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



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

Àâòîð: Fernando R. (ed.)

ßçûê: en

Ðóáðèêà: Computer science/

Ñòàòóñ ïðåäìåòíîãî óêàçàòåëÿ: Ãîòîâ óêàçàòåëü áåç íîìåðîâ ñòðàíèö

ed2k: ed2k stats

Ãîä èçäàíèÿ: 2004

Êîëè÷åñòâî ñòðàíèö: 784

Äîáàâëåíà â êàòàëîã: 30.11.2013

Îïåðàöèè: Ïîëîæèòü íà ïîëêó | Ñêîïèðîâàòü ññûëêó äëÿ ôîðóìà | Ñêîïèðîâàòü ID
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Ïðåäìåòíûé óêàçàòåëü
cgSetAutoCompile function      540
cgSetParameter function      541
Chain rules in caustics computations      39
ChangeZoomFactor method      452
Channel-based color correction, curves in      366—368
Channel-based color correction, levels in      364—365
Channels for glow sources      347—348
Channels in OpenEXR headers      430
Checker function      418—420
Checkerboard patterns, h      18 4 20
Choppiness effect      14
CIE colors      371
Cinema 4D, hardware shading into      567—569
Cinema 4D, hardware shading into (continued) shader and parameter management in      572—573
Cinema 4D, hardware shading into connecting to CgFX      570—571
Cinema 4D, hardware shading into lessons learned in      578—579
Cinema 4D, hardware shading into offline Tenderer emulation in      573—577
Cinema 4D, hardware shading into results and performance in      577—578
Cinematic lighting      167—168
Cinematic lighting, direct lighting illumination color in      170
Cinematic lighting, direct lighting illumination model in      169—170
Cinematic lighting, direct lighting illumination results in      173—175
Cinematic lighting, direct lighting illumination selection in      170
Cinematic lighting, direct lighting illumination shadowing in      171—173
Cinematic lighting, direct lighting illumination shaping in      170—171
Cinematic lighting, direct lighting illumination texturing in      173
Cinematic lighting, performance concerns for      181
Cinematic lighting, summary      182—183
Cinematic lighting, uberlight shaders for      175—181
Circle of confusion (CoC)      375—377
Circles in texture bombing      327—329
circular references      510
Circular waves      11—12
CLAMP value in texture bombing      332
Classify features in volume rendering      669
Clipping in shadow volume rendering      145 —146 162—163
ClipPlaneO—5 variables      701
clock speed      475
Clouds simulating      661—662
Clouds, volume rendering for      668
CoC (circle of confusion)      375—377
Codecreatures Benchmark      107 113 120
Collision detection      627
Collision detection in GPU computation      633
Collision detection in perspective shadow maps      224
Collocated discretization      663
Color buffers for perspective shadow maps      240
Color buffers in pipeline performance      484
Color correction      363—364
Color correction, channel-based      364—368
Color correction, multichannel      368—372
Color in cinematic lighting      170
Color in dark environments      463
Color in high-quality software rendering      588
Color in image-based lighting      315
Color in image-to-image conversions      392
Color in shadow volume rendering      151
Color in volume rendering      670
Color in water simulation      21 27
Color maps in absorption simulation      269
Color maps in grayscale conversion      370
Color maps in texture-space diffusion      273 277
Color method      546
Color Mixer tool      370
Color of glow sources      347
Color of incident light in ambient occlusion      281
Color of light sources      124
Color of materials      546
Color splines      77
Color textures in high-quality software rendering      586
Color textures, compressing      483
Color, floating-point numbers for      454
Color, half format for      429
Color, wavelength of      127 129
Color-space conversions      370—372
ColorCubePS function      371
ColorMap input in pyramidal grids      703
Communicating with shaders      609—613
Comp operation      434—437
Compactness in FX Composer file formats      513
Complex deformers      730
Complex functions in textures      482
Component generation      587
Compositing in volume rendering      670—671 681
Compositing, OpenEXR images      433—438
Compression for OpenEXR images      430—431
Compression in volume rendering      690
Compression, color textures      483
Computation on GPUs      621
Computation on GPUs vs. CPU computations      633—634
Computation on GPUs, advanced programming      624
Computation on GPUs, benefits of      621—622
Computation on GPUs, binary searches      630—633
Computation on GPUs, bitonic merge sorts      627—630
Computation on GPUs, limited outputs in      633
Computation on GPUs, parallel programming in      623—624
Computation on GPUs, programming model for      622—623
Computation on GPUs, reductions in      625—627
Computation on GPUs, slow readback in      633—634
Computation on GPUs, summary      634
ComputeBlur function      288—289
Computed tomography (CT)      693—694
ComputedstanceShaping function      179
ComputeLightDir function      177
ComputeSuperellipseShaping function      178
Condensation      661
Conditions in shadow mapping      195—196
Cone lights      573—576
Connecting Cinema 4D to CgFX      570—571
Connection parameters in FX Composer      511
Constant bias in perspective shadow maps      233—235
Constant filter kernels      397—399
Constant-height water tables      19
ConstantTexture structure      548
Construction windows      570
Contact shadows      318
Content pipeline      582—583
Context maps      612—613
Contexts for shaders      608—609 612—613
Continuity equation      643 645
Contrast in color-space conversions      372
Controlled variable density in texture bombing      333
Controls for deformers      725
Conversions, color-space      370—372
Conversions, fast fluid dynamics simulation for      660—661
Conversions, grayscale      369—370
Conversions, image-to-image, bicubic      399—404
Conversions, image-to-image, constant      397—399
Conversions, image-to-image, grayscale data in      394—397
Conversions, image-to-image, kernels for      392
Conversions, image-to-image, screen-aligned      404—405
Conversions, image-to-image, user-defined      393—394
Conversions, multichannel      368—372
Conversions, RenderMan shaders to real-time      551—552
Conversions, RenderMan shaders to real-time by example      552
Conversions, RenderMan shaders to real-time for lighting      552—554
Conversions, RenderMan shaders to real-time optimization techniques on fragment programs      556—561
Conversions, RenderMan shaders to real-time, results and conclusions      561—565
Conversions, RenderMan shaders to real-time, vertex programs vs. fragment programs      555—556
Convertldto2d function      628
Convex hulls      252—254
Convolution for glow      349—352 355
Convolution in image-to-image conversions      392
Convolve3x3GrayHDPS function      396
Convolve3x3GrayHDXPS function      397
Convolve3x3GrayHPS function      395—396
Convolve3x3PS function      393
Cookies in cinematic lighting      173
Cookies in Monsters, Inc.      168
Coordinates at infinity      145—148
Coordinates for checkerboard patterns      419
Coordinates for flames      92—93
Coordinates for glow      351—355
Coordinates for parallel reductions      625
Coordinates from array addresses      628
Coordinates in ambient occlusion      288
Coordinates in Cinema4D      571
Coordinates in deformers      723—724
Coordinates in high-quality software rendering      584 588—589 596 598
Coordinates in Noise function      74
Coordinates in perspective shadow maps      231—233
Coordinates in pipeline performance      481
Coordinates in texture bombing      324 328 330
Coordinates in ultrasound visualization      696—698
Coordinates in volume rendering      676
Coordinates in water simulation      22—23 27
Coordinates, texture      see "texture coordinates"
Copy to texture (CTT) copies      652
Cosine functions in fragment program optimizations      558
Cosine functions in grass simulation      112
Counters for occlusion queries      490
Counting rays      160—161
CPUs in fast fluid dynamics simulation      651—653
CPUs in occlusion culling      496—497
CPUs in pipelines      473 478—480
Cr value for screen-aligned filter kernels      405
Cracks for shadow volumes      139—140 158
CreateNVObject function      507—508
CreateWeightTexture function      401—403
Creation phase in shadow mapping      196
Crepuscular rays      44
Crest-to-crest distance      8
Crevices in ambient occlusion      280 284
Crinkled patterns      83
Cross function      556
Cross-processing effect      366—367
Crow, Frank      165
Cspec function      560
CT (Computed Tomography)      693—694
CTT (copy to texture) copies      652
Cube maps as backgrounds      318—320
Cube maps for high-dynamic-range environments      48
Cube maps in high-quality software rendering      592
Cube maps in image-based lighting      312
Cube maps in omnidirectional shadow mapping      196 198
Cube maps in perspective shadow maps      228—233
Cube maps localized      318—320
Cube sampling noise      80—82
Cube-mapped reflections      307
CubeNormalizer structure      540—541
Cubic filter kernels      400
CubicFilter function      403
Cull mode in shaders      602
Culling occlusion      see "occlusion culling"
Culling occlusion, shadow volumes      159
Cumulus clouds      668
Curves in channel-based color correction      366—368
Curves in Noise function      78
Cut-planes      696 701
D3DFMT_ cube texture formats      198
D3DUSAGE_RENDERTARGET flag      198 348
D3DX tool      481
D3DXCreateCubeTexture function      199
D3DXCreateEf fectFromFile function      199
D3DXCreateRenderToEnvMap function      199
D3DXGetShaderInputSemantics API      517
Dark caps      150 153—154
Darkness in cinematic lighting      172
Data compression for OpenEXR images      430—431
Data compression in volume rendering      690
Data compression, color textures      483
Data objects      447
Data replication      672
Data representation      674—676
Data sets in texture-based volume rendering      671
Data sets in ultrasound visualization      696
DataWindow attribute      430
DCC tools      584 589
ddx and ddy functions in antialiasing      409
ddx and ddy functions in derivative functions      406
ddx and ddy functions in filter-width estimates      417 420—421
Debevec, Paul      47
Debugging in shadow volume rendering      157—158
Decision deferral in pipeline optimization      480
Deformed normals      726—728 732
Deformers      723—724
Deformers, formulating      725
Deformers, GPUs for      725—728
Deformers, limitations of      729
Deformers, mathematical definitions for      724—725
Deformers, performance of      729—730
Deformers, vertex programs for      725—726
Deformers, wave      730—732
Degenerate triangles      479
Density in texture bombing      333
Density smoke      661
Dependent lookup      670
Depth bias      201
Depth buffers for lens flares      501
Depth buffers for shadow volumes      138 142 164
Depth discontinuities      386—387
Depth from 3D Mesh option      722
Depth in perspective shadow maps      231
Depth in shadow volume rendering      164
Depth in stereograms      713 715 721
Depth in water simulation      19—21
Depth maps in absorption simulation      266—272
Depth maps in Cinema 4D      573
Depth maps in perspective shadow maps      239
Depth maps in SISs      714 716
Depth of field      375-Ç77
Depth of field layered      379—380
Depth of field, accumulation-buffer      379—380
Depth of field, circle of confusion in      377
Depth of field, focus for      355
Depth of field, forward-mapped z-buffer      382
Depth of field, ray-traced      378
Depth of field, reverse-mapped z-buffer      383—388
Depth of field, summary      388—389
Depth passes in texture-space diffusion      275
Depth peeling      267
Depth perception in SISs      713
Depth perception in stereo photography      710
Depth shadow maps and textures      232—233 237 240 242
Depth writes in occlusion culling      497—498
Depth writes in pipeline performance      484
Depth writes in shadow volume rendering      151
Depth-first rendering      482 484
Depth-of-field blurring      442
Depth-only rendering      197
Derivable vertex attributes      480
Derivatives GPU      405—406
Derivatives in shaders      418—420
Deterministic deformers      724
Device windows      515
Differential equations      648
Diffraction      123
Diffraction grating      124—125
Diffraction, implementation      127—131
Diffraction, physics of      124—127
Diffraction, results      131—132
Diffraction, summary      132
Diffraction, wave theory of light      123
Diffuse color in SBRDF      296
Diffuse color in skin lighting      60
Diffuse function      178
Diffuse image-based lighting      317
Diffuse maps for skin lighting      51
Diffuse maps in Cinema 4D      573
Diffuse maps in high-dynamic-range environments      48—49
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