Record ID | ia:mathematicaltool0000hard |
Source | Internet Archive |
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LEADER: 07967cam 2200409Ia 4500
001 9920180990001661
005 20150423124758.0
008 080116s2008 si a b 001 0 eng d
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035 $a(CSdNU)u325793-01national_inst
035 $a(OCoLC)190850867
035 $a(OCoLC)190850867
035 $a(OCoLC)190850867$z(OCoLC)191658458
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049 $aCNUM
050 4 $aT385$b.H32 2008
100 1 $aHardy, Alexandre.
245 10 $aMathematical tools in computer graphics with C# implementations / $cAlexandre Hardy & Willi-Hans Steeb.
260 $aSingapore ;$aHackensack, NJ :$bWorld Scientific,$cc2008.
300 $axviii, 475 p. :$bill. ;$c23 cm.
504 $aIncludes bibliographical references (p. 459-470) and index.
505 0 $a1. Vectors, Matrices and Transforms -- 1.1. Vector Spaces -- 1.2. Points and Vectors -- 1.2.1. Homogeneous Coordinates -- 1.3. Representing Objects by Points -- 1.4. Affine Transformations -- 1.4.1. Introduction and Definitions -- 1.4.2. Scaling -- 1.4.3. Translation -- 1.4.4. Rotation -- 1.4.5. Concatenation of Transforms -- 1.4.6. Projection -- 1.5. Quaternions -- 1.6. C# Implementation -- 2. Lighting -- 2.1. Shading -- 2.1.1. Affine Transforms and Normal Vectors -- 2.2. Local Lighting Models -- 2.3. The Phong Lighting Model -- 2.3.1. Emissive Properties -- 2.3.2. Ambient Reflection -- 2.3.3. Diffuse Reflection -- 2.3.4. Specular Reflection -- 2.3.5. Multiple Colored Light Sources -- 2.3.6. Attenuation -- 2.4. Lights -- 2.4.1. Spot Lights -- 2.5. Transparent Objects -- 2.6. Cook-Torrance Model -- 2.6.1. Bidirectional Reflectivity -- 2.6.2. Cook-Torrance Model -- 2.6.3. Microfacet Distribution Term -- 2.6.4. Geometric Surface Occlusion Term -- 2.6.5. Fresnel Term -- 2.6.6. Beer-Lambert Law -- 2.7. C# Implementation -- 3. Rasterization -- 3.1. Pixels -- 3.2. Drawing Lines -- 3.2.1. Bresenham's Algorithm for Lines -- 3.3. Drawing Circles -- 3.3.1. Bresenham's Algorithm for Circles -- 3.4. Filling -- 3.4.1. Gouraud Shading -- 3.5. Rasterization in C# -- 3.5.1. Drawing Pixels -- 3.6. Bresenham's Algorithms in C# -- 3.7. Fractals -- 3.7.1. Mandelbrot Set -- 3.7.2. Julia Set -- 3.8. Iterated Function Systems -- 3.9. L-Systems and Fractals -- 3.10. Kronecker Product and Fractals -- 3.10.1. Definitions -- 3.10.2. Kronecker Product Fractals -- 4. Curves -- 4.1. Introduction -- 4.2. Affine Invariance -- 4.3. Convex Hull -- 4.4. Lagrange Interpolation -- 4.4.1. C# Implementation -- 4.5. Bezier Curves -- 4.5.1. Affine Invariance -- 4.5.2. Convex Hull -- 4.5.3. Derivative at Edges -- 4.5.4. Piecewise Continuous Bezier Curves -- 4.5.5. Rendering -- 4.5.6. Rational Bezier Curves -- 4.5.7. Bezier Curves: Conic Sections -- 4.5.8. C# Implementation -- 4.6. Catmull-Rom Splines -- 4.7. Bessel-Overhauser Splines -- 4.8. Tension-Continuity-Bias Splines -- 4.9. Uniform B-Splines -- 4.9.1. Affine Invariance -- 4.9.2. Convex Hull -- 4.9.3. Cox-de Boor Formula -- 4.9.4. C# Implementation -- 4.10. Non-Uniform B-Splines -- 4.11. Interpolating with B-Splines -- 4.11.1. Periodic Interpolation -- 4.12. Non-Uniform Rational B-Splines -- 4.13. Trigonometric Interpolation -- 4.14. METAPOST and Bezier Curves -- 4.14.1. METAPOST Example -- 4.15. Curvature and Torsion -- 4.16. Harmonic Interpolation -- 4.17. Interpolation -- 4.18. Odd Case -- 4.19. Even Case -- 4.20. Examples -- 4.21. Curvature Plots -- 4.22. Numerical Stability -- 4.23. Affine Invariance -- 4.24. Convex Hull Property -- 4.25. C# Implementation of Harmonic Interpolation -- 4.26. Chebyshev Polynomials -- 4.26.1. Odd Case -- 4.26.2. Even Case -- 4.27. Non-Uniform Harmonic Interpolation -- 5. Wavelets -- 5.1. Introduction -- 5.2. One-Dimensional Wavelets -- 5.3. Two-Dimensional Wavelets -- 5.4. Curves -- 5.5. C# Implementation -- 6. Surfaces -- 6.1. Parametric Surfaces -- 6.2. Tensor Product Surfaces -- 6.3. Bezier Surfaces -- 6.3.1. Tensor Product Bezier Surfaces -- 6.3.2. Triangular Bezier Surfaces -- 6.3.3. Rational Bezier Surfaces -- 6.3.4. Bezier Surface Interpolation -- 6.4. B-Spline Tensor Product Surfaces -- 6.4.1. B-Spline Surface Interpolation -- 6.5. Subdivision Surfaces -- 6.5.1. Loop Subdivision -- 6.5.2. Modified Butterfly Subdivision -- 6.5.3. [radical]3 Subdivision -- 6.5.4. Interpolating [radical]3 Subdivision -- 6.5.5. Catmull-Clark Subdivision -- 6.5.6. Doo-Sabin Subdivision -- 6.5.7. Comparison -- 6.5.8. Interpolation with Subdivision Surfaces -- 6.6. Curvature of Surfaces -- 6.7. Harmonic Surfaces -- 6.8. Tensor Product Surface -- 6.9. Harmonic Subdivision -- 6.10. Local Harmonic Subdivision -- 6.10.1. Local Harmonic Interpolation for Curves -- 6.10.2. Parametric Distance -- 6.10.3. Subdivision Rules -- 6.10.4. Irregular Vertices -- 6.10.5. Boundaries -- 6.11. Geometry Images and Parameterization -- 6.11.1. Cutting a Mesh into a Disk -- 6.11.2. Parameterization -- 6.11.3. Rasterization of the Geometry Image -- 6.12. Interpolation of Geometry Images -- 6.13. Geometry Images - Approximation -- 6.14. Rendering -- 6.15. Approximating Basis Functions -- 6.16. Combined Results -- 6.17. Curvature -- 6.18. C# Implementation -- 7. Raytracing -- 7.1. Raytracing Process -- 7.2. Representation of a Ray -- 7.3. Reflection -- 7.4. Refraction -- 7.5. Intersections -- 7.5.1. Sphere -- 7.5.2. Infinite Plane -- 7.5.3. Triangles -- 7.5.4. Effect of Transforms -- 7.6. C# Implementation of a Raytracer -- 7.7. Implicit Surfaces -- 7.7.1. Sphere Tracing -- 7.7.2. Distance Functions -- 7.7.3. C# Implementation -- 7.8. CSG Objects -- 7.8.1. C# Implementation -- 7.9. Parametric Surfaces -- 7.9.1. Interval Arithmetic -- 7.9.2. Interval Root Finding - Bisection -- 7.9.3. Interval Root Finding - Newton-Raphson -- 7.9.4. Ray Tracing Harmonic Surfaces -- 7.10. Lighting Models -- 7.11. Supersampling -- 7.11.1. Regular Supersampling -- 7.11.2. Stochastic Supersampling -- 7.11.3. Adaptive Supersampling -- 7.12. Ambient Occlusion -- 7.13. Ray Marching -- 7.14. Photon Mapping -- 7.14.1. Transport Notation -- 7.14.2. Path Tracing -- 7.14.3. Creating the Photon Map -- 7.14.4. Photon Tracing -- 7.14.5. Photon Map Data Structure -- 7.14.6. Radiance Estimate -- 7.14.7. C# Implementation -- 8. Radiosity -- 8.1. Light Transport Notation -- 8.2. Radiosity Matrix -- 8.3. Solving for Radiosity Values -- 8.3.1. Solving: Jacobi Method -- 8.3.2. Solving: Gauss-Seidel Iteration -- 8.3.3. Solving: Shooting Method -- 8.4. Form Factors -- 8.4.1. Numerical Solution -- 8.4.2. Raytracing Method -- 8.4.3. Hemicube Method -- 8.5. Rendering -- 8.6. C# Implementation -- 9. Animation -- 9.1. Traditional Animation Techniques -- 9.1.1. Keyframing -- 9.1.2. Motion Capture -- 9.2. Physics Models -- 9.3. Animation of Position -- 9.3.1. Arc length parameterization -- 9.3.2. Orientation -- 9.4. Articulated Structures (Kinematics) -- 9.4.1. Forward Kinematics -- 9.4.2. Vertex Blending -- 9.4.3. Inverse Kinematics -- 9.5. Mass Spring Systems -- 9.6. Particle Systems -- 9.7. Free Form Deformations -- 9.8. Fluids -- 9.8.1. Navier-Stokes Equations -- 9.8.2. Advection -- 9.8.3. Diffusion -- 9.8.4. Projection -- 9.8.5. Boundary Conditions -- 9.8.6. C# Implementation -- 9.8.7. Free Surface -- 9.8.8. C# Implementation of Free Surfaces.
650 0 $aComputer graphics$xMathematics.
650 0 $aC (Computer program language)
700 1 $aSteeb, W.-H.
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