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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
Occlusion interval maps      205
Occlusion interval maps in gas station      205—206
Occlusion interval maps, algorithm for      207—208
Occlusion interval maps, creating      208—209
Occlusion interval maps, limitations of      211—212
Occlusion interval maps, rendering      209—211
Occlusion interval maps, summary      213—214
Occlusion pyramids      161
Occlusion queries      487
Occlusion queries, operation of      488—489
Occlusion queries, working with      489—493
Occlusion terms in lighting      49—50
Occlusion terms in morph targets      68
Occlusion, ambient      279—280
Occlusion, ambient, hardware-accelerated      283—284
Occlusion, ambient, preprocessing steps for      281—282
Occlusion, ambient, rendering with      284—289
Occlusion, ambient, summary      289—292
Ocean floor in caustics computations      36
Off-screen buffers      570
Offline Tenderer emulation      573—577
offset parameter in fast fluid dynamics simulation      658—659
offset_lookup function      188
Omni lights      170
Omnidirectional shadow mapping      193—194
Omnidirectional shadow mapping, algorithm for      195—198
Omnidirectional shadow mapping, base rendering in      200
Omnidirectional shadow mapping, calculations in      200—201
Omnidirectional shadow mapping, geometric value ranges for      198
Omnidirectional shadow mapping, lighting in      200—201
Omnidirectional shadow mapping, map size in      198
Omnidirectional shadow mapping, rendering in      199—200
Omnidirectional shadow mapping, resource creation for      199
Omnidirectional shadow mapping, shading passes in      202
Omnidirectional shadow mapping, soft shadows in      202—203
Omnidirectional shadow mapping, stencil shadows in      195
Omnidirectional shadow mapping, summary      203
Omnidirectional shadow mapping, system requirements for      198
Omnidirectional shadow mapping, texture formats for      198—199
Omnidirectional shadow mapping, tips and tricks for      201—202
One-dimensional items, convolution      350
One-dimensional items, curve maps      366
One-dimensional items, histograms      675
One-dimensional items, transfer functions      678—679
One-pass lighting solution      51
Opacity in ultrasound visualization      692
Opacity in volume rendering      670 678—679 686
Opacity of water      20
Opaque objects in occlusion culling      493
OpenEXR images      425
OpenEXR images (continued) reading and displaying      431—433
OpenEXR images (continued) rendering and writing      433—438
OpenEXR images (continued), summary      443
OpenEXR images, creating and using      441—443
OpenEXR images, data compression for      431
OpenEXR images, file structure in      430
OpenEXR images, half format for      428—429
OpenEXR images, HDR      425—428
OpenEXR images, linear pixel values in      438—441
OpenGL      446
OpenGL for caustics      37
OpenGL with Cinema 4D      570
Operators in filter networks      447
Operators in image-processing framework      448—449
Opposite light direction in shadow mapping      201—202
Optical models and properties in volume rendering      668—669
Optimization in fragment programs      556—561
Optimization in per-pixel lighting      247
Optimization in shadow volume rendering, culling in      159
Optimization in shadow volume rendering, directional lights in      158—161
Optimization in shadow volume rendering, fill-rate for      162—165
Optimization in shadow volume rendering, point lights and spot lights in      159
Optimization in shadow volume rendering, uncapped performance      160—162
Optimization in texture bombing      332
Optimization of cinematic lighting      182
Optimization, pipeline      see "pipeline performance"
Optimization, scene communication      610
Oren-Nayar lighting model      264
Orthogonal frames      571
Orthonormalization for morph targets      67
Out of focus range      375
Out operation in compositing      438
Out structure      439—440
Output Levels values in color correction      364
Over operation in compositing      434 437—438
Over operation in volume rendering      681 686
Overcast skylight effect      284
Overlap images in texture bombing      326
Overrides in water simulation      21
pack_2half function      440
Padding in volume rendering      674—675
Pan camera movements      530
panoramas      441
Parallel programming      622—624
Parallel reductions      625—626
Parameter Connection dialog      529
Parameter dialog      528—529
Parameters for lighting      554
Parameters in Cinema4D      572—573
Parameters in FX Composer      511 528—529
ParamWrapper class      572
Partial derivatives in caustics computations      39—40
Partial derivatives in water simulation      9
Partial derivatives, GPU      405—406
Particles for smoke generators      91—92
Particles in fire      94 96
Particles, GPUs for      623
Particles, interaction between      627
Partitioned scenes      380
Passes for effect files      606
Passes for omnidirectional shadow mapping      202
Passes for shader context      613
Passes for texture-space diffusion      275
Passive scalars      660
Patterns for bicubic filter kernels      399
Patterns for noise      81—83
Patterns, diffraction      129
Pbuffers (pixel buffers) for Image      454 456—457
Pbuffers (pixel buffers) in GPU programming      623
PCF (percentage-closer filtering) in omnidirectional shadow maps      202—203
PCF (percentage-closer filtering) in perspective shadow maps      237—238
PCF (percentage-closer filtering) in shadow map antialiasing      186—187
Peaks in wave simulation      10
Pentium 4 performance      621—622
Penumbra region      205
Per-cluster animation      113—115
Per-face normals      145
Per-fragment work      482
Per-object computations      481
Per-pixel caustics computations      38
Per-pixel Fresnel terms      27
Per-pixel lighting      245
Per-pixel lighting, applications for      255—256
Per-pixel lighting, batches with      246—248
Per-pixel lighting, fill rates for      255
Per-pixel lighting, sets for      248—254
Per-pixel lighting, summary      256
Per-pixel perturbation      688
Per-pixel shadow volumes      138
Per-vertex animation      115—117
Percentage-closer filtering (PCF) in omnidirectional shadow maps      202—203
Percentage-closer filtering (PCF) in perspective shadow maps      237—238
Percentage-closer filtering (PCF) in shadow map antialiasing      186—187
Performance for fire      96—99
Performance in cinematic lighting      181
Performance in fragment shading      476
Performance in image processing      465—467
Performance of binary searches      633
Performance of bitonic merge sorts      629
Performance of deformers      729—730
Performance of GPUs      621—622 625—627
Performance, of volume rendering      160—161
Performance, pipeline      see "pipeline performance"
Perlin noise      see "noise and Noise function"
Perspective shadow maps      185 217—218
Perspective shadow maps, biasing in      218 233—237
Perspective shadow maps, blurring for      239—242
Perspective shadow maps, cube maps in      228—233
Perspective shadow maps, filtering for      237—239
Perspective shadow maps, light cameras with      225—233
Perspective shadow maps, results in      242—244
Perspective shadow maps, tricks for      237
Perspective shadow maps, unit cube clipping in      225—228
Perspective shadow maps, virtual cameras with      219—225
perspectivePro j ectionMatrix function      146—147
Perturbation in volume rendering      688
Phase of waves      125—126
Phase shift in cube sampling noise      81
Phong illumination equation      141
Phong lobes      299—302
Phong shading      47
Phong-interpolated highlights      568
Photographic film simulation      440—441
Photons in caustics computations      32—34
Photoshop      365
PhotoSphere cameras      441
Physical models for water simulation      see "water simulation"
Physics of diffraction      124—127
Ping-pong rendering      239
Pipeline performance      473—474
Pipeline performance, bottlenecks in      474—475
Pipeline performance, bottlenecks in, fragment shading in      476—477
Pipeline performance, bottlenecks in, raster operations in      476
Pipeline performance, bottlenecks in, texture bandwidth in      476
Pipeline performance, bottlenecks in, vertex and index transfers in      478
Pipeline performance, bottlenecks in, vertex processing in      477
Pipeline performance, optimizing      478
Pipeline performance, optimizing fragment shading      482—483
Pipeline performance, optimizing frame-buffer bandwidth      484—485
Pipeline performance, optimizing maximize batch size in      478—480
Pipeline performance, optimizing texture bandwidth in      483—484
Pipeline performance, optimizing vertex processing in      480—481
Pipeline performance, optimizing vertex transfers in      480
Pipeline performance, summary      485
Pipelines in glow      356
Pipelines in high-quality software rendering      582—583
Pipes in FX Composer      517—518
Pixel buffers (pbuffers) for Image      454 456—457
Pixel buffers (pbuffers) in GPU programming      623
Pixel shaders      1.1 347
Pixel shaders for constant filter kernels      397—398
Pixel shaders for glow      354
Pixel shaders for image-based lighting      312 320
Pixel shaders for omnidirectional shadow maps      199 202
Pixel shaders for perspective shadow maps      238
Pixel shaders in water simulation      23
Pixel shaders, effect files for      603
Pixel shaders, noise in      80—82
Pixel shaders, variable stripe textures in      413—414
Pixel-bleeding artifacts      388
pixelAspectRatio attribute      430
Pixels color of      363
Pixels in image-to-image conversions      392
Pixels in OpenEXR      430
Pixels in water simulation      27—28
PIZ compression      431
place3DTexture nodes      312
Planar waves      124
Plane in focus      375
Plenoptic modeling      49
Plug-ins in FX Composer      510—511
Pluggable class factories      508
Point lights in omnidirectional shadow mapping      195
Point lights in shadow volume rendering      159 164
Pointers to objects      510
Points in Noise function      74
Points in shadow volumes      138
Poisson equations in fast fluid dynamics simulation      643 656
Poisson equations Navier — Stokes equations      645 649—650
Poisson like distributions in Noise function      76
Polygon meshes      584 593
Polygons in bounding boxes      497
Polygons in Cinema4D      570
Polygons in grass simulation      109—110
Polygons in occlusion culling      498
Polygons in volume rendering      672 676—677
Polygons of intersection      697—698
Position function      65
Position in accumulated matrix skinning      71
Position in ultrasound visualization      701
Posr-T&L vertex caches      481
Post-projective space      218 221—224
Post-rendering fire effects      99
Pow function      365
Power-of-two-size textures      674
PowerStrip tool      475
powVal function      560
Precision in pipeline performance      482
Precision of texture waves      16—17
PrecomputeEnvMap function      301—302
Preprocessors      538
Preprocessors in omnidirectional shadow mapping      202
Preprocessors in shaders      613—614
Pressure in Navier — Stokes equations      642 650
Primitives in volume rendering      670
Priority in texture bombing      326
PRMan      562
Procedural features in texture bombing      326—329 333—335
Procedural rendering      687—688
Procedural texture for caustics      38
Processing in volume rendering techniques      674—676
Product rules in caustics computations      39
Profiles for filter-width estimates      417
Project Gotham Racing game      343
Projection in fast fluid dynamics simulation      656—657
Projection in Naviet-Stokes equations      645—646
Projection in omnidirectional shadow mapping      196
Properties panel in FX Composer      511 528—530
Proxy geometry      670 672 676—677 689—690
Proxy polygons      672 676
Pseudo-angles      676
Pseudo-random gradients      78—79
psize value      414
PSMs      see "perspective shadow maps"
Pull data in filter networks      447
Pure Neumann boundary conditions      650
Push data in filtet networks      447
Pyramid variable      701
Pyramidal grids      699—705
Pyramids, bounding boxes for      494—495
Quads for flames      92
Quads in shadow volume rendering      155
Quake 3 game      154 163
Quality vs. speed in high-quality filtering      391—392
Quantization errors      17
Queries in FX Composer      509—510
Queries occlusion      487
Queries occlusion, operation of      488—489
Queries occlusion, working with      489—493
Querylnterface method      507
Radiance software      442
Radiologists      693—694
Rainbow maps      127 130—131
Ramps and ramping effect for curves      367—368
Ramps and ramping for glow      359—360
Random direction sampling      282
Random image selection in texture bombing      330—331
Random-dot stereograms (RDSs)      709—711
Randomize deforms      724
randomUV function      324 331
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