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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
Ranges in focus      375
Ranges in photography      429
Ranges in ultrasound visualization      694—695
Ranges normalizing      454
Ranks for curves      366
Raster operations (ROP) in bottleneck identification      476
Raster operations (ROP) in pipelines      474—475
Rasterization bottlenecks      688—689
Ray theory vs. wave theory      125
Ray-quad tests      37
Ray-traced depth of field      378
Rays and ray tracing in caustics computations      33—36
Rays and ray tracing in occlusion interval maps      209
Rays and ray tracing in shadow volume rendering      160—161
rBeta parameter      655—656
RDSs (random-dot stereograms)      709—711
Reading OpenEXR images      431—433
Real-time environment lighting, ambient occlusion in      279—280
Real-time environment lighting, ambient occlusion in, hardware-accelerated      283—284
Real-time environment lighting, ambient occlusion in, preprocessing steps for      281—282
Real-time environment lighting, ambient occlusion in, rendering with      284—289
Real-time environment lighting, ambient occlusion in, summary      289—292
Real-time glow      343—347
Real-time glow for games      356—360
Real-time glow, convolution in      349—352
Real-time glow, hardware-specific implementations for      352—355
Real-time glow, rendering sources of      347—349
Real-time glow, summary      361
Real-time RenderMan conversions      see "conversions"
Real-time shadows      137
Receivers, message      511—512
Reconstructions in volume rendering      669
Red color remapping      368—369
Red, green, blue, emerald (RGBE) color filters      404
Reflectance scaling      294
Reflected wave phase      126
Reflection maps      586
Reflection vectors      48
Reflections in cinematic lighting      172—173
Reflections in eye vectors      24—25
Reflections in skin lighting      50
Reflections of geometric waves      20
Reflections on water      21
Reflections, cube-mapped      307
reflectPS function      314—315
reflectVS function      313
Refractions in caustics computations      32—34
Refractions on water      31
Regions in focus      375
Regions in shadow map antialiasing      186
RegisterNVObjects function      507
Rejection sampling in ambient occlusion      282
Release method      507
Remapping color channels      366
Render panel      515
Render style for glow      356
Render window      506
Render-to-texture (RTT) operations copies      652
Render-to-texture (RTT) operations on GPU      351
renderBegin method      449 457
Rendered texture maps      346
renderEnd method      449 457
Renderer contexts      356 608—609
Rendering front to back      484—485
Rendering glows, contexts for      356
Rendering glows, convolution in      349—352
Rendering glows, sources of      347—349
Rendering high resolution      497
Rendering in omnidirectional shadow mapping      199—200
Rendering multipass      141—144 196 553
Rendering shadow volume      see "shadow volume rendering"
Rendering with ambient occlusion maps      284—289
Rendering, occlusion interval maps      209—211
Rendering, OpenEXR images      433—438
Rendering, ping-pong      239
Rendering, procedural      687—688
Rendering, SBRDF using discrete lights      296—299
Rendering, SBRDF using environment maps      298—305
Rendering, volume rendering      see "volume rendering techniques"
RenderMan for high-quality filtering      392
RenderMan, shader conversions to real-time      see conversions
renderShadowCaps function      154
renderShadowSides function      156 158
Resampling in volume rendering      675
Rescaling in bump-environment mapping      24
Reshape method      452
Resizing in image-to-image conversions      392
Resolution color, half format for      429
Resolution in fragment shading      476
Resolution-independent noise      84
Resources for omnidirectional shadow mapping      199
Resources in Direct3D      515
Resources locking      478—479
Result maps in single-image stereograms      716—717
Retrieving image data      449
Reverse-mapped z-buffer depth of field      383—388
REYES rendering engines      186
RGB color for curves      368
RGB color for glow sources      347
RGB color for screen-aligned filter kernels      405
RGB color in water simulation      21
RGB color, conversions with CIE      371
RGBA textures      198
RgbalnputFile class      431
RGBE (red, green, blue, emerald) color filters      404
Rigid meshes      614
rim lighting      46
Rise vectors      207—209
RLE compression      431
Roll in wave simulation      10
ROP (raster operations) in bottleneck identification      476
ROP (raster operations) in pipelines      474—475
Rotate movements in FX Composer      530
Rotating in bump-environment mapping      24
Rotating in texture bombing      332—333
Rotating of texture waves      18
Rotating, color cube      371
Rough bounding volumes      227
Rounding for glow      358
RTT (render-to-texture) operations on GPU      351
RTT (render-to-texture) operations, copies      652
Runge-Kutta methods      647
Runtime processing in water simulation      23—28
s function for SBRDF      301
samplerRECT data      401 440
Sampling in ambient occlusion      282
Sampling in caustics computations      34—35
Sampling in real-time glow      350
Sampling in SBRDF      298
Sampling in shadow map antialiasing      188—191
Sampling in texture bombing      324—325
Sampling in volume rendering      670 672 679
Sampling, noise in      80—82
saturate function      210 556
Saturation in color-space conversions      371—372
Sawtooth patterns for texture waves      15
SBRDF (spatial bidirectional reflectance distribution function)      293
SBRDF (spatial bidirectional reflectance distribution function), rendering using discrete lights      296—299
SBRDF (spatial bidirectional reflectance distribution function), representation of      294—296
SBRDF (spatial bidirectional reflectance distribution function), summary      306
SBRDF (spatial bidirectional reflectance distribution function),rendering using environment maps      298—305
Scalar fields in fast fluid dynamics simulation      643 663
Scalar fields in Navier — Stokes equations      645
Scalar functions for deformers      724
Scale movements in FX Composer      530
Scaling in accumulated matrix skinning      71
Scaling in bump-environment mapping parameters      24
Scaling in circle of confusion      377
Scaling in color-space conversions      372
Scaling in fast fluid dynamics simulation      659
Scaling in filter-width estimates      424
Scaling in morph targets      68
Scaling in texture bombing      324 330 332—333 335
Scaling in texture waves      17—18
Scaling in water simulation      27
Scanners in ultrasound visualization      699
Scattering in volume rendering      684
Scattering, subsurface      see "subsurface scattering"
Scene Graph panel in FX Composer      524—525
Scene information for FX Composer      517—518
Scene information for shaders      608—610
Scene panel in FX Composer      530—531
Schlick, Christophe      316
Scientific applications, volume rendering for      667
Scissor rectangles in per-pixel lighting      255
scope of variables      605
Scope of water simulation      5—7
Scotopic vision      463
ScotopicFilter filter      463—466
Screen glow fog      357—360
Screen-aligned filter kernels      404—405
Screen-aligned geometry      351
screenWindowCenter attribute      430
screenWindowWidth attribute      430
Search function      631—632
Searches, binary      630—633
SearchFinal function      633
Second realization in Navier — Stokes equations      645—646
Second-order discontinuities      78
Seidel, H.      165
Selection in cinematic lighting      170
Selection in texture bombing      330—331
Self-advection      642
Self-Illumination      574
Self-shadows      680
Semantics in effect files      605
Semantics in FX Composer connection parameters      511
Semantics in shaders      610
Senders, message      511—512
Separable convolution      349—350
Separable filters      461
Sequential vertex data access      480
Serial processing      622
setCgParameters method      459—460 462
setlmagePosition method      452
Sets for visibility      248—254
setsize method      450
setSourceOperator method      448
SetTextureStageState function      355
setVertexParam function      148
setZoomFactor method      452
shadeops function      565
Shader interfaces      537—538
Shader interfaces for lighting      542—545
Shader interfaces for material trees      545—549
Shader interfaces, basics of      539—541
Shader interfaces, summary      549—550
Shader Perf panel      515 527—528
ShaderManager class      448 459
Shaders and shading for ambient occlusion      287—288
Shaders and shading for eye vectors      26
Shaders and shading for fire      104—105
Shaders and shading for skin      45—47 53 58—61
Shaders and shading in bottleneck identification      476—477
Shaders and shading in Cinema4D      572—573 579
Shaders and shading in depth of field      382
Shaders and shading in image-based lighting      314—316
Shaders and shading in texture-space diffusion      272
Shaders and shading, derivatives in      418—420
Shaders and shading, fragment      476—477 482—483
Shaders and shading, FX Composer for      see "FX Composer"
Shaders and shading, in omnidirectional shadow mapping      202
Shaders and shading, in pipelines      474 483
Shaders and shading, inheritance with      615
Shaders and shading, integrating into applications      601—602
Shaders and shading, integrating into applications, context in      608—609 612—613
Shaders and shading, integrating into applications, data types in      607—609
Shaders and shading, integrating into applications, effects files in      602—606 613—615
Shaders and shading, integrating into applications, languages in      602—605
Shaders and shading, integrating into applications, material parameters      610—611
Shaders and shading, integrating into applications, scene information in      609—610
Shaders and shading, integrating into applications, semantics in      610
Shaders and shading, integrating into applications, summary      615
Shaders and shading, integrating into applications, vertex format in      611—612
Shaders and shading, pixel      see "pixel shaders"
Shaders and shading, RenderMan, converting to real-time      see "conversions"
Shaders and shading, speeding up      482—483
Shaders and shading, vertex      see "vertex shaders"
ShadeSkin function      266
Shading points, diffuse reflection coefficient at      547
ShadingRate parameter      555
Shadow maps for glow      355
Shadow maps for light      543
Shadow maps in ambient occlusion      283
Shadow maps in Cinema4D      573
Shadow maps in cinematic lighting      173
Shadow maps perspective      see "perspective shadow maps"
Shadow maps, antialiasing      185
Shadow maps, antialiasing, brute-force implementation      187—188
Shadow maps, antialiasing, operation of      189—192
Shadow maps, antialiasing, percentage-closer filtering in      186—187
Shadow maps, antialiasing, samples in      188—191
Shadow maps, antialiasing, summary      192
Shadow maps, omnidirectional      see "omnidirectional shadow mapping"
Shadow quads      155
Shadow sets      249 251—254
Shadow volume rendering      137—138
Shadow volume rendering, clipping in      145—146 162—163
Shadow volume rendering, code for      151
Shadow volume rendering, culling in      159
Shadow volume rendering, debugging in      157—158
Shadow volume rendering, directional lights in      158
Shadow volume rendering, fill-rate optimizations for      162—165
Shadow volume rendering, findBackfaces method for      153
Shadow volume rendering, finite volumes in      162
Shadow volume rendering, future of      165—166
Shadow volume rendering, geometry optimizations for      158—161
Shadow volume rendering, light and dark caps for      153—154
Shadow volume rendering, markshadows method for      151—152
Shadow volume rendering, math in      148—151
Shadow volume rendering, multipass      141—144
Shadow volume rendering, point lights and spot lights in      159
Shadow volume rendering, program structure for      141—144
Shadow volume rendering, sides in      150 155—157
Shadow volume rendering, uncapped performance in      160—161
Shadow volume rendering, uses for      138—140
Shadow volume rendering, vertex buffer structure in      144—145
Shadow volume rendering, working at infinity in      145—148
Shadow volume rendering, z-bounds in      163—165
shadow volume. See shadow volume rendering summary      690
Shadow-casting boxes      148
Shadows in cinematic lighting      171—173
Shadows in image-based lighting      317—318
Shadows in omnidirectional shadow mapping      200—203
Shadows in per-pixel lighting      246
Shadows in volume rendering      685
Shadows, occlusion interval maps for      see "occlusion interval maps"
Shadows, techniques for      49
Shape plug-ins      518 530
Shaping in cinematic lighting      170—171
Sharpening in image-to-image conversions      392
Shimmer heat      101—102
Shimmer with glow      349
Sides in shadow volume rendering      150 155—157
SIGGRAPH publications      47
Sigma for Gaussian blur      460
Silhouettes and silhouette edges for shadow volumes      141 144 150 155 165
Silhouettes and silhouette edges in per-pixel lighting      253—254
Silhouettes and silhouette edges in skin lighting      51 53—54
SIMD (single instruction, multiple data) computation      652
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