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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 |
FX Composer (continued) for tools development 505—506
FX Composer (continued), fxcomposer file 512—513
FX Composer (continued), objects for 506—509
FX Composer (continued), panels in Editor window 525—527
FX Composer (continued), panels in Log 533
FX Composer (continued), panels in Materials 523—524
FX Composer (continued), panels in Properties 528—530
FX Composer (continued), panels in Scene 530—531
FX Composer (continued), panels in Scene Graph 524—525
FX Composer (continued), panels in Shader Perf 527—528
FX Composer (continued), panels in Tasks 532
FX Composer (continued), panels in Textures 531—532
FX Composer (continued), sample project 533—535
FX Composer (continued), scene management for 517—518
FX Composer (continued), starting 521—523
FX Composer (continued), summary 518 535
FX Composer (continued), user interface 514
FX Composer, Direct3D graphics implementation 515—516
FX Composer, file formats in 512—513
FX Composer, geometry pipes in 517—518
FX Composer, ID3DXEffect for 516—517
FX Composer, initial features and target audiences for 506
FX Composer, interface approach for 509—512
Galileo's romb 286
Gamasutra paper 34
Games, effects for 356—360
Games, real-time shadow , for 137
Gamma for channel-based color correction 365
Gamma for OpenEXR images 438—440
Gas station 205—206 213
Gases, simulating 660
Gauss function 462
GaussFilter class 460—461
Gaussian filters for night vision 465
Gaussian filters implementing 460—464
Gaussian filters in real-time glow 350
gem_proc_2.cg program 327—328 332
Generate Stereogram option 721
GenerateSkinLUT function 265—266
Geometric waves 11—15 20
Geometry for glow 351—352 357
Geometry in FX Composer 517—518 530
Geometry in high-quality software rendering 584 588
Geometry in omnidirectional shadow mapping 198
Geometry in volume rendering 158—161 670 672 676—677 689—690
GeoPipe objects 525
Geri's Game film 173—175
Gerstner waves 12—14
GetFileExtension method 507
GetNumFileExtensions method 507
GetSYSInterface function 508
Ghosting in ray-traced depth of field 378
GIFloatPbuf fer class 434
glBegin function 459—460
glBlendFunc function 142
glCopyTexSubImage2D function 715
glDepthBoundsEXT function 163—164
glDepthFunc function 142
glDrawElements function 153
glFrustum function 146—147
Global illumination model 442
global scope 605
globally unique identifiers (GUIDs) 507—508
Glow 343—347
Glow for fire 99—101
Glow for games 356—360
Glow rendering context 356
Glow, convolution in 349—352 355
Glow, hardware-specific implementations for 352—355
Glow, rendering sources of 347—349
Glow, summary 361
glScissor function 162
glStencilMask function 157
glTexGen function 700—701
glTexImage2D function 422
glTexImage3D function 696
GL_ALWAYS_PASS value 157
GL_ARB_f ragment program extension 721
GL_CLAMP_TO_EDGE function 697
GL_CLAMP__TO_JBORDER_ARB function 697
GL_ONE_MINUS_SRC_ALPHA function 697
gnFormatRGBA 457
God rays 44
Gonioreflectometers 371
Gouraud fill 602
Gouraud interpolation 568
Gouraud shading 47 54
GPU clocks 475
GPU derivatives 405—406
GPUs and pipelines 473 479 489
GPUs computation on see "computation on GPUs"
GPUs for deformers 725—728
GPUs, convolution on 351—352
Gradient function 657
Gradients for curves 367
Gradients in fast fluid dynamics simulation 642—643 645
Gradients in Noise function 75—80
Gradients in volume rendering 675
Gradients of scalar fields 645
Gradients of wave functions 41
gradients ofp 656
gradwave function 42
Grain for fire 101 103
Granularity in Noise function 76
Graphics cards 578
Graphics-API antialiasing 414—415
Grass simulation 107—108
Grass simulation, animation for 111—112
Grass simulation, animation for per cluster 113—115
Grass simulation, animation for per grass object 117—119
Grass simulation, animation for per vertex 115—117
Grass simulation, object preparation for 108—111
Grass simulation, summary 120
Grass simulation, texture for 109
Grating, diffraction 124—125
Gravitational pull in fast fluid dynamics 661
Gray patches for gamma 439
Gray ramps for curves 367—368
Grayscale conversion 369—370
Grayscale data in filter kernels 394—397
Grayscale data, stripe coverage for 409
Grayscale helper textures 397
Green color remapping 368—369
Green, Simon 401
Grids in fast fluid dynamics simulation 639—641 658 663
Grids in Navier — Stokes equations 644
Grids in ultrasound visualization 694 696—698
Grids in volume rendering 696—705
Gritz, Larry 167 175
Ground planes 148
GUIDs (Globally Unique Identifiers) 507—508
Half format 428—429
Half type 454
Halos of light see "glow"
Hardware Profiles 417
Hardware shading into Cinema4D 567—569
Hardware shading into Cinema4D, Cinema4D to CgFX connections in 570—571
Hardware shading into Cinema4D, lessons learned in 578—579
Hardware shading into Cinema4D, offline renderer emulation in 573—577
Hardware shading into Cinema4D, results and performance in 577—578
Hardware shading into Cinema4D, shader and parameter management in 572—573
Hardware-accelerated ambient occlusion 283—284
Hardware-specific glow implementations 352—355
Hashing of gradients 75—76
HDR (high-dynamic-range) environments lighting in 47—49
HDR (high-dynamic-range) environments maps for 290
HDR (high-dynamic-range) images, creating and using 441—443
HDR (high-dynamic-range) images, OpenEXR 425—428
HDRShop program for HDR images 441
HDRShop program for high-dynamic-range environments 48
| HDRShop program for image-based lighting 317
Headers in OpenEXR 430
Heat shimmer 101—102
Height function 9 450
Height in images 450
Height in water simulation 7—9 19—21
Helmholtz-Hodge decomposition 644—645
Hermite splines 75
Hierarchy class 570
High-dvnamic-range (HDR) images, creating and using 441—443
High-dvnamic-range (HDR) images, OpenEXR 425—428
High-dynamic-range (HDR) environments, lighting in 47—49
High-dynamic-range (HDR) environments, maps for 290
High-frequency features in cube sampling noise 81—82
High-frequency features in glow sources 348
High-frequency features in volume rendering 688
High-level languages for caustics 38—44
High-level languages for morph targets 65—67
High-quality filtering, antialiasing and texturing in 407—415
High-quality filtering, filter kernel bicubic 399—404
High-quality filtering, filter kernel constant 397—399
High-quality filtering, filter kernel, grayscale data in 394—397
High-quality filtering, filter kernel, screen-aligned 404—405
High-quality filtering, filter kernel, user-defined 393—394
High-quality filtering, filter kernels 392
High-quality filtering, GPU derivatives for 405—406
High-quality filtering, quality vs speed in 391—392
High-quality filtering, summary 415
High-quality software rendering 581—582
High-quality software rendering, attribute maps in 584—587
High-quality software rendering, component generation in 587
High-quality software rendering, content pipeline in 582—583
High-quality software rendering, geometry in 584 588
High-quality software rendering, summary 598
High-quality software rendering, test case and results in 593—598
High-quality software rendering, textures and vertices in 588—593
High-resolution rendering 497
Histograms 675—676 678
HLSL (High-Level Shading Language) for high-quality filtering 392
HLSL (High-Level Shading Language), language for caustics 38
Holes in absorption simulation 267
Homogeneous coordinates 145
Homogeneous fluids 641
Horizon maps 206
Horizontal blur texture 351
HP_occlusion_test extension 488
Hue in cinematic lighting 172
Hughes, John 165
Hughesuman eye in dark environments 463
IBL (image-based lighting) see "image-based lighting (IBL)"
ICFXEffeet interface 572
ICgFXEffeet interface 570
ID3DXEffect interface 516—517
ID3DXEffectCompiler interface 5l6
IEEE 754 floating-point specification 428
ifdef preprocessor 538
Illuminance statement 552
Illuminate function 543
Illumination in per-pixel lighting 248—249 251
Illumination in volume rendering 675 679—680
IlluminationModel function 169
Image buffers 625
Image class 447 449—450 454—458
Image method 448 458
image-based see "image-based lighting (IBL)"
Image-based for OpenEXR images 440
Image-based for perspective shadow maps 233
Image-based for skin 47—50
Image-based for skin, fragment shaders in 58—61
Image-based for skin, implementing 51
Image-based for skin, vertex shaders in 52—58
Image-based in omnidirectional shadow mapping 200—201
Image-based in vertex programs 556
Image-based in volume rendering 682—687
Image-based lighting (IBL) 307
Image-based lighting (IBL), diffuse 317
Image-based lighting (IBL), fragment shaders for 314—316
Image-based lighting (IBL), localized cube maps as backgrounds in 318—320
Image-based lighting (IBL), localizing 307—311
Image-based lighting (IBL), shadows in 317—318
Image-based lighting (IBL), summary 320
Image-based lighting (IBL), vertex shaders for 312—313 320
Image-based, Materials panel for 524
Image-based, parameters for 554
Image-based, per-pixel see "per-pixel lighting"
Image-based, shader interfaces for 542—545
Image-based, shadow volume rendering see "shadow volume rendering"
Image-based, skin response to 50—51
Image-based, sources of 552—553
Image-space shadow algorithms 218
Image-to-image conversions, kernels for 392
Image-to-image conversions, kernels for, bicubic 399—404
Image-to-image conversions, kernels for, constant 397—399
Image-to-image conversions, kernels for, grayscale data in 394—397
Image-to-image conversions, kernels for, screen-aligned 404—405
Image-to-image conversions, kernels for, user-defined 393—394
ImageFilter class 448—449 458—460
imagePositionX method 451
imagePositionY method 451
Images, in texture bombing 324—326
Images, in volume rendering 670
Images, OpenEXR formats for see "OpenEXR images"
Images, processing framework for see "framework for image processing"
ImageTexture structure 547
ImageView class 451—453
Implicit methods in Navier — Stokes equations 647
Implicit texture coordinates 27
ImportScene method 507
In compositing operation 437
In-focus range 375
In-phase waves 125—126
Incidence radiance in SBRDE 300
Incident directions in SBRDF 294
Incident light in ambient occlusion 281
Incident light in high-dynamic-range environments 49
Include directive 613
Incompressible flow, Navier — Stokes equations for 641—642
Independenr computations 624
Independent textures 366
Index fetching in bottleneck identification 478
Index fetching in pipelines 474
Index of refraction (IOR) 32—33
Indexed vertex arrays 570
Indices in pipeline performance 480
Indices in shadow volume rendering 153—154 158
Infinite perspective 145—148
Infrared light waves 124
Inheritance with shaders 615
Initial features and conditions in FX Composer 506
Initial features and conditions in Navier — Stokes equations 650
Initialize stage in volume rendering 670—672
Input Levels values in color correction 364
Input-output mapping of color channels 366
Integer 32-bit RGBA textures 197—198
Integration techniques in Navier — Stokes equations 644
Intellisense 525
Intensity in channel-based color correction 365
Intensity in cinematic lighting 170
Interface keyword 539
Interface, FX Composer 509—512 514
Interference, wave 125—126
Interior fragments 653
Interpolation in Cinema4D 568
Interpolation in cube sampling noise 81
Interpolation in fast fluid dynamics simulation 655
Interpolation in fragment programs 558 655
Interpolation in Noise function 78
Interpolation in vertex programs 556
Interpolation in volume rendering 670 672 675 690
Interpolation in z-buffer depth of field 386—387
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Ðåêëàìà |
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