displays, 8                    frames
Euler’s method, 474–476                 flat shading, 276–277                       affine spaces, 669
European Particle Physics Center        flight simulators, 3–4                      Frenet, 507
       (CERN), 453–454                  flipping operation, 554–555                 geometric objects, 126–139
event-driven input                      flocking in particle systems, 483–484       OpenGL, 139–144
  idle callbacks, 103–105               flood-fill algorithm, 330                  freeglut, 607
  keyboard, 102–103                     fluids, particle movement in, 490–491     Frenet frames, 507
  pointing devices, 98–101              focal length, 30                         frequency, sampling, 414–416
  window, 101–102, 106                  fonts, 64–65                             frequency-domain representation,
event modes, 14                         footprints, 596–597                             414
event processing, 81                    forces                                   frequency spectrum, 414–416
event queues, 14, 81                      collisions, 479                        front buffers, 105
events, 14, 81                            particle systems, 468–473, 483         front clipping planes, 231
exclusive OR operations, 365–366          spring, 471–472                        front-end processing, 308
exit function, 98                       foreshortening                           front-to-back rendering
explicit representation of curves and     line segments, 171, 199–200              compositing, 409–410
       surfaces, 503–505                  nonuniform, 227                          painter’s algorithm, 340
eye frames, 129, 141                    form factors for radiosity, 573,         frustums, 230–231
eye points, 212–213                            575–577                           full-color systems, 6
eyes, 22–23                             forward differences, 536–537             functions
                                        four-color systems                         callback. See callback functions
F                                         CMYK, 346                                control, 78–83
faces                                     RGBA, 70                                 OpenGL. See OpenGL API
  cube, 146                             Fourier analysis, 414, 416               fuzzy objects, 500
  inward- and outward-pointing,         Fourier synthesis, 497
       146–147                          fractal mountains, 110                   G
  polyhedrons, 567                      fractals and fractal geometry, 467,      games and game consoles, 3–4, 9
  principal, 197                               487–488                           gamma correction, 349
facets, 146                               dimensions, 489–490                    gamut, color, 69, 345
fans, 60–62                               Mandelbrot set, 493–496                gaskets
far distances in synthetic-camera         midpoint division and Brownian           Sierpinski. See Sierpinski gaskets
       model, 30                               motion, 490–491                     three-dimensional, 43, 91–98
feeler rays, 561                          mountains, 492                         Gauss-Seidel method, 574
                                                                                        Subject Index           717


Gaussian approximations, 419–420       GLEW (OpenGL Extension                    interaction, 98–106
Gaussian elimination method, 574              Wrangler) library, 53              menus, 106–107
Gaussian random numbers, 491           global illumination, 297–298              OpenGL, 50–56
general rotation, 167–168              GLSL (OpenGL Shading Language),           polygon recursion, 88–90
geometric continuity, 519–520                 85                                 primitives, 56–65
geometric objects, 115                   functions, 694–696                      Sierpinski gaskets, 43–46
  ADTs, 119–120                          noise in, 498                           three-dimensional gaskets, 91–98
  affine sums, 121–122                  GLUT (OpenGL Utility Toolkit),            two-dimensional applications,
  colored cube modeling, 146–152              53–54, 78                              46–50
  computer science view, 119           Gouraud shading, 277–279                  views, 73–77
  convexity, 122                       GPUs (graphics processing units), 7,    graphics systems and models, 1
  coordinate-free geometry, 117–118           38, 289                            applications, 2–5
  coordinate systems and frames,       gradient noise, 498–499                   architectures, 33–37
      126–139                          gradient vectors, 273                     CPUs and GPUs, 6–7
  data structures, 147–148             graftals, 488                             images, 15–20
  dot and cross products, 122–123      Gram-Schmidt orthogonalization,           imaging systems, 20–23
  frames, 139–144                             671–672                            input devices, 9–13
  incremental rotations, 185–186       grammars                                  output devices, 7–9
  lines, 120–121                         shape, 487                              performance characteristics, 38–39
  mathematical view, 118–119             tree, 484                               pixels, 5–6
  matrix and vector classes, 144–145   graphical objects, 443                    programmer interfaces, 25–33
  overview, 448–449                      creating, 445–447                       programmer pipelines, 37–38
  planes, 123–124                        geometric, 448–449                      synthetic-camera model, 23–25, 30
  primitives, 56                         hierarchy, 447–448                    graphs
  quaternions, 186–189                   implementing, 448                       directed, 428–429
  screen areas, 180–181                  methods, attributes, and messages,      and Internet, 453–455
  smooth rotations, 184–185                   443–444                            scene. See scene graphs
  three-dimensional interfaces,        graphical user interfaces (GUIs), 4–5   gravitational forces, 470–471, 473
      180–186                          graphics architectures, 33–34           group nodes, 449–450
  three-dimensional primitives,          clipping and primitive assembly,      GUIs (graphical user interfaces), 4–5
      125–126                                 36–37
  transformations. See transforma-       display processors, 34                H
      tions                              fragment processing, 37               HAL (hardware abstraction layer),
  virtual trackballs, 181–184            pipeline, 34–35, 53                         451
geometric optics, 18                     rasterization, 37                     halftoning, 349–350
geometric pipelines, 35–37               vertex processing, 36                 halfway angles, 271
geometry                               graphics processing units (GPUs), 7,    halfway vectors, 270–271
  fractal. See fractals and fractal           38, 289                          hand-held devices, programmable, 38
      geometry                         graphics programming, 43                hard constraints in particle systems,
  graphics pipeline, 35–37               attributes, 65–67                           476
  processing, 307–308                    color, 67–73                          hardware abstraction layer (HAL),
geometry engine, 38                      control functions, 78–83                    451
GIF format, 360                          gaskets, 83–88                        “has-a” relationships, 447–448
718          Subject Index



head function, 434, 436, 650            HTML (Hypertext Markup                   display considerations, 344–350
head-to-tail rule, 117, 120, 667, 669         Language), 453–454                 fragment processing, 309
height fields, 241–242, 551              hue in HLS systems, 348                  geometry processing, 307–308
Hermite curves and surfaces, 517–520    hue-saturation-lightness (HLS)           hidden-surface removal. See
Hermite geometry matrices, 518                systems, 348                            hidden-surface removal
hidden-surface removal, 31, 203, 331    human visual system, 22–23               modeling process, 306–307
  back-face removal, 334–335            hypermedia, 453–454                      polygon rasterization, 327–331
  depth sort and painter’s algorithm,   Hypertext Markup Language                rasterization, 308–309, 323–325
      340–342                                 (HTML), 453–454                  implicit equation for spheres, 272
  geometry processing, 307                                                     implicit functions, 589–591
  object-space and image-space          I                                      implicit representation of curves and
      approaches, 331–332               identity (I), 677                             surfaces, 505–506
  overview, 238–241                     idle function                          improved Euler method, 476
  scan conversion with z-buffers,          event-driven input, 103–105         in-betweening, 442
      338–339                              particle systems, 481               incremental rotations, 185–186
  scanline algorithms, 333–334             rotating cube with rotation in      incremental z-buffer algorithm,
  sorting in, 332                              shader, 619                            337–338
  three-dimensional gaskets, 96–98         rotating cube with texture, 643     independence in synthetic-camera
  z-buffer algorithm, 335–338              rotating shaded cube, 629                  model, 30
hidden-surface-removal (HSR)            illumination function, 261             independent particles, 470–471
      algorithm, 31, 239                image-based rendering, 600–602         independent variables, 503
hierarchical menus, 107                 image-oriented approach, 304–305       indexed color model, 69, 71–72
hierarchical models, 425, 427–429       image-space algorithms, 239, 331–332   inelastic collisions, 477
  animation, 441–442                    images and imaging, 15, 20             initialization functions, 687–689
  graphical objects, 443–449               compositing, 406                    initShader function
  robot arm, 429–432                       digital, 359–362                      gaskets, 83, 86–87
  scene graphs. See scene graphs           human visual system, 22–23            shader initialization, 609–610
  tree structures, 437–441, 455–461        light for, 16–18                    inner products, 122–123, 670
  tree traversal, 432–437                  models, 18–20                       input
high dynamic range applications, 6         objects and viewers, 15–16            event-driven. See event-driven
Hilbert curves, 485–486                    OpenGL functions, 693                      input
histograms, 596                            pinhole cameras, 20–22                functions, 52
HLS (hue-saturation-lightness)             primitives, 56                      input devices, 9–10
      systems, 348                         processing, 411–412                   logical, 12–13
homogeneous coordinates                    sample, 31–32                         modes, 13–14
  transformations, 159–164              imaginary numbers in Mandelbrot          physical, 10–13
  vectors, 133–136                             sets, 493                       inside-outside testing, 327–328
homomorphic, 129                        immediate mode graphics, 45            instability in particle systems, 475
Hooke’s law, 471–472                    implementation strategies, 304–305     instances
Horner’s method, 536                       antialiasing, 342–344                 graphical objects, 445
HSR (hidden-surface-removal)               Bresenham’s algorithm, 325–327        tables and transformations,
      algorithm, 31, 239                   clipping. See clipping                     168–169, 426–427
                                                                                        Subject Index          719


intensity function for light sources,   isometric views, 199, 207–208           lateral inhibition, 277
        262                             isosurface values, 589                  LCDs (liquid-crystal displays), 8
interaction, 98                         isosurfaces, 589, 591–594               leaf nodes, 429
   double buffering, 105                                                        LED (light-emitting diode) displays,
   idle callbacks, 103–105              J                                              8
   keyboard, 102–103                    Jacobi’s method, 574                    left-child structure, 437–438
   menus, 106–107                       jaggedness. See aliasing and            left_lower_arm function, 650–651
   OpenGL functions, 690–692                    antialiasing                    left_lower_leg function, 652
   pointing devices, 98–101             Java applets, 454                       left_upper_arm function, 439, 650
   windows, 78–79, 101–102, 106         jitter, 412                             left_upper_leg function, 651–652
interactive graphics, 454–455           join points, 509                        Lempel-Ziv algorithm, 360
interactive viewers, 224–226            joint angles, 430–431, 442              length in fractal geometry, 488
interfaces                              joysticks, 12                           Lennard-Jones particle system, 502
   OpenGL, 53–55                        JPEG image format, 359–362              lens, eye, 22
   programmer, 25–33                                                            level-of-detail rendering, 452
   three-dimensional applications,      K                                       Liang-Barsky clipping
        180–186                         key framing, 442                           overview, 313–315
interlaced displays, 8                  keyboard function                          in three dimensions, 320
Internet, 453–455                         figure with tree traversal, 657–658    libraries for X Window System, 53–54
interpolating geometry matrices, 513      per-fragment lighting of sphere,      light and lighting, 257
interpolating polynomials, 511                636                                  in applications, 286–289
interpolation                             perspective projections, 624–625         Blinn-Phong model, 271, 563
   blending functions, 513–515            rotating cube with rotation in           efficiency, 289–290
   color, 150–151                             shader, 618                          global illumination, 297–298
   curves and surfaces, 510–517           rotating cube with texture, 643–644      human visual system, 22–23
   Phong shading, 279                     rotating shaded cube, 629                images, 16–20
intersect function, 564–565               teapot renderer, 663                     materials, 284–286
intersections                           keyboards, 9–10                            and matter, 258–261
   ray tracing, 565–568                   devices, 10                              modified Phong model, 270–271
   sets, 456                              events, 102–103                          per-fragment, 295–297, 632–638
Inventor program, 451                   Khronos Group, 455                         Phong model, 265–271
inverse                                 kinematics, 441–442                        pinhole cameras, 20–22
   dynamics, 442                        knot arrays, 530                           in rendering equation, 569–571
   kinematics, 442                      knots, 530                                 shading. See shading
   matrices, 679                        Koch curves, 485–489                       sources, 259, 261–265, 283–284
   operations, 666                      Koch snowflakes, 111, 485                   sphere, 632–638
   vectors, 117                                                                    synthetic-camera model, 23–25
invertible transformations, 678–679     L                                          vector computation, 271–275
inward-pointing faces, 146–147          Lambertian surfaces, 267                   in vertex shaders, 290–294
iris, eye, 22                           Lambert’s law, 267–268                  light-emitting diode (LED) displays,
irrational numbers, 466                 language-based models, 467, 484–487            8
“is-a” relationship, 448                latency, 35                             light-field rendering, 602
720          Subject Index



lighting. See light and lighting        magnification in texture sampling,    model-view. See model-view
lightness in HLS systems, 348                382                                 matrices
line-rasterization algorithm, 325–327   magnitude of vectors, 120            normal, 402
line segments                           Mandelbrot, Benoit, 487              operations, 676–677
   attributes, 66                       Mandelbrot set, 493–496              orthogonal, 163
   clipping, 310–314                    maps and mapping, 2                  perspective-normalization, 235
   foreshortened, 171, 199–200           bump. See bump maps                 perspective-projection, 232–238
   three-dimensional, 29                 cube, 393–396                       projection, 217–218
   type specifications, 58                environment, 32, 367, 388–396       rank, 678–679
   between vertices, 57                  methods, 366–368                    representation, 132–133, 137–139,
linear combination of vectors, 667       normal, 399                             679–681
linear filters, 382–384, 411–412          photon, 20, 571                     row and column, 676–678
linear functions, 153                    spheres, 390–392                    similar, 683
linear vector space, 118                 surface, 366–368                    sparse, 574
linearly independent matrices, 679       texture. See texture mapping        square, 675
linearly independent vectors, 123,      marching cubes, 591–594              texture, 384–385
        667                             mat.h class, 683–684                 transformation. See transformation
lines                                   material class, 448                      matrices
   attributes, 66                       mathematical view of vectors and     translation, 160–161
   equation, 504                             affine spaces, 118–119           transpose, 675–676
   overview, 120–121                    matrices                             trees with, 433
links                                    B-spline geometry, 526              view-orientation, 210
   hypermedia, 453–454                   Bezier geometry, 521–522           matrix-matrix addition, 676–677
   language-based models, 486            Catmull-Rom geometry, 535          matrix-matrix multiplication, 160,
liquid-crystal displays (LCDs), 8        classes for, 144–145, 683–684           676–677
load balancing, 581                      color, 348–349                     MatrixStack class, 646–647
local lighting model, 297–298            control point geometry, 540        Maxwell triangles, 113, 424
locator devices, 13                      control points, 525                maze, 111
logical devices, 10, 12–13               convolution, 411–412               measures of input devices, 13
LookAt function, 26, 212–214,            coordinate system changes,         medical imaging, 2
        247–249                              129–133                        members, 446
lookup tables, 71                        cross products, 681                membership function, 505
loop subdivision, 549                    definitions, 675–676                memory for buffers, 357–359
lossless coding, 360                     determinant, 679                   menu function, 655
low-pass filters, 418–419                 eigenvalues and eigenvectors,      menus, 106–107
lumigraph rendering, 602                     682–683                        Mercator projections, 373
luminance function, 262                  frame changes, 136–137             mesh display
luminance images, 359                    Hermite geometry, 518               overview, 241–244
                                         homogeneous coordinates, 133–       polygon offset, 246–247
M                                            136                             as surfaces, 244–246
Mach bands, 277                          identity, 677                       walking through scenes, 247–249
magnetic resonance imaging (MRI),        interpolating geometry, 513        mesh generation, 550
     2                                   inverse, 679                        Delaunay triangulation, 551–555
                                                                                    Subject Index           721


 height fields, 551                     shadows, 251–253                     multiview orthographic projections,
 point clouds, 556                     spinning cube, 176                        197–199
meshes, 112                            stack-based traversal, 434–436
 polygonal shading, 278                symbols for, 426–427                 N
 simplification, 594–595                tree data structures, 438–439        n-tuples, 128–129
 subdivided, 547–550                   vertex shaders, 290, 293–294         National Center for SuperComputer
messages for objects, 443–444         model-view transformations,                 Applications (NCSA), 454
methods for objects, 443–444                141–144                         National Television Systems
micropolygons, 579                    modes                                       Committee (NTSC) system,
midpoint division, 490–491             input, 13–14                               345
minification, 382–383                   writing, 363–364                     natural languages, 484
mipmapping, 382–383                   modified Phong lighting model,         near distance in synthetic-camera
mirrors in ray tracing, 562                 270–271                               model, 30
model frames, 129, 140, 426           modifier keys, 103                     Netscape Navigator browser, 454
modeling-rendering paradigm, 32–33    modulus operator, 49                  Newell, Mike, 543
models                                Moiré patterns, 350, 416             Newtonian particles, 468–471
 colored cubes, 146–152               monitors, 7–9                           attractive and repulsive forces,
 coordinates, 140                     monochromatic images, 359                   472–473
 graphics. See graphics systems and   Monte Carlo methods, 571                independent, 470–471
     models                           Mosaic browser, 454                     spring forces, 471–472
 hierarchy. See hierarchical models   motion-blur effect, 412               Newton’s second law, 468–469
 images, 18–20                        mountains, fractal, 492               Nintendo Wiimote devices, 12
 Phong lighting, 265–271              mouse, 9–10                           nodes
 process, 306–307                      callback functions, 99–100, 106        graphs, 428–429
 symbols and instances, 426–427        overview, 10                           group, 449–450
model-view matrices                   mouse function, 104–105               noise, 496–500
 bump maps, 402                        figure with tree traversal, 653–654   nonconvex polygons, 315
 camera orientation, 210–212           rotating cube with rotation in       noninterlaced displays, 8
 camera positioning, 204–206,               shader, 619                     nonphotorealistic shading, 297
     208–209, 214                      rotating cube with texture, 643      nonsingular matrices, 679
 camera views, 204                     rotating shaded cube, 628–629        nonuniform B-splines, 532
 coordinate system changes, 129        spinning cubes, 177                  nonuniform foreshortening, 227
 CTM, 174, 176                        move events, 99                       nonuniform rational B-spline
 display callback, 177                MRI (magnetic resonance imaging),           (NURBS) curves and surfaces,
 frames, 141–144                            2                                     532–533
 with orthogonal-projection           multiplication                        nonuniform scaling, 158–159
     matrices, 219                     matrix-matrix, 160, 676–677          normal maps, 399
 mesh display, 243, 247–249            scalar-matrix, 676–677               normal matrix, 402
 perspective projections, 229          scalars, 118                         normal vectors, 272–274
 reflection maps, 395                   vectors, 117, 120, 666–668           normalization
 robot arm, 431–432                   multirendering, 393                     matrices, 217–228
 rotating cube, 224                   multisampling, 410–411                  projection, 217–228
 scene graphs, 449–450                multitexturing, 386–387                 transformations, 209
722          Subject Index



normalize function, 282                  RGBA system, 70                          vector, 666–668
normalized device coordinates, 141,    Open Inventor program, 451               optic nerves, 23
     310                               Open Scene Graph (OSG) program,          optical detectors, 11
normalizing vectors, 169                      450–453                           order of transformations, 176
normals to planes, 124                 open splines, 532                        ordinary differential equations,
NTSC (National Television Systems      OpenGL API, 1, 50–51                           474–475
     Committee) system, 345              attribute and enabling functions,      orientation in camera specification,
numerical instability in particle             692–693                                 30
     systems, 475                        camera positioning, 204–209            origins
numerical ordinary differential          compositing and blending, 406–407        affine spaces, 128, 668
     equations, 474–475                  concave polygon rasterization, 329       window systems, 78–79
NURBS (nonuniform rational B-            frames, 139–144                        Ortho function, 216, 219
     spline) curves and surfaces,        GLSL functions, 694–696                orthogonal matrices, 163
     532–533                             graphics functions, 51–53              orthogonal-projection matrices,
Nyquist frequency, 415–416               graphics pipeline and state                  219–220
Nyquist sampling theorem, 415, 418            machines, 53                      orthogonal projections, 215–216
                                         initialization and window              orthogonal vectors, 122–123, 670–671
O                                             functions, 687–689                orthogonalization, Gram-Schmidt,
object coordinates, 47                   interaction functions, 690–692               671–672
object-oriented approach, 304–305        interface, 53–55                       orthographic projections, 197–199
object-space algorithms, 239,            parallel projections, 216–217          orthographic views
      331–332                            perspective projections, 229–232         clipping, 321–322
objects, 15–16                           perspective transformations,             creating, 74–77
  clipped, 77, 229–230                        236–238                           orthonormal vectors, 671
  coordinate systems, 55, 140            primitives, 56–65                      OSG (Open Scene Graph), 450–453
  curved, 65                             query functions, 694                   outcodes, 311–312
  frames, 129, 140, 142, 426             state and buffers functions, 693–694   outer products, 122–123
  geometric. See geometric objects       texture and image functions, 693       output devices, 7–9
  graphical, 443–449                     texture mapping, 374–387               outward-pointing faces, 146–147
  texture, 375–376                       three-dimensional, 29                  overdetermined problems, 3
  three-dimensional, 29                  transformations, 172–176               overlapping fragments, 407–409
oblique projections, 220–224             vertex buffer object functions,
oblique views                                 689–690                           P
  clipping in, 321–322                   views, 73–77                           painter’s algorithm, 340–342
  obtaining, 200–201                   OpenGL Extension Wrangler                palettes, color, 71
occlusion culling, 451–452                    (GLEW) library, 53                parallel projections, 196–197, 254
octrees, 459–461                       OpenGL Utility Toolkit (GLUT),             interactive viewers, 224–226
odd-even tests, 328                           53–54, 78                           normalization, 217–228
one-dimensional reconstruction, 419    operations                                 oblique, 220–224
one-point perspective views, 41, 202     affine spaces, 669                        with OpenGL, 216–217
opacity                                  Euclidean spaces, 670                    orthogonal, 215–216
  in compositing techniques, 404–405     matrix, 676–677                          orthogonal-projection matrices,
  direct volume rendering, 596           scalar, 665–666                              219–220
                                                                                Subject Index           723


parallel ray tracers, 569          performance characteristics, 38–39     rasterization, 323–325
parallel rendering, 579–581        periodic B-splines, 532              planar geometric projections, 197
  sort-first, 586–588               periodic functions, 414              planes
  sort-last, 583–586               Perlin noise, 498                      clipping, 231
  sort-middle, 581–582             perspective division, 141, 229         overview, 123–124
parallel views, 196–197            Perspective function, 26               projection, 24–25
parametric continuity, 519–520     perspective-normalization              tangent, 273
parametric form                           transformations, 232–236      plasma panels, 8–9
  curves and surfaces, 368–369,    perspective-projection matrices,     plotting techniques, 2
       506–511                            232–238                       point clouds, 556
  lines, 121                       perspective projections, 226         point light sources, 18, 263–264
  planes, 124                        with OpenGL, 229–232               point-point subtraction, 117–119,
  spheres, 273                       sample program, 621–626                   669
  texture mapping, 368–369           simple, 226–229                    point-vector addition, 117–118, 120
parents in tree structures, 429,   perspective transformations, 228,    pointing devices, 9–10, 98–101
       447–448                            236–238                       points
particle structure, 480            perspective views, 41, 196–197,        attributes, 66
particle systems, 467–468                 201–202                         Euclidean spaces, 670
  collisions, 476–479, 482         PET (positron-emission                 geometric objects, 116
  constraints, 476–479                    tomography), 2                  join, 509
  flocking, 483–484                 Phong lighting model, 265–266          OpenGL, 47
  forces, 483                        ambient reflection, 267               rendering, 84–85
  Newtonian particles, 468–473       diffuse reflection, 267–269           representing, 47
  particle display, 480–481          modified, 270–271                     sampling, 382–384, 417
  position updates, 481–482          specular reflection, 269–270          shrink-wrapping, 122
  solving, 473–476                 Phong shading, 279–280                 three-dimensional APIs, 29
particles in fluids, 490–491        phosphors, 8                           three-dimensional gaskets, 91–92
pass-through vertex shaders, 85    photon mapping, 20, 571                type specifications, 57–58
passive move events, 99            physical-device coordinates, 55      polygon scan conversions, 327
patches                            physical images, 15                  polygonal shading, 275–280
  Bezier, 523–524, 542–544         physical input devices, 10–13        polygons
  cubic interpolating, 515–517     physically based models, 467–468       area, 335
  radiosity, 572                   pick devices, 13                       attributes, 67
  surface, 509, 523–524            pinhole cameras, 20–22, 229            back-face removal, 334–335
pen-plotter models, 27–28          pipeline architectures                 basics, 58–59
penalty function, 479                clipping, 316–317                    clipping, 314–317
penumbra, 264                        graphics, 34–35, 53                  offsets in mesh display, 246–247
per-fragment lighting, 295–297,      for performance, 39                  rasterization, 327–331
       632–638                       programmer, 37–38                    recursion, 88–90
per-fragment shading, 280          pitch, 214                             shadow, 250–251
perception, color, 67–68           pixels                                 texture mapping, 381
perfectly diffuse surfaces, 261      buffers, 5–6, 358                    three-dimensional, 29, 92–96, 126
perfectly specular surfaces, 261     raster characters, 64–65             triangulation, 62–63
724          Subject Index



polygons (cont.)                         three-dimensional, 29, 125–126        protected members, 446
  types, 59–60                           triangles, 59–60                      pseudorandom numbers, 496–498
polyhedron faces, 567                  principal faces, 197                    public members, 446
polylines, 58                          private members, 446                    push function, 435
polynomials                            procedural methods, 465
  Bernstein, 522–523                     algorithmic models, 465–467           Q
  curves and surfaces evaluation,        language-based models, 484–487        quad function
       536–537                           noise, 496–500                          color cube, 148–150
  interpolating, 511–517                 particle systems. See particle          cube reflection map, 394–395
  parametric curves, 507–508,                systems                             figure with tree traversal, 648–649
       510–511                           recursion and fractals, 487–496         perspective projections, 622
  parametric surfaces, 508–509         processors                                rotating cube with rotation in
  subdivision of, 537–541                CPUs, 6–7                                   shader, 617
pop function, 435                        display, 34                             rotating cube with texture, 639–
pop-up menus, 106                        GPUs, 7, 38                                 640
position                               product function in lighting, 287         rotating shaded cube, 627
  cameras, 29, 204–215                 productions, 484–485                      texture mapping, 377–378
  input devices, 11–12                 products, dot and cross, 122–123, 681   quadratic form, 545
  light, 284                           program objects, 86                     quadrics for surfaces, 506, 545
  particles, 481–482                   programmer interfaces, 25–26            quadrilaterals, 62–63, 383–385
  trackballs, 181–183                    modeling-rendering paradigm,          quadtrees, 459–461
positron-emission tomography                 32–33                             quantization, 413, 420–421
       (PET), 2                          pen-plotter models, 27–28             quantizers, 420
postmultiplication by matrices, 173,     sample images, 31–32                  quaternions, 186
       176                               three-dimensional APIs, 28–31           and complex numbers, 186–187
postorder traversal, 456               programmer pipelines, 37–38               and rotation, 187–189
PostScript fonts, 64                   progressive radiosity, 578              query functions, 53, 694
power walls, 580                       projection planes, 24–25                queues, event, 14, 81
pre-order traversal, 434               projections, 670–671
precision, buffers, 6, 358               axonometric, 198–200                  R
preimages, pixel, 371                    display systems, 9                    R3 space, 129
premultiplication by matrices, 173       Mercator, 373                         radiosity, 298, 560, 571–572
primary colors, 23                       normalization, 217–228                  carrying out, 577–578
primitives, 56–58                        orthogonal-projection matrices,         equation, 572–575
  assembly, 36–37                            219–220                             form factors, 575–577
  attributes, 65–67                      orthographic, 197–199                 radiosity method, 20
  clipping, 36–37, 317–319               parallel. See parallel projections    rand function
  curved, 65                             perspective, 226–232, 621–626           procedural noise, 496
  in geometry processing, 307            planar, 197                             Sierpinski gaskets, 49
  OpenGL functions, 51–53                points, 21                            random numbers
  polygons, 58–60                        and shadows, 249–253                    Brownian motion, 491
  spheres, 60–62                       projectors, 24                            procedural noise, 496–498
  text, 64–65                          properties. See attributes                Sierpinski gaskets, 49
                                                                                      Subject Index          725


random particle movement in fluids,     reflect function, 275                     volumes, 588–591
       491                             reflection maps, 367, 388–396           rendering farms, 579
random-scan CRTs, 8                    reflections                             RenderMan renderer, 578–579
rank, matrices, 678–679                  collisions, 477–478                    interface, 33
raster operations (raster-ops), 362      Phong lighting model, 267–270          noise function, 498
raster primitives, 56                    ray tracing, 562–564                   ray tracing, 569
raster replication, 64–65                in scaling, 159                      replicating pixels, 64–65
raster text, 64–65                       surface, 258–261                     representation
rasterization, 7, 37                     in vector computations, 274–275        curves and surfaces, 503–509
  polygons, 327–331                    refraction, 261                          spheres, 273–274
  primitives, 323–325                  refresh rates                            vectors and matrices, 126–128,
  process, 308–309                       buffers, 105                                132–133, 137–139, 667,
rasters, 5                               CRTs, 8                                     679–681
ray casting, 258–259, 546, 590, 599    refresh CRT displays, 8                repulsive forces, 472–473
ray tracing, 20, 298, 560–564          register functions, 82                 request modes, 13–14
  intersections, 565–568               rejected primitives in clipping, 310   reshape events, 101–102
  recursive, 564–566                   relative-positioning devices, 11–12    reshape function, 102
  variations, 568–569                  render function, 446–447               resolution
  volumes, 598–599                     render_cube function, 445                display, 9, 79
ray trees, 563                         rendering, 559–560                       frame buffers for, 6
rays                                     back-to-front and front-to-back,       human visual systems, 22
  light, 18–19                                409–410                         retained mode graphics, 45
  lines, 121–122                         curves and surfaces, 510, 535–542    retinas, 22
raytrace function, 564–566               direct volume, 595–600               reversible transformations, 678–679
real numbers                             equations, 258, 560, 569–571         Reyes renderer, 579
  scalars, 665–666                       image-based, 600–602                 RGB color systems, 6, 68–71, 346–347
  for vectors, 116                       isosurfaces and marching cubes,      RGBA color system, 70, 404
reciprocity equation, 573                     591–594                         right-hand rule, 147
reconstruction step, 414, 418–420        mesh simplification, 594–595          right-handed coordinate system, 123
rectangles, viewing, 77                  modeling-rendering paradigm,         rigid-body transformations, 157
rectangular approximation, 419–420            32–33                           robot figure, 429–433
recursion                                multirendering, 393                  rods, eye, 22–23
  B-splines, 530–531                     parallel, 579–588                    roll, 214
  fractals. See fractals and fractal     points, 84–85                        root nodes, 429
       geometry                          polygons, 58                         rotating cube programs
  polygons, 88–90                        radiosity, 298, 571–578                interactive viewer, 224–226
  ray tracing, 564–566                   ray casting, 546                       lighting, 289
  Sierpinski gaskets, 613–615            ray tracing. See ray tracing           reflection map, 393–396
recursive subdivision                    RenderMan, 578–579                     rotation in shader, 615–620
  Bezier polynomials, 537–539            sort-first, 586–588                     shaded, 626–632
  sphere approximation, 280–283          sort-last, 583–586                     texture, 638–645
  Utah teapot, 543–544                   sort-middle, 581–582                 rotation
refinement, curve, 547                    teapot, 659–664                        about arbitrary axes, 169–172
726          Subject Index



rotation (cont.)                       scalars, 665–666                          shading
  about fixed points, 165–166, 175        addition and multiplication, 118,          flat, 276–277
  general, 167–168                            666–668, 676–677                      GLSL, 85, 498, 694–696
  in homogeneous coordinates,            in geometric objects, 116                  nonphotorealistic, 297
      162–163                          scaling                                      Phong, 279–280
  incremental, 185–186                   homogeneous coordinates, 161–              polygonal, 275–280
  objects, 155–158                            162                                   smooth and Gouraud, 277–279
  and quaternions, 187–189               objects, 158–159                           sphere models, 294–295
  smooth, 184–185                        transformation matrices, 174–175        shadow masks, 8
  transformation matrices, 174–175     scan conversion, 7                        shadow polygons, 250–251
  virtual trackballs, 181–184            polygon, 327                            shadow rays, 561
row matrices, 676–678                    process, 308–309                        shadows
rulers in fractal geometry, 488          with z-buffers, 338–339                    point light sources, 263–264
Runge-Kutta method of order 2, 476     scanlines, 305, 333–334                      and projections, 249–253
                                       scattered light, 261                      shape grammars, 487
S                                      scene graphs, 33, 449–451                 shear transformations, 163–164
sample-mode inputs, 14                   and Internet, 453–455                   shininess coefficient, 269
sample programs, 607–608                 OSG, 450–453                            shrink-wrapping points, 122
  figure with tree traversal, 646–659   scientific visualization applications, 3   Sierpinski gaskets, 83–84
  per-fragment lighting of sphere,     scissoring technique, 319                    fractals, 490
       632–638                         screen                                       fragment shader, 86
  perspective projections, 621–626       areas, 180–181                             polygons, 88–90
  rotating cube with rotation in         coordinates, 55, 78–79, 141, 309           procedural methods, 487
       shader, 615–620                   resolution, 79                             program, 47–50, 610–612
  rotating cube with texture, 638–     searching for resources, 453                 recursive generation programs,
       645                             seed points, 330                                 613–615
  rotating shaded cube, 626–632        segments                                     rendering points, 84–85
  shader initialization function,        aliased, 342                               vertex shader, 85–86
       608–610                           curve, 508                              silhouette edges, 294
  Sierpinski gaskets, 610–615            line. See line segments                 simple polygons, 58–59
  teapot renderer, 659–664             self-emission, 258                        simplification of meshes, 594–595
samplers, texture, 376–382             self-similarity, 488                      simulation applications, 3–4
sampling                               separable surfaces, 517                   sinc function, 418–419
  aliasing in, 413, 415–418            sets                                      singular matrices, 679
  multisampling, 410–411                 CSG modeling, 456                       singularities, 330–331
  reconstruction step, 414, 418–420      Mandelbrot, 493–496                     slope of lines, 504
  rendering, 413–421                     mathematical, 118                       smooth rotations, 184–185
  saturated color values, 70           shaders                                   smooth shading, 277–279
  texture, 382–384                       fragment, 86                            smoothness of curves, 509
sampling apertures, 418                  initialization function program,        snowflakes, Koch, 485
sampling theory, 413–418                      608–610                            soft constraints in particle systems,
saturation in HLS systems, 348           vertex, 85–86                                  476, 479
scalar fields, 118, 588, 665            shades of color, 257                      sort-first rendering, 586–588
                                                                                       Subject Index            727


sort-last rendering, 583–586           stack-based traversals, 434–437           spline, 528–529
sort-middle rendering, 581–582         state machines, 53                        subdivision, 546–550
sorts                                  states                                    tensor-product, 517
  hidden-surface removal, 332             OpenGL functions, 693–694            Sutherland, Ivan, 3
  polygon rasterization, 329–330          in transformations, 173              Sutherland-Hodgeman clipping, 315,
source bits, 363                       stencil buffers, 359                          320
source blending, 405                   stipple patterns, 339                   symbols
source buffers, 362                    stochastic sampling method, 569           grammars, 484–485
space-filling curves, 111, 486          string devices, 13                        objects, 426–427
spaceballs, 12                         strips, 60–62                           synthetic-camera model, 23–25, 30,
spaces, 665                            stroke text, 64, 67                           196
  affine, 668–669                       structured data sets, 589               synthetic images, 15
  Euclidean, 118, 669–670              subdivision
  Gram-Schmidt orthogonalization,         Bezier surfaces, 541–542             T
       671–672                            curves and surfaces, 546–550         tables
  projections, 670–671                    loop, 549                              forward differences, 536–537
  scalars, 665–666                        meshes, 547–550                        lookup, 71
  vector, 123, 666–668                    polynomials, 537–541                 tablets, 12
spans in hidden-surface removal, 333      sphere approximation, 280–283        tangent planes, 273
sparse matrices, 574                      tetrahedrons, 93–94                  tangent space, 398–400
spatial-domain aliasing, 343              Utah teapot, 543–544                 tangent vectors, 398
spectrum, frequency, 414–416           subtraction, point-point, 117–119,      taxonomies, 448
specular reflection, 269–270                    669                             Taylor’s theorem, 474–476
specular surfaces, 261                 subtractive color models, 68            teapot
spheres                                subwindows, 106                           drawing, 542–544
  fan and strip approximation, 60–62   sums. See addition                        renderer program, 659–664
  mapping, 390–392                     surfaces                                  texture making, 384–386
  per-fragment lighting, 632–638          algebraic, 506, 545–546              tensor-product surfaces, 517
  recursive subdivision                   Bezier. See Bezier curves and        terminal nodes, 429
       approximation, 280–283                  surfaces                        tessellation
  representation, 273–274                 bump maps, 396–404                     curved objects, 65
  shading, 294–295                        clipping, 319                          isosurfaces, 592–593
spinning cubes, 176–180                   design criteria, 509–510               meshes, 548
splatting, 596–597                        Hermite, 517–520                       polygons, 63, 315, 329
spline surfaces, 528–529                  hidden. See hidden-surface removal     triangles, 126
spotlights, 264                           interpolation, 510–517               tetrahedron function
spring forces, 471–472                    mapping methods, 366–368               per-fragment lighting of sphere,
square matrices                           mesh display as, 244–246                    634
  defined, 675                             mesh generation, 550–556               sphere approximation, 281–282
  inverse of, 679                         patches, 509, 523–524                tetrahedrons
stability                                 reflections, 258–261                    fractals, 492
  curves, 510                             rendering, 366–368, 535–542            sphere approximation, 280–282
  particle systems, 475                   representation, 503–509                subdividing, 93–94
728         Subject Index



texels                                trackballs                              trees and tree structures, 455–456
  linear filtering, 382                  variants, 10                            BSP, 457–459
  texture mapping, 368                  virtual, 181–184                        CSG, 455–456
text                                  transformation matrices, 434              graphs, 429
  attributes, 67                        cube spinning, 176–180                  language-based models, 484–485
  clipping, 319                         OpenGL, 172–176                         quadtrees and octrees, 459–461
  graphical, 64–65                      order, 176                              ray, 563
texture mapping, 32, 367–368            rotation, translation,                  scene, 449–450
  coordinates and samplers, 376–382          and scaling, 174–                  traversal, 432–437, 459–460,
  multitexturing, 386–387                    175                                     646–659
  OpenGL, 374–387                     transformations                           working with, 437–441
  texture arrays, 376                   affine, 152–155                        triads, 8
  texture coordinates, 384–386          concatenating, 164–172, 678           triangle function, 88–89
  texture objects, 375–376              homogeneous coordinates, 159–164        per-fragment lighting of sphere,
  texture sampling, 382–384             instance, 168–169, 426–427                   633
  two-dimensional, 368–375              invertible, 678–679                     Sierpinski gaskets, 93–95, 613
  volumes, 599–600                      model-view, 141–144                     sphere approximation, 280–281
texture matrices, 384–385               normalization, 209                      sphere model shading, 294–295
textures                                OpenGL, 52, 236–238                   triangles, 59–60
  coordinates, 368, 384–386             perspective, 228                        decimation, 594
  cube with, 638–645                    perspective-normalization, 232–         Maxwell, 113, 424
  generating, 387–388                        236                                sphere approximation, 280–281
  mapping. See texture mapping          rotating, 155–158, 162–163              texture mapping, 381
  objects, 375–376                      scaling, 158–159, 161–162             triangular polygons, 126
  OpenGL functions, 693                 shear, 163–164                        triangulation, 62–63, 551–555
  sampling, 382–384                     translations, 155, 160–161, 174–175   triggers, 13–14
  three-dimensional, 388              translate function, 436                 trimetric views, 199
three-color theory, 68                translation matrices, 160–161           tristimulus values, 68–69, 262,
three-dimensional objects             translations, 155, 160–161, 174–175            345–346
  clipping, 319–322                   translucent objects, 309                true-color systems, 6
  gaskets, 91–98                      translucent surfaces, 261               turtle graphics, 110–111, 485
  interfaces, 28–31, 180–186          transmission, ray tracing, 563–564      twist angle, 215
  meshes, 551–552                     transparency                            twists, 191, 524
  primitives, 29, 125–126               opacity, 404                          two-dimensional applications, 46–50
  textures, 388                         RGBA system, 70                       two-dimensional views, 77
three-point perspectives, 202         transpose of matrices, 675–676          2-1/2–dimensional surfaces, 241
throughput, 35                        transpose4 function, 544                two-part texture mapping, 372
TIFF images, 360–361                  traversal                               two-point perspectives, 30, 41, 202
time-domain aliasing, 343–344           CSG modeling, 456
top-level windows, 106                  tree, 432–437, 459–460, 646–659       U
topology, cube, 147                   traverse function, 439, 441, 649        u-v-n systems, 210
touch-sensitive screens, 12           tree grammars, 484                      ultrasound, 2
trace function, 564, 569              treenode structure, 437                 umbra, 263
                                                                                     Subject Index           729


underdetermined problems, 3             knot, 530                            viewing rectangles, 77
uniform qualified variables, 180–181     light computation, 271–275           viewing volumes, 77
Uniform Resource Locators (URLs),       linearly independent, 123, 667       viewports, 79–80
      453–454                           mathematical view, 118–119           views, 72–73, 195–196
uniform scaling, 158–159                normalizing, 169                       axonometric, 198–200
uniform splines, 532                    operations, 666–668                    cameras. See cameras and camera
union of sets, 456                      Phong lighting model, 265, 270–271          models
unit function, 633                      representation, 126–128, 132–133,      classical, 197–199
unstructured data sets, 589                 137–139, 667                       computer, 202–204
URLs (Uniform Resource Locators),       tangent, 398                           functions, 52
      453–454                           view-up, 209                           isometric, 199, 207–208
user interfaces, 4–5                  velocity of Newtonian particles,         mesh display, 241–249
Utah teapot                                 468–469                            oblique, 200–201
  drawing, 542–544                    vertex arrays, 146                       orthographic, 74–77
  texture making, 384–386             vertex attributes, 66                    orthographic projections, 197–199
                                      vertex buffer object functions,          parallel, 196–197
V                                           689–690                            perspective, 41, 196–197, 201–202
valence of vertices, 548              vertex lists, 148                        perspective projections, 226–232
valuator input devices, 13            vertex shaders                           projections. See projections
value noise, 497                        gaskets, 85–86                         two-dimensional, 77
vanishing points, 41, 202               lighting in, 290–294                 virtual reality (VR), 4
variables                             vertices                               virtual trackballs, 181–184
  curves and surfaces, 503–505          coordinates, 55                      visibility testing, 457
  uniform, 180–181                      isosurfaces, 592                     visible color, 67
variation-diminishing property, 537     meshes, 242–243, 551–555             visible spectrum, 17
vec.h class, 683–684                    normals, 278                         visible-surface algorithms, 97, 239,
vector CRTs, 8                          objects, 15, 28–29                          307
vector-point addition, 117–118, 120     OpenGL, 47                           visual acuity, 22
vector-scalar multiplication, 120       primitives, 57                       visual system, human, 22–23
vector space, 118, 665–668              processing, 36                       visualization of implicit functions,
vector-vector addition, 118, 120,       triangulation, 62–63                        589–591
      666–668                           valence, 548                         VLSI (very-large-scale integrated)
vectors                               very-large-scale integrated (VLSI)            circuits, 3, 38
  binormal, 398                             circuits, 3, 38                  volumes
  characteristic, 682                 view-orientation, 210                    clipping, 36–37, 318
  classes for, 144–145, 683–684       view-plane normals (VPNs), 209           direct volume rendering, 595–600
  components, 126–127                 view-reference points (VRPs), 209        ray tracing, 598–599
  computer science view, 119          view-up vectors (VUPs), 209              rendering, 588–591
  coordinate systems and frames,      view volumes, 229–230, 307               texture mapping, 599–600
      126–139                         viewers                                  view, 77, 229–230
  dot and cross products, 122–123       image-formation process, 15–16       volumetric data sets, 588–589
  geometric objects, 116–117            interactive viewer, 224–226          voxels
  homogeneous coordinates, 133–136    viewing-coordinate systems, 209          direct volume rendering, 596–597
730          Subject Index



voxels (cont.)                      winding numbers, 328                Y
  isosurfaces, 591–592              winding test, 328                   y-intercepts, 504
  octrees for, 461                  windows and window systems          y–x algorithm, 334
  volume rendering, 589              coordinates, 55, 78–79, 141, 308   yaw, 214
VPNs (view-plane normals), 209       events, 101–102, 106               YUV color system, 346
VR (virtual reality), 4              iconifying, 101
VRPs (view-reference points), 209    interaction, 78–79                 Z
VUPs (view-up vectors), 209          managing, 106                      z-buffer algorithm, 239–241
                                     OpenGL functions, 687–689          z-buffers
W                                   world coordinate system, 55, 140      hidden-surface removal, 97,
walking through scenes, 247–249     world frames, 129, 140, 426               239–241, 335–338
wavelengths, light, 17              World Wide Web, 453–455               scan conversion with, 338–339
web browsers, 454                   writing into buffers, 362–366       zero (0) vectors, 117, 666
WebGL, 38, 455                      writing modes, 363–364              zip files, 361
white noise, 496
widgets, 13                         X
                                    XOR operations, 365–366
                                    XYZ color system, 346–347
Color Plate 1 Image of sun object created
using NURBS surfaces and rendered with
bump mapping.

(Courtesy of Fulldome Project, University of New
Mexico.)




Color Plate 2 Wire-frame representation of
sun object surfaces.

(Courtesy of Fulldome Project, University of New
Mexico.)
Color Plate 3 Flat-shaded polygonal
rendering of sun object.

(Courtesy of Fulldome Project, University of New
Mexico.)




Color Plate 4 Smooth-shaded polygonal
rendering of sun object.

(Courtesy of Fulldome Project, University of New
Mexico.)
Color Plate 5 Wire-frame of NURBS
representation of sun object showing the high
number of polygons used in rendering the
NURBS surfaces.

(Courtesy of Fulldome Project, University of New
Mexico.)




Color Plate 6 Rendering of sun object
showing bump map.

(Courtesy of Fulldome Project, University of New
Mexico.)
                                                                                     Color Plate 7 Rendering of sun object with
                                                                                     an environment map.

                                                                                     (Courtesy of Fulldome Project, University of New
                                                                                     Mexico.)




Color Plate 8 Rendering of a small part of the sun object with an environment map. (Courtesy of Fulldome Project, University of New Mexico.)

(a) Without antialiasing                                                  (b) With antialiasing
Color Plate 9 Axonometric view
from outside of temple.

(Courtesy of Richard Nordhaus,
Architect, Albuquerque, NM.)




Color Plate 10 Perspective view
of interior of temple.

(Courtesy of Richard Nordhaus,
Architect, Albuquerque, NM.)
                                                                Color Plate 11 Cartoon-shaded teapot.

                                                                (Courtesy of Ed Angel, University of New Mexico.)




                                                                Color Plate 12 Reflection map from a color
                                                                cube on teapot.

                                                                (Courtesy of Ed Angel, University of New Mexico.)




Color Plate 13 Interface for animation using Maya.

(Courtesy of Hue Walker, ARTS Lab, University of New Mexico.)
Color Plate 14 (a) Wire-frame model of a wave.

(Courtesy of Sony Pictures Entertainment.)




Color Plate 14 (b) White water and spray
created by particle system.

(Courtesy of Sony Pictures Entertainment.)




Color Plate 14 (c) Final composited image from
“Surf’s Up.”

(Courtesy of Sony Pictures Entertainment.)
             Color Plate 15 Rendering using
             ray tracer.

             (Courtesy of Patrick McCormick.)




Color Plate 16 Radiosity rendering showing
soft shadows and diffuse–diffuse reflections.

(Courtesy of A. Van Pernis, K. Rasche, R. Geist,
Clemson University.)
Color Plate 17 Array of Utah teapots with different
material properties.

(Courtesy of SGI.)




Color Plate 18 Phong-Blinn shaded teapots. (Courtesy of Ed Angel, University of New Mexico.)

            (a) Using per-vertex lighting                                          (b) Using per-fragment lighting




            (c) Area near highlight                                                (d) Area near highlight
Color Plate 19 Fluid dynamics of the mantle
of the Earth. Pseudocolor mapping of
temperatures and isotemperature surface.

(Courtesy of James Painter, Los Alamos National
Laboratory.)




Color Plate 20 Volume rendering of CT
data.

(Courtesy of J. Kniss, G. Kindlmann, C. Hansen,
Scientific Computing and Imaging Institute,
University of Utah.)
                             Color Plate 21 RGB color cube.

                             (Courtesy of University of New Mexico.)




Color Plate 22 Avatar representing a patient
who is being diagnosed and treated by a
remotely located health professional (inset).

(Courtesy of Tom Caudell, Visualization Laboratory,
Albuquerque High Performance Computing Center,
University of New Mexico.)
Color Plate 23 One frame from
Pixar’s “Geri’s Game” showing
refraction through reflections on
Geri’s glasses.

(Courtesy of Pixar Animation Studios.)




Color Plate 24 Reflection map
from environment computed from
the center of the lens on Geri’s
glasses. The reflection map is then
mapped to the glasses as part of
the rendering process.

(Courtesy of Pixar Animation Studios.)
Color Plate 25 Elevation data for
Honolulu, Hawaii, displayed using a
quadmesh to define control points
for a Bezier surface.

(Courtesy of Brian Wylie, University
of New Mexico and Sandia National
Laboratories.)




Color Plate 26 Wire frame of the
quadmesh showing lower resolution
in flat areas.

(Courtesy of Brian Wylie, University
of New Mexico and Sandia National
Laboratories.)
Color Plate 27 Rendering of hierarchical robot figure.

(Courtesy of University of New Mexico.)




Color Plate 28 Sphere computed by recursive subdivision
of tetrahedrons; triangle colors assigned randomly.

(Courtesy of University of New Mexico.)

لوح‌های رنگی — ادامه

لوح رنگی ۲۹: سایه‌های یک مکعب روی زمین؛ محاسبه‌شده با دو گذر از داده و جابه‌جایی viewpoint میان viewer و منبع نور. لوح رنگی ۳۰: visualization جریان‌های thermohaline در دریای کارائیب با streamtubeهایی که بر اساس دمای آب رنگ شده‌اند.

                               Color Plate 29 Shadows from a cube onto
                               ground. Computed by two passes over the data
                               with viewpoint shifted between viewer and light
                               source.

                               (Courtesy of University of New Mexico.)




Color Plate 30 Visualization of thermohaline flows
in the Carribean Sea using streamtubes colored by
water temperature.

(Courtesy of David Munich, High Performance Computing
Center, University of New Mexico.)

لوح رنگی ۳۱ — Particle System

مراحل نمایش‌داده‌شده شامل mesh ذرات، مدل Lexus با سطح، وزش باد و جداشدن mesh از خودرو و در نهایت دورشدن mesh است.

Color Plate 31 Particle system.

(Courtesy of Team One Advertising.)




(a) Mesh of particles




b) Model of Lexus with surface




(c) Wind blowing mesh off Lexus




(d) Mesh blown away from Lexus

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