Deceleration 141 Deep Sensation 218 Design Considerations 191 Device Coordinate System 12 Diffuse Reflection 119 Digital to Analog Converter 12

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Transcription:

I A Acceleration 141 Affine Transformations 58 Agnosticism 209 AIML Language 349 ALICE 349 Ambient Light 116 Ambient Reflection 119 Anchor Node 305 Angular Speed 153 Animating a Gears Mesh 154 Animation 139 Antialiasing 230 Area Light 118 Artifacts of Rendering 262 Artistic Modeling 265 Artistic Shape Modeling 279 Aspect Ratio 9 Attributes of Graphics Objects 24 Axonometric Projections 95 AudioClip Node 304 Augmented VR 212 Auxiliary Buffer 272 Avatars 354 B Background Node 300 Basic Computer Graphics 2 Basic Geometric Objects 16 Bilinear Patch 34 Billboard Node 313 Binding Design 188 Bitmanagement Software 296 Blending 266 Blending the Level-of-detail 177 Boolean Operations 16, 29 Bounding Boxes 174 Bump Mapping 129 C Cabinet Projection 96 Cathode Ray Tube, CRT 5 Cartesian Coordinate System 13 Carving 265, 289 Cavalier Projection 96 Center of Projection 99 Center-seeking Acceleration 153 Central Projections 99 377

378 Centripetal Acceleration 153 Chasing 279 Chernoff Faces 196 Cholesteryl benzoate 10 Circle 26, 27 Circular Motion 153 Client 199 Clipping Transformation 62 Closure Rule 194 Coefficient of Restitution 152 Cohen-Sutherland Line Clipping Algorithm 63 Collision with the Ground 152 Color Palette 12 Column Representation 52 Computer Animation 3, 139 Computer Graphics 2 Conceptual Elements 187 Consistency of User Interfaces 191 Constant Shading 124 Constructive Solid Geometry, CSG 39 Continuous Level-of-Detail 178 Cross Product 261 CSG Tree 39 Current Transformation Matrix, CTM 171 Curves 24, 30 Cutting 289 Cylindrical Coordinate System 12 Cylindrical Texture Mapping 128 D Deceleration 141 Deep Sensation 218 Design Considerations 191 Device Coordinate System 12 Diffuse Reflection 119 Digital to Analog Converter 12 Dimetric Projection 96 Direct Manipulation 189 Directed Acyclic Graph 170 Direction Cosines Method 165 Direction of Projection Vector 94 Directional Light Source 116 Discrimination 190 Display Properties 11 Distributive Laws 60 Dolling 62 Double Square Ratio 197 Driving Simulators 211 E Ear 217 Electron Gun 5 Ellipse 26, 27, 28 Ellipsoid 33, 34 Embossing 265, 279 Empirical Illumination Model 119 Engraving 265, 289 Error Possibility 191 Error Recovery 191 Event 200 Event Transmission 295 Explicit Representation 25 Export to VRML 302 Extensible 3D (X3D) 349 Exteroceptive Sensation 218 Eye 216 F Feedback 191 Flat Shading 124 Flickering 9 Flight Simulators 211 Focusing Grid 9

379 Focusing System 6 Form of the Language 187 Frame Buffer 11 Front Projections 95 Function-based Ray Tracing 236 Function-based Web Visualization 319 Functional Elements 187 G Geometric Model 15, 24 Geometric Modeling 15 Geometric Operations 16 Geometric Relations 16 GLUT 243 Golden Rectangle Ratio 197 Good-continuation Rule 194 Gouraud Shading 124 Graphical User Interfaces 186 Graphics Primitives 16 Gravitational Force 151 H Half-space 25 Head-Mounted Displays 213 Helix 31 Hierarchy Representation 171 Homogeneous Coordinates 55 Horizon Line 99 Hyper-stereo 105 Hypo-stereo 105 I Iconic User Interface 189 Identity Transformation 52 Illumination 116 Image Processing 2 Image Transmission 295 Immersive VR 212 Implicit Representation 25 Inbetweening 139 ed Color Mode 12 Inline Node 314 Instance Transformation 171 Interactive Computer Graphics 2 Interactive Modeling VRML Scenes 298 Interactive Ray Tracing 272, 288 Interactive Shape Modeling 265 Interlacing 9 Inter-ocular Distance 105 Intersection 29 Isometric Projection 96 K Keyframes 139 L Lambert s Cosine Law 119 Lambertian Reflector 119 Layout Principles 197 LCD 10 Left-Handed Coordinate System 13 Level-of-Detail 175 Lexical Design 188 Light Sources 116 Lighting 119

380 Liquid Crystal Displays 10 Linear Speed 153 Listener Routing 200 LOD Node 315 Logical Organization 175 M Mannequins 213 Master Coordinate Systems 171 Matrix Transformations 52 Meaning of the Language 187 Memorization 191 Model Transmission 295 Modeling Coordinate Systems 14 Modeling Transformations 171 Modules 170 Morphing 139, 144, 262 Motion Blur 10 Motion Specification 140 Motion Tracking 213 Motion with Constant Acceleration 151 Motion with Uniform Speed 141 Movie theatre projector 10 Multiple Skill Levels 191 N NavigationInfo Node 299 Newton s Laws of Motion 150 Non-immersive VR 212 Normal Calculation 260 Normalization Transformation 101 O Object s Weight 151 Oblique Angle 96 Oblique Projection 94, 96 Observer 164 Offsetting 283 OpenGL 247 P Panning 62, 146 Parallel Orthographic Projection 94 Parametric Metamorphoses 247 Parametric Representation 25 Patches 32 Perspective Projections 99 Phantom 214 Phong Illumination Model 121 Phong Shading 126 Photon Excitation 5 Physically-Based Animation 143 Pitch 167 Pixel 3, 8 Plane 32 Point 24, 30 Point Light Source 117 Policy-free 199 Polygonal Mesh 31 Polygonal Representation 31 Position Vector 51 Positioning the Observer 164 POV-Ray 229 Primitives 16, 170 Progressive Scanning 10 Projection Transformation 91 Proprioceptive Sensation 218 Proximity Rule 194 ProximitySensor Node 310

381 Q Queue of Events 200 R R-functions 282 Random-Scan Monitors 6 Raster-Scan Monitors 8 Rasterization 3, 9 Ray Tracing 92, 229 Real-estate Based 200 Real-time Rendering 3, 164 Recognition 190 Reflected Rays 123 Reflection 53, 82 Reflection through a Straight Line 59 Refracted Light 127 Remembering 190 Restitution 152 Request 199 Right-Handed Coordinate System 13 Roll 167 Rotating Gears 154 Rotation 54, 76 Rotation about Any Point 58 Rotational Sweeping 38 Row Position Vector 60 S Sample 200 Scaling 52 Sculpting 265 Semantic Design 187 Sensory Conflict 218 Set-Theoretic Operations 16, 29 Sequencing Design 187 Server Program 199 Shading 124 Shadows 127 Shape Metamorphoses 253 Shape Modeling 2 Shapes 24 Shear 53 Side Projections 95 Single-Point Perspective Transformations 100 Similarity Rule 194 Skeleton Techniques 149 Smooth Shading 124 Solids 30, 36 Solipsism 209 SoundNode 310 Spatial Organization 173 Specular Reflection 121 Sphere 33 Spherical Coordinate System 12 Spotlight 118 Square Ratio 197 Square Root Ratio 197 State Diagrams 187 Stereo Images Ray Tracing 242 Stereo Goggles 213 Stereo Pair 105 Stereo Projection 104 Straight Line 26, 27 Straight Line Segment 30 Sub-pixel 9 Subjective Idealism 209 Subjectivism 209 Subtraction 29 Subtraction with Blending 266 Super-ellipsoid 237 Surfaces 24, 30 Sweep Representation 38 Syntactic Design 188

382 T Texture Mapping 128 Three-Point Perspective Transformations 101 TimeSensor Node 317 Top Projections 95 TouchSensor Node 306 Translation 57, 75 Translational Sweeping 38 Transparency 127 Trilinear Interpolation 37 Trimetric 96 True Color Mode 11 Two-Point Perspective Transformations 101 U Uniform Circular Motion 153 Union 29 Union with Blending 266 User-Computer Dialog 186 User-Computer Interfaces 186 User-Interface Management System 198 Use-Interface Styles 188 V Vanishing Points 99 Vestibular System 218 Viewer s Coordinate System 14 Viewing Frustum 103 Viewing Pyramid 103 Viewing Transformation 60 Viewing Volume 103 Viewpoint 299 Viewport 15, 60 Virtual Campus of NTU 297 Virtual Environment 215 Virtual Reality 3, 209 Virtual Reality Modeling Language, VRML 296 Visceral Sensation 218 Visual Clarity 194 Visual Coding 194 Visual Design 194 Visual Organization Rules 194 Visualization Pipeline 12 Voxel 36 Voxelization 35 VR Gloves 213 W Wertheimer s Rules 194 Widgets 200 Window 14, 60 Window Management System 199 Window System 199 Window-to-Viewport Transformation 62 Wire-Frame 35 Witch of Agnesi Function 282 Wood Carving 289 World Coordinate System 13, 163 WYSIWYG 188 X X Window System 199 X3D 349 XYZ Euler Angles 169 XYZ Fixed Angles 167

383 Y Yaw 167 Z Zooming 62, 144