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Àâòîðèçàöèÿ |
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Ïîèñê ïî óêàçàòåëÿì |
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Fernando R. (ed.) — GPU gems: programming techniques, tips, and tricks for real-time graphics |
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Ïðåäìåòíûé óêàçàòåëü |
"Dawn" demo, animation in see "animation"
"Dawn" demo, skin in see "skin"
"Dusk" demo 64
"Glow" demo 350
"Last Chance Gas" demo 205—206 213
"Ogre" demo 290—291
"Vulcan" demo see fire and flames
"Yeah! The Movie" demo 65
"Zoltar" demo 65
depth of field 379—380
component in shadow volume rendering 145—146
.zip files in FX Composer 512
16-bit elements in pipeline performance 480 485
4D ultrasound visualization 695
a2v structure in absorption simulation 268
a2v structure in texture-space diffusion 273
a2vConnector structure 53
AA (application of antialiasing) 414—415
Absorption 266—272
Abstraction 537
Accelerations in Navier — Stokes equations 641
Accessibility in ambient occlusion 281
Accumulated matrix skinning 71
Accumulate_skin function 71
Accumulation-buffer depth of field 379—380
Accumulation-buffer for flames 94—95
Acoustic grids 694
Additive blending in caustics computations 36
AddRef method 507
Adjacency information for shadow volumes 145
Adjacent cell images in texture bombing 325—326
Advanced GPU programming 624
Advect function 654—655
Advection in fast fluid dynamics simulation 653—655
Advection in Navier — Stokes equations 642 646—648
Advertising imagery 366
After-image effect 359
AGP connections 633
Akenine-Moller, Tomas 165
Albedo in SBRDF 294—295
Algorithms, binary searches 631
Algorithms, bitonic merge sorts 628
Algorithms, image-space shadow 218
Algorithms, multipass 196
Algorithms, object-space shadow 217
Aliasing see "antialiasing"
Aliasing in glow 349 357—358
Aliasing in perspective shadow maps 218 239—240
Aliasing in water simulation 18
Aliasing of caustics 43
Alpha blending in flames 94—95
Alpha blending in glow sources 347
Alpha blending in pipeline performance 484
Alpha blending in shadow volume multipass rendering 142
Alpha blending in texture-based volume rendering 673
Alpha blending in ultrasound visualization 697
Alpha channels for glow sources 347—348
alpha parameter 655—656
Alpha-test rejection 96
Ambient function 177
Ambient occlusion 279—280
Ambient occlusion, hardware-accelerated 283—284
Ambient occlusion, preprocessing steps for 281—282
Ambient occlusion, rendering with 284—289
Ambient occlusion, summary 289—292
Ambient terms in shadow volume tendering 141
Amplitude of waves 8
Amplitude of waves, geometric 14—15 20
Amplitude of waves, light 124
Amplitude of waves, texture 16—17
Angles in shadow volume rendering 159
Animated objects, bounding boxes for 495—496
Animated objects, sprites flames and smoke in 90—92
Animated objects, sprites implementing 89—90
Animated single-image stereograms (ASISs) 717—719
Animation 63
Animation for fire 94
Animation for grass simulation 111—112
Animation for grass simulation per cluster 113—115
Animation, for grass simulation per grass object 117—119
Animation, for grass simulation per vertex 115—117
Animation, mesh 63—65
Animation, morph targets in 65—68
Animation, skinning in 69—72
Animation, summary 72
Anisotropic filtering 43
Anisotropic widths 419
Annotations for effect files 606
Annotations in FX Composer connection parameters 511
Annotations in shaders 610
antialiasing see "aliasing"
Antialiasing for checkerboard patterns 418
Antialiasing in high-quality filtering 407—415
Antialiasing, derivative functions for 406
Antialiasing, shadow map see "shadow maps"
Aperture size in pyramidal grids 700
Apexes in pyramidal grids 700
app2vertex structure 590
appdata structure 312
appdataB structure 319
Application level, moving fragment programs to 557
Application of antialiasing (AA) 414—415
ApplyLobe function 303
ApplyToDevice API 516
Approximate numerical deformer techniques 726—727
arbfpl hardware profile 417
Arbitrary boundaries in fast fluid dynamics simulation 664
ARB_f ragment program-compliant code 551
ARB_occlusion_query extension 488
ARB_pixel_format extension 457
Arrays in fast fluid dynamics simulation 650
Arrays in shadow volume rendering 153—154
Arrays in volume rendering 674
Artifacts in ambient occlusion 283
Artifacts in depth of field 378 381
Artifacts in glow 357—358
Artifacts in high-quality software rendering 592
Artifacts in Noise function 75
Artifacts in occlusion interval maps 211
Artifacts in perspective shadow maps 235
Artifacts in volume rendering 675
Artifacts in water simulation 18
Artifacts in z-buffer depth of field 386—388
Artificial edges 381
Artificial shadows 318
Artist-controlled fog 357
ASISs (animated single-image stereograms) 717—719
Assarsson, Ulf 165
Associated tags 605
Attenuation in image-based lighting 315—316
Attenuation in volume rendering 159 162 686
Attenuation in water simulation 27
Attenuation of geometric waves 20
Attribute maps 584—587 596
Authoring in water simulation 18—19
Authoring in water simulation, depth in 19—21
Authoring in water simulation, edge-length filtering in 21—22
Authoring in water simulation, overrides in 21
Authoring in water simulation, texture coordinates in 22—23
Autiokari 2003 371
Average direction of unoccluded incident light 281
Average of shadows in ambient occlusion 283
Azimuth direction in ultrasound visualization 694—695
Back-facing polygons 497
Backgrounds in focus 375
Backgrounds, localized cube maps as 318—320
Backward ray tracing 34 36
Balance in stripe function 411—412
Band-limited signals 73
Banding in ray-traced depth of field 378
| Bandwidth in pipeline performance, frame-buffer 484—485
Bandwidth in pipeline performance, texture 476 483—484
Barn doors 171
Barn lights 168
Barn maps 182
Barn shaping 170
Barzel, Ronen 167
Base rendering 200
Basis vectors 23—24
Batches in per-pixel lighting 246—248
Batches in pipeline optimization 479—480
BCGControlBar library 514
Bent normals 283
Bias in circle of confusion 377
Bias in omnidirectional shadow mapping 201
Bias in perspective shadow maps 218 233—237
Bicubic filter kernels 399—404
Bidirectional reflectance distribution function (BRDF) see "SBRDF (spatial bidirectional reflectance distribution function)"
Bilinear filtering 270
Bilinear interpolation in fast fluid dynamics simulation 655
Bilinear interpolation in z-buffer depth of field 386—387
Billboard geometry 346
Binary searches 630—633
BinarySearch function 632
Bind poses in skinning 69
Binding OpenEXR images to textures 431—432
Binormals in accumulated matrix skinning 71
Binormals in Cinema 4D 571
Binormals in deformers 728
Binormals in high-quality software rendering 584 590
Binormals in water simulation 9
Bitonic merge sorts 627—630
BitonicSort function 630
Blades of waving grass see "grass simulation"
Bleeding, pixel 388
Blend shapes 67—68
Blend weights 358 360
Blend3 function 128
Blending in flames 94—95
Blending in glow sources 347
Blending in pipeline performance 484
Blending in shadow volume multipass rendering 142
Blending in texture-based volume rendering 673
Blending in ultrasound visualization 697
Blending, grayscale conversion 369
BlendTexture structure 548
Blinn-Phong model 679—680
Blood transmission in skin lighting 53
Blue color in dark environments 463
Blue color, remapping 368—369
Blur filters and blurring implementing 460—464
Blur filters and blurring in cinematic lighting 173
Blur filters and blurring in glow 99 349 351
Blur filters and blurring in HDR images 442
Blur filters and blurring in image-to-image conversions 392
Blur filters and blurring in perspective shadow maps 239—242
Blur filters and blurring in volume rendering 686
Blur filters and blurring in z-buffer depth of field 385—387
Blur filters and blurring, stencil shadows 237
Blur filters and blurring, uses of 355—356
Blurred depth buffer 386—387
Body forces in Navier — Stokes equations 642
Bone weights with shaders 614
Bookmarks feature 526
Borders in texture bombing 330
Bottlenecks in pipelines 474—475
Bottlenecks in pipelines, fragment shading in 476—477
Bottlenecks in pipelines, raster operations in 476
Bottlenecks in pipelines, texture bandwidth in 476
Bottlenecks in pipelines, vertex and index transfers in 478
Bottlenecks in pipelines, vertex processing in 477
Boundaries in fast fluid dynamics simulation 639 653 657—659 664
Boundaries in Navier — Stokes equations 650
Boundary function 658
Bounding boxes in occlusion culling 493—496
Bounding boxes in shadow volume rendering 161
Bounding volumes 226—228
Box filters in high-quality filtering 407
Box filters in image-to-image conversions 392
Brabec, S. 165
Branch operator 148
BRDF (bidirectional reflectance distribution function) see "SBRDF (spatial bidirectional reflectance distribution function)"
Brightness for circle of confusion 377
Brightness for glow 359
Brightness for Image 454 456^57
Brightness for lens flares 501
Brightness for perspective shadow maps 240
Brightness for shadow volumes 138 141—142 144—145 150—151 164
Brightness in color-space conversions 371
Brightness in lighting 47
Brightness in OpenEXR 455—457
Brightness in parallel reductions 625
Brightness in pipeline performance 484
Brightness in volume rendering 682—686
Brightness of glow sources 347
Brute-force shadow map antialiasing 187—188
Buffer class 450
Buffers for animated SISs 717—718
Buffers {continued) in Cinema 4D 570
Bump maps for skin lighting 50 52
Bump maps in Cinema 4D 573
Bump maps in diffraction 129—130
Bump maps in high-quality software rendering 591 593
Bump maps in Noise function 78 82—83
Bump maps surface normals 59
Bump maps, parameters for eye vectors in 24—27
Bump maps, parameters for tangent-space basis vectors in 23—24
Bundles, geometry pipe 517
Buoyancy 660—661
C++ language, half format for 429
C++ language, image-processing framework. See framework for image processing C4Dfx plug-in 567
Cameras in FX Composer 530
Cameras with perspective shadow maps, light 225—233
Cameras with perspective shadow maps, virtual 219—225
Canceling waves 125
Caps 150 153—154
Card, Drew 166
Cartesian grids in fast fluid dynamics simulation 640—641
Cartesian grids in ultrasound visualization 694 696—698
Casters 139 150 159
Categories of objects 508
Caustics 31—32
Caustics, approach to 35—36
Caustics, computing 32—35
Caustics, high-level shading languages for 38—44
Caustics, OpenGL for 37
Caustics, summary 43
Cb value for screen-aligned filter kernels 405
Cell-centered discretization 663
Cells in texture bombing 324—328
center method 452
Cg language for caustics 38
Cg language for high-quality filtering 392
Cg language for SBRDF 302—305
Cg language for shadow volume rendering 147—148
Cg language for SISs 719—720
cgConnectParameter function 541 544
cgCreateParameter function 544
cgCreateProgram function 540—541
cgCreateProgramFromFile function 540—541
cgFragmentProgram function 458
CgFX toolkit 567—569
CgFX toolkit, connecting Cinema 4D to 570—571
CgFX toolkit, lessons learned in 578—579
CgFX toolkit, offline Tenderer emulation in 573—577
CgFX toolkit, results and performance in 577—578
CgFX toolkit, shader and parameter management in 572—573
cgGetNamedUserType function 541
cgProgram function 554
cgSetArraySize function 544
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