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Fernando R. (ed.) Ч GPU gems: programming techniques, tips, and tricks for real-time graphics
Fernando R. (ed.) Ч GPU gems: programming techniques, tips, and tricks for real-time graphics



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Ќазвание: GPU gems: programming techniques, tips, and tricks for real-time graphics

јвтор: Fernando R. (ed.)

язык: en

–убрика: Computer science/

—татус предметного указател€: √отов указатель без номеров страниц

ed2k: ed2k stats

√од издани€: 2004

 оличество страниц: 784

ƒобавлена в каталог: 30.11.2013

ќперации: ѕоложить на полку | —копировать ссылку дл€ форума | —копировать ID
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ѕредметный указатель
"Dawn" demo, animation in      see "animation"
"Dawn" demo, skin in      see "skin"
"Dusk" demo      64
"Glow" demo      350
"Last Chance Gas" demo      205Ч206 213
"Ogre" demo      290Ч291
"Vulcan" demo      see fire and flames
"Yeah! The Movie" demo      65
"Zoltar" demo      65
$2\frac{1}{2}$ depth of field      379Ч380
$\omega$ component in shadow volume rendering      145Ч146
.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)      414Ч415
Absorption      266Ч272
Abstraction      537
Accelerations in Navier Ч Stokes equations      641
Accessibility in ambient occlusion      281
Accumulated matrix skinning      71
Accumulate_skin function      71
Accumulation-buffer depth of field      379Ч380
Accumulation-buffer for flames      94Ч95
Acoustic grids      694
Additive blending in caustics computations      36
AddRef method      507
Adjacency information for shadow volumes      145
Adjacent cell images in texture bombing      325Ч326
Advanced GPU programming      624
Advect function      654Ч655
Advection in fast fluid dynamics simulation      653Ч655
Advection in Navier Ч Stokes equations      642 646Ч648
Advertising imagery      366
After-image effect      359
AGP connections      633
Akenine-Moller, Tomas      165
Albedo in SBRDF      294Ч295
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 357Ч358
Aliasing in perspective shadow maps      218 239Ч240
Aliasing in water simulation      18
Aliasing of caustics      43
Alpha blending in flames      94Ч95
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      347Ч348
alpha parameter      655Ч656
Alpha-test rejection      96
Ambient function      177
Ambient occlusion      279Ч280
Ambient occlusion, hardware-accelerated      283Ч284
Ambient occlusion, preprocessing steps for      281Ч282
Ambient occlusion, rendering with      284Ч289
Ambient occlusion, summary      289Ч292
Ambient terms in shadow volume tendering      141
Amplitude of waves      8
Amplitude of waves, geometric      14Ч15 20
Amplitude of waves, light      124
Amplitude of waves, texture      16Ч17
Angles in shadow volume rendering      159
Animated objects, bounding boxes for      495Ч496
Animated objects, sprites flames and smoke in      90Ч92
Animated objects, sprites implementing      89Ч90
Animated single-image stereograms (ASISs)      717Ч719
Animation      63
Animation for fire      94
Animation for grass simulation      111Ч112
Animation for grass simulation per cluster      113Ч115
Animation, for grass simulation per grass object      117Ч119
Animation, for grass simulation per vertex      115Ч117
Animation, mesh      63Ч65
Animation, morph targets in      65Ч68
Animation, skinning in      69Ч72
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      407Ч415
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)      414Ч415
ApplyLobe function      303
ApplyToDevice API      516
Approximate numerical deformer techniques      726Ч727
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      153Ч154
Arrays in volume rendering      674
Artifacts in ambient occlusion      283
Artifacts in depth of field      378 381
Artifacts in glow      357Ч358
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      386Ч388
Artificial edges      381
Artificial shadows      318
Artist-controlled fog      357
ASISs (animated single-image stereograms)      717Ч719
Assarsson, Ulf      165
Associated tags      605
Attenuation in image-based lighting      315Ч316
Attenuation in volume rendering      159 162 686
Attenuation in water simulation      27
Attenuation of geometric waves      20
Attribute maps      584Ч587 596
Authoring in water simulation      18Ч19
Authoring in water simulation, depth in      19Ч21
Authoring in water simulation, edge-length filtering in      21Ч22
Authoring in water simulation, overrides in      21
Authoring in water simulation, texture coordinates in      22Ч23
Autiokari      2003 371
Average direction of unoccluded incident light      281
Average of shadows in ambient occlusion      283
Azimuth direction in ultrasound visualization      694Ч695
Back-facing polygons      497
Backgrounds in focus      375
Backgrounds, localized cube maps as      318Ч320
Backward ray tracing      34 36
Balance in stripe function      411Ч412
Band-limited signals      73
Banding in ray-traced depth of field      378
Bandwidth in pipeline performance, frame-buffer      484Ч485
Bandwidth in pipeline performance, texture      476 483Ч484
Barn doors      171
Barn lights      168
Barn maps      182
Barn shaping      170
Barzel, Ronen      167
Base rendering      200
Basis vectors      23Ч24
Batches in per-pixel lighting      246Ч248
Batches in pipeline optimization      479Ч480
BCGControlBar library      514
Bent normals      283
Bias in circle of confusion      377
Bias in omnidirectional shadow mapping      201
Bias in perspective shadow maps      218 233Ч237
Bicubic filter kernels      399Ч404
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      386Ч387
Billboard geometry      346
Binary searches      630Ч633
BinarySearch function      632
Bind poses in skinning      69
Binding OpenEXR images to textures      431Ч432
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      627Ч630
BitonicSort function      630
Blades of waving grass      see "grass simulation"
Bleeding, pixel      388
Blend shapes      67Ч68
Blend weights      358 360
Blend3 function      128
Blending in flames      94Ч95
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      679Ч680
Blood transmission in skin lighting      53
Blue color in dark environments      463
Blue color, remapping      368Ч369
Blur filters and blurring implementing      460Ч464
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      239Ч242
Blur filters and blurring in volume rendering      686
Blur filters and blurring in z-buffer depth of field      385Ч387
Blur filters and blurring, stencil shadows      237
Blur filters and blurring, uses of      355Ч356
Blurred depth buffer      386Ч387
Body forces in Navier Ч Stokes equations      642
Bone weights with shaders      614
Bookmarks feature      526
Borders in texture bombing      330
Bottlenecks in pipelines      474Ч475
Bottlenecks in pipelines, fragment shading in      476Ч477
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 657Ч659 664
Boundaries in Navier Ч Stokes equations      650
Boundary function      658
Bounding boxes in occlusion culling      493Ч496
Bounding boxes in shadow volume rendering      161
Bounding volumes      226Ч228
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 141Ч142 144Ч145 150Ч151 164
Brightness in color-space conversions      371
Brightness in lighting      47
Brightness in OpenEXR      455Ч457
Brightness in parallel reductions      625
Brightness in pipeline performance      484
Brightness in volume rendering      682Ч686
Brightness of glow sources      347
Brute-force shadow map antialiasing      187Ч188
Buffer class      450
Buffers for animated SISs      717Ч718
Buffers {continued) in Cinema 4D      570
Bump maps for skin lighting      50 52
Bump maps in Cinema 4D      573
Bump maps in diffraction      129Ч130
Bump maps in high-quality software rendering      591 593
Bump maps in Noise function      78 82Ч83
Bump maps surface normals      59
Bump maps, parameters for eye vectors in      24Ч27
Bump maps, parameters for tangent-space basis vectors in      23Ч24
Bundles, geometry pipe      517
Buoyancy      660Ч661
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      225Ч233
Cameras with perspective shadow maps, virtual      219Ч225
Canceling waves      125
Caps      150 153Ч154
Card, Drew      166
Cartesian grids in fast fluid dynamics simulation      640Ч641
Cartesian grids in ultrasound visualization      694 696Ч698
Casters      139 150 159
Categories of objects      508
Caustics      31Ч32
Caustics, approach to      35Ч36
Caustics, computing      32Ч35
Caustics, high-level shading languages for      38Ч44
Caustics, OpenGL for      37
Caustics, summary      43
Cb value for screen-aligned filter kernels      405
Cell-centered discretization      663
Cells in texture bombing      324Ч328
center method      452
Cg language for caustics      38
Cg language for high-quality filtering      392
Cg language for SBRDF      302Ч305
Cg language for shadow volume rendering      147Ч148
Cg language for SISs      719Ч720
cgConnectParameter function      541 544
cgCreateParameter function      544
cgCreateProgram function      540Ч541
cgCreateProgramFromFile function      540Ч541
cgFragmentProgram function      458
CgFX toolkit      567Ч569
CgFX toolkit, connecting Cinema 4D to      570Ч571
CgFX toolkit, lessons learned in      578Ч579
CgFX toolkit, offline Tenderer emulation in      573Ч577
CgFX toolkit, results and performance in      577Ч578
CgFX toolkit, shader and parameter management in      572Ч573
cgGetNamedUserType function      541
cgProgram function      554
cgSetArraySize function      544
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