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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 |
Diffuse maps in high-quality software rendering 586 592
Diffuse maps in texture-space diffusion 273
Diffuse reflectance 294
Diffuse reflection coefficient 547
DiffuseMaterial structure 546—548
Diffusion approximations 271
Diffusion in fast fluid dynamics simulation 660
Diffusion in Navier — Stokes equations 642 646 648—649
Diffusion in SBRDF 300
Diffusion in shadow volume multipass rendering 141
Diffusion, texture-space 272—277
Dimming for glow 359
Direct lighting illumination model 169—170
Direct lighting illumination model, color in 170
Direct lighting illumination model, results in 173—175
Direct lighting illumination model, selection in 170
Direct lighting illumination model, shadowing in 171—173
Direct lighting illumination model, shaping in 170—171
Direct lighting illumination model, texturing in 173
Direct3D 446
Direct3D for device windows 515
Direct3D for effects 516
Direct3D for glow 347—348 350 352—355
Direct3D for lens flares 501
Direct3D, FX Composer for 505
Direct3D, ID3DXEffectCompiler for 516
Direction in per-pixel lighting 253—254
Direction in SBRDF 294
Direction in shadow volume rendering 145—146 155—157
Direction in vertex programs 556
Direction in wave functions 8
Direction of geometric waves 15
Direction of light 201—202 281 543 556
Direction of rays 160
Direction of texture waves 17—18
Directional lights 138 151—153 158 161
Directional waves 11—12
DirectX in omnidirectional shadow mapping 196
DirectX, glow accuracy issues for 358—359
Dirty method 448
Discontinuities in Noise function 78
Discontinuities in occlusion interval maps 211
Discontinuities in z-buffer depth of field 386—387
Discrete lights 296—299
Discretization in fast fluid dynamics simulation 663
Dispersion relation for water 14
Display method 452
Displaying images 431—433 451—452
DisplayWindow attribute 430
Distance attenuation in shadow volume rendering 159
Distances in absorption simulation 267
Distances in circle of confusion 377
Distances in focus 375
Distances in omnidirectional shadow mapping 199
Distances, sorting objects by 493—494
DistanceShapingParams structure 177
Divergence function 657
Divergence in fast fluid dynamics simulation 642—643 645 656—657
Divergence-free vector field 645
Dolly camera movements 530
Doom 3 game 137—138 162 193 195
Dot function 556
dot products 645
Dougherty, Michael 165
Draw stage in texture-based volume rendering 670—671
Drawing image data 449
DrawPrimitive function 245 355
Dye fields 660
Dynamic occlusion for morph targets 68
Dynamic ranges in photography 429
Dynamic ranges normalizing 454
Dynamic shadows 217
Early-z optimizations 482
Early-z rejection 487—488
EdgeDetectGPS function 397
Edges in cinematic lighting 170—171
Edges in constant filter kernels 397—399
Edges in depth of field 381
Edges in per-pixel lighting 254
Edges in shadow volume rendering 155
Edges in water simulation 21—22 27
Editor window 506 525—527
Effect files in shaders 602—606 613—615
Effects for games 356—360
Efficiency in FX Composer file formats 513
Efficiency in texture bombing 332
Elevation direction 694—695
Ellipses in shadow volume rendering 162
Emission-absorption model 670
Emissive terms in shadow volume rendering 141
Emotions in animation 65—66
Emulating offline Tenderer 573—577
Enclosing rectangles in ultrasound visualization 697
Engineering applications 667
Entering intersections in shadow volume rendering 150
Environment lighting 286—289
Environment maps for glow 355
Environment maps for HDR images 442
Environment maps for lighting 49
Environment maps in Cinema4D 573
Environment maps, SBRDF rendering using 298—305
Errors in fragment program optimizations 558
Errors in FX Composer 532
Errors of visibility in depth of field 381—382
errors, quantization 17
Euler's method 647
eval function 546
Evaporation in fast fluid dynamics simulation 661
Exitant directions in SBRDF 294
Exiting intersections in shadow volume rendering 150
Expensive code in cinematic lighting 182
Explicit texture coordinates 27
Extensible engines 506
External forces in Navier — Stokes equations 642
Eye buffers in volume rendering 682—683
Eye direction in vertex programs 556
Eye vectors in bump-environment mapping 24—27
Eyesight in dark environments 463
f2fConnector structure 104
f3texCUBE_RGBE_Conv function 302
f4texRECTbilerp function 655
Face culling 157
Face normals 571
faceFragmentShader function 59
Faces in shadow volume rendering 153
Faceted meshes 729
faceVertexShader function 55—56
Facial expressions 46
Falling edges in occlusion interval maps 207—209
Fast depth-writing performance 497—498
Fast fluid dynamics simulation 637
Fast fluid dynamics simulation for buoyancy and convection 661
Fast fluid dynamics simulation for liquids and gases simulation 660
Fast fluid dynamics simulation for vorticity confinement 662—663
Fast fluid dynamics simulation in three dimensions 663
Fast fluid dynamics simulation, approach to 639
Fast fluid dynamics simulation, arbitrary boundaries in 664
Fast fluid dynamics simulation, assumptions in 638
Fast fluid dynamics simulation, CPU/GPU analogies in 651—653
Fast fluid dynamics simulation, fragment programs in 653—659
Fast fluid dynamics simulation, free surface flow in 664
Fast fluid dynamics simulation, goals in 638
Fast fluid dynamics simulation, implementation 650—651
Fast fluid dynamics simulation, mathematical background of 639—640
Fast fluid dynamics simulation, Navier — Stokes equations for 641—642 644—650
Fast fluid dynamics simulation, staggered grids in 663
Fast fluid dynamics simulation, vector calculus in 642—644
Fast Fourier Transforms (FFTs) in caustics computations 34
Fast Fourier Transforms (FFTs) in grid sampling 5
Feedback in fast fluid dynamics simulation 652—653
| FIFO (first-in, first-out) caches 481
File formats in FX Composer 512—513
File formats, OpenEXR see "OpenEXR images"
Fill mode in shaders 602
Fill rates in fragment shading 476
Fill rates in shadow volume rendering 162—165
Fill rates in visibility 255
Fill-rate-bound objects 497
Film, simulating 440—441
Filter graphs 445—446
Filter kernels 392
Filter kernels bicubic 399—404
Filter kernels constant 397—399
Filter kernels screen-aligned 404—405
Filter kernels user-defined 393—394
Filter kernels, grayscale data in 394—397
Filter networks, objects in 447
Filter-width estimates 417
Filter-width estimates, derivatives in 418—420
Filter-width estimates, discussion 423—424
Filter-width estimates, textures 420—423
Filters for glow 99 349 351
Filters for HDR images 442
Filters for perspective shadow maps 237—242
Filters high-quality see "high-quality filtering"
Filters in absorption simulation 270
Filters in ambient occlusion 289
Filters in caustics computations 43
Filters in cinematic lighting 173
Filters in image-processing framework 448—449
Filters in image-to-image conversions 392
Filters in pipeline performance 483
Filters in texture bombing 331
Filters in texture-space diffusion 273
Filters in volume rendering 686
Filters in water simulation 21—22
Filters in z-buffer depth of field 385—387
Filters isotropic 419
Filters, edge-length 21—22
Filters, implementation 460—464
Filters, parameters for 460—461
Filters, stencil shadows 237
Filters, uses of 355—356
filterwidth function 419—424
final_c computation 561
Find feature 526
findBackfaces method 153
Finding Nemo film 343
Finite light points 153
Finite volumes 162
Fire and flames 87
Fire and flames, animated sprites for 89—94
Fire and flames, blending 94—95
Fire and flames, creating 87—89
Fire and flames, glow for 99—101
Fire and flames, grain for 101 103
Fire and flames, heat shimmer for 101—102
Fire and flames, layer composition for 97—98
Fire and flames, particle motion in 94 96
Fire and flames, performance for 96—99
Fire and flames, post-rendering effects for 99
Fire and flames, programs for 104—105
Fire and flames, smoke in 94—95
Fire and flames, storing animation for 94
Fire and flames, variety in 92—93
Fire and flames, volume rendering for 668
First realization in Navier — Stokes equations 645
First-in, first-out (FIFO) caches 481
Fixed light sources 233
Fixed-function transformations 477
Fixed-point textures 242
Flames see "fire and flames"
Flares, lens 499—503
Flat3D textures 663
Flicker with glow 349
float type 454
Floating-point frame buffers 485
Floating-point numbers and calculations by GPUs 621 633
Floating-point numbers and calculations for color representation 454
Floating-point numbers and calculations in OpenEXR 455
Floating-point pixel reduction 625
Floating-point textures 623
Floating-point textures in absorption simulation 270
Floating-point textures in bicubic filter kernels 402—403
Floating-point textures in fragment program optimizations 559
Floating-point textures in omnidirectional shadow mapping 198—199
Floating-point textures in perspective shadow maps 242
Fluids see "fast fluid dynamics simulation"
fnc_dif fuselgt function 560
Focus for depth-of-field effects see "depth of field"
Fog for glow 357—360
FogMaterial structure 548—549
Force applications in fast fluid dynamics simulation 655—656
Force in Navier — Stokes equations 646
Foreground in focus 375
Formulating deformers 725
Forward integration method 647
Forward ray tracing 33
Forward-mapped z-buffer depth of field 382
Four-sample technique 188—191
fp30 profile 557
frag2screen structure 719
Fragment programs for SISs 719—720
Fragment programs in fast fluid dynamics simulation 650—651
Fragment programs in fast fluid dynamics simulation, advection in 653—655
Fragment programs in fast fluid dynamics simulation, boundary conditions in 657—659
Fragment programs in fast fluid dynamics simulation, force applications in 655—656
Fragment programs in fast fluid dynamics simulation, projection in 656—657
Fragment programs in fast fluid dynamics simulation, viscous diffusion in 655
Fragment programs in pyramidal grids 703—705
Fragment programs in ultrasound visualization 703—705
Fragment programs in volume rendering 689—690
Fragment programs vs. vertex programs 555—556
Fragment programs, optimization techniques on 556—561
Fragment shaders in botdeneck identification 476—477
Fragment shaders in image-based lighting 314—316
Fragment shaders in pipelines 474 483
Fragment shaders in skin lighting 53 58—61
Fragment shaders, speeding up 482—483
FragmentProgram function 703—704
Frame-buffer bandwidth 484—485
Frames, bounding boxes for 495—496
Framework for image processing 445—446
Framework for image processing, design in 447
Framework for image processing, filter implementation in 460—464
Framework for image processing, Image class 454—458
Framework for image processing, image data in 449—450
Framework for image processing, ImageFilter class 458—460
Framework for image processing, implementation 452—453
Framework for image processing, loading and displaying images in 451—452
Framework for image processing, operators and filters in 448—449
Framework for image processing, performance and limitations in 465—467
Framework for image processing, sample application 463—465
Framework for image processing, summary 467
Free surface boundaries 639
Free surface flow 664
Frequency in wave functions 8 14
FresExp exponent 316
Fresnel's equation 37
Fresnel-style attenuation 315—316
Fromrast structure 297 303—304
Front to back rendering 484—485
Front-facing polygons 497
Frosted glass, glow for 356
Frustums culling 498
Frustums lights inside, shadows for 251—252
Frustums lights outside, shadows for 252—254
Full-screen coverage geometry for gjorw 352
Fur effect 689
FX Composer 505
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