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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
Interpolators in FX Composer      511
Intersections in shadow volume rendering      150
Interval maps, occlusion      see "occlusion interval maps"
INVClone interface      510
INVCreator interface      508
Inverse light sources      221—223
Inverse of Jacobian matrices      729
Inverse transposes      728
Invert depth in single-image stereograms      715
Invert depth in stereogram application      721
INVImportScene class      507
Invisibility of objects      493
Invisible buffers      453—454
INVMessageReceiver interface      512
INVMessageSender interface      512
INVObject interface      507
INVObjectPtr interface      509
INVProperties interface      509 511
INVPropertiesPtr interface      509
INVScript interface      510
INVUnitTest interface      514
INVXMLStreamable interfaceInvert depth      510
IOR (index of refraction)      32—33
iPIX software      47—48
Irradiance maps      355
Islands in high-quality software rendering      589
Isotropic filters      419
Isotropic signals      73
ITU-R BT.601 standard      405
jack-o'-lanterns, shadows for      138—139
Jacobi iterations in fast fluid dynamics simulation      655—656 660
Jacobi iterations in Navier — Stokes equations      649—650
Jacobian matrices for deformers      727—732
jaggies in fire      101
jaggies in shadow maps      185
James, Greg      277
Jitter in ray-traced depth of field      378
Julesz, Bela      709
Kajiya-Kay hair-shading model      559
Kernel weights for glow      352
kernels      622
Kernels bicubic      399—404
Kernels constant      397—399
Kernels, grayscale data in      394—397
Kernels, screen-aligned      404—405
Kernels, user-defined      393—394
Lafortune representation      294—295 299—300
Lambertian contributions      317
Landis, Hayden      280
Laplacian operators in fast fluid dynamics simulation      642—643
Laplacian operators in Navier — Stokes equations      648
Lat-long maps      286
latlong function      288—289
Layered depth of field      379—380
Layers for flames      97—98
Layers in z-buffer depth of field      388
Lens flares, glow for      356
Lens flares, occlusion culling for      499—503
Lenses in focus      375—376
lerp function      148
Levels in color correction      364—365
Levels of detail (LODs) in texture bandwidth      476
Levels of detail (LODs) in texture bombing      331
Levels of detail (LODs), vertex-processing      481
lifetime, object      510
Light buffers      682—686
Light cameras      225—233
Light caps      150 153—154
Light interface      543—544
light meters      439
Light reflections and refractions on water      31
Light rigs      592
lighting      552
Lighting for gamers      137
Lighting with frustums      251—254
Lighting, ambient occlusion      see "ambient occlusion"
Lighting, cinematic      see "cinematic lighting"
Lighting, diffraction      see "diffraction"
LightParams structure      177
lightPos property      528
LightRadius semantic      605
Limited outputs in GPU computations      633
Line-plane intercepts      40—42
Linear filters      331
Linear pixel values      438—441
Linear shading      54
Linear transformations      724—728
lineOrder attribute      430
Liquids, simulating      660
load balancing      622
Loading images      451—452
LoadOperator class      451
loadVertexProgram function      148
Lobes in SBRDF      294—296
Local forces in Navier — Stokes equations      642
Localized cube maps as backgrounds      318—320
Localizing image-based lighting      307—311
Locking resources      478—479
LODs (levels of detail) in texture bandwidth      476
LODs (levels of detail) in texture bombing      331
LODs (levels of detail), vertex-processing      481
Log panel in FX Composer      533
Lookup function      441
Lookup tables in photographic film simulation      440—441
Lookup tables in pipeline optimization      480
Lookup tables in volume rendering      669 689—690
Loop bodies in fast fluid dynamics simulation      650—651
Looping of Gerstner waves      14
Lossless file compression      431
Low-frequency features for glow sources      348
Low-frequency features in cube sampling noise      81—82
Low-polygon skyboxes      475
Low-resolution model in high-quality software rendering      591 593
Luminance for gamma      439
Luminance in stripe function      411—412
Lumpy noise patterns      83
Magnetic resonance imaging (MRI)      693—694
Magnitude in shadow volume rendering      146
mainPS function      575—576
MakeStripe function      413—414
Maps and mapping in absorption simulation      266—272
Maps and mapping in Cinema 4D      573
Maps and mapping in cinematic lighting      173
Maps and mapping in color correction      366 368—369
Maps and mapping in functional programming languages      623
Maps and mapping in glow      355
Maps and mapping in GPUs      624
Maps and mapping in grayscale conversion      370
Maps and mapping in HDR environments      48—49
Maps and mapping in HDR images      442—443
Maps and mapping in high-quality software rendering      586 588
Maps and mapping in high-quality software rendering, attribute      596
Maps and mapping in high-quality software rendering, cubic      592
Maps and mapping in high-quality software rendering, normal      593 596
Maps and mapping in high-quality software rendering, spherical      593
Maps and mapping in high-quality software rendering, surface      596
Maps and mapping in high-quality software rendering, texture      591 593
Maps and mapping in lighting      49 51 253
Maps and mapping in SBRDF rendering      298—305
Maps and mapping in SISs      714 716—717
Maps and mapping in texture-space diffusion      273 277
Maps and mapping in water simulation      23—27
Maps and mapping normal in high-quality software rendering      593 596
Maps and mapping normal in texture waves      16
Maps and mapping normal in water simulation      7
Maps and mapping occlusion interval      see "occlusion interval"
Maps and mapping texture      see texture maps
Maps and mapping, context      612—613
Maps and mapping, environment      286—287 298—305
Maps and mapping, shadow      see shadow maps
Maps and mapping, tone      443 454 625
Maps rainbow      127 130—131
Marble patterns      83
Mark shadows step in shadow volume rendering      143 148 151—152
markShadows method      148 151—152
Masks for glow sources      347
Material panel      515
Material trees      545—549
Materials for shaders      608 610—611
Materials panel      506 523—524 546
Materials, Textures panel for      531—532
Math in deformers      724—725
Math in SBRDF      299—302
Math in shadow volume rendering      148—151
Matrix skinning      71
max function      210—211
Maximize batch size in pipeline optimization      479—480
Maya for animation      64
McCool, Michael      165
MEDIA directory      521
memory leaks      510
mental ray      594
Merge sorts      627—630
Mesh animation      63—65
Mesh plug-ins      518
Meshes for deformers      729
Meshes for shadow volumes      139 155
Meshes in high-quality software rendering      584 593
Meshes with shaders      614
MeshMender object      525
Message senders and receivers      511—512
MFC extension library      514
Midground in focus      375
Midpoint method      647
Minification filters      331
Mip-level biases      385
Mipmaps in ambient occlusion      288
Mipmaps in caustics computations      43
Mipmaps in filter-width estimates      421—422
Mipmaps in pipeline performance      484
Mipmaps in texture bombing      330—331
Mitchell-Netravali filters      401—402
Model-view-controller patterns      447
ModelViewProj variable      701
Monitor gamma      438—440
Monsters, Inc. film      168—169
Monte Carlo sampling in ambient occlusion      282
Monte Carlo sampling in caustics computations      34—35
Morph targets in animation, high-level languages for      65—67
Morph targets in animation, implementation      67—68
Motion blur      442
Mounier, Michael      165
MRI (magnetic resonance imaging)      693—694
Multichannel color correction and conversion      368—369
Multichannel color correction and conversion, color-space      370—372
Multichannel color correction and conversion, grayscale      369—370
Multidimensional transfer functions      675
Multipass rendering for lighting      553
Multipass rendering for omnidirectional shadow mapping      196
Multipass rendering for shadow volumes      141—144
Multiple choices in texture bombing      330—331
Multiple images per cell in texture bombing      327—328
Multiple lights, shader interfaces for      542—545
Multiple-sample antialiasing      415
Multitexturing      233
Multithreading      570
Nabla operaror      642—643
Names for variables      605 609—610
Names in FX Composer connection parameters      511
Navier — Stokes equations first realization in      645
Navier — Stokes equations for choppiness effect      14
Navier — Stokes equations for incompressible flow      641—642
Navier — Stokes equations, advection in      642 646—648
Navier — Stokes equations, Helmholtz-Hodge decomposition in      644—645
Navier — Stokes equations, initial and boundary conditions in      650
Navier — Stokes equations, Poisson equations in      645 649—650
Navier — Stokes equations, second realization in      645—646
Navier — Stokes equations, solving      644—650
Navier — Stokes equations, vector calculus for      642—644
Navier — Stokes equations, viscous diffusion in      648—649
Navier — Stokes equations, voxel-based solutions for      5
NEAREST filters      331
Negative weights for bicubic filter kernels      400
Neighbor-sample placement for glow      352
Neumann boundary conditions      650
Night vision      463—465
NightFilter operator      463
Ninja model      189—192
No-ops in vertex processing      477
No-slip conditions in fast fluid dynamics simulation      658
No-slip conditions in Navier — Stokes equations      650
Noise and Noise function in pixel shaders      80—82
Noise and Noise function in ray-traced depth of field      378
Noise and Noise function in volume rendering      688—689
Noise and Noise function in z-buffer depth of field      387
Noise and Noise function, bumps and neighboring vertices for      82—83
Noise and Noise function, improvements in      78—80
Noise and Noise function, original implementation      74—77
Noise and Noise function, summary      84
Non-power-of-two (NPOT) textures      454
Nonverbal cues      46
Nonzero divergence in Navier — Stokes equations      645
Normal maps in high-quality software rendering      584—587 593 596
Normal maps in texture waves      16
Normal maps in water simulation      7
Normalization in pipeline performance      482
Normalization in shader interfaces      539—540
Normalization of dynamic ranges      454
normalize function      539
Normalized vectors      11
Normalizer interface      539
Normals deformer      726—728 732
Normals for texture waves      17
Normals in accumulated matrix skinning      71
Normals in ambient occlusion      283—284
Normals in glow      356
Normals in high-quality software rendering      584
Normals in water simulation      9—10
nPixelFormat variable      456
NPOT (non-power-of-two) textures      454
nrm function      539
Number of lights in ambient occlusion      283
Number of Strips option      721
NVIDIA Developer Web site      165
NVIDIA hardware for floating-point numbers      454
NVIDIA hardware for omnidirectional shadow mapping      195
NVPerfHUD tool      483
NVTriStrip tool      481
NV_occlusion_query extension      488
NV_texture_rectangle extension      454 459
Nyquist theorem      21
Object factories      508
Object translations      530
Object-space shadow algorithms      217
ObjectIDs in XML      513
Objects in FX Composer      506—510
Objects in high-quality software rendering      591
Objects, invisibility of      493
Objects, sorting      493—494
Occlusion culling      487
Occlusion culling for lens flares      499—503
Occlusion culling, bounding boxes in      493—496
Occlusion culling, CPU overhead in      496—497
Occlusion culling, fast depth-writing performance in      497—498
Occlusion culling, frustum culling in      498
Occlusion culling, high-resolution rendering in      497
Occlusion culling, occluders vs. occludees in      491—492
Occlusion culling, polygons in      498
Occlusion culling, sorting objects in      493—494
Occlusion culling, summary      503
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