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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
Simulating clouds      661—662
Simulating fast fluid dynamics      see "fast fluid dynamics simulation"
Simulating grass      see "grass simulation"
Simulating liquids and gases      660
Simulating, night vision      463—465
Simulating, photographic film      440—441
Simulating, water      see "water simulation"
Sine functions for grass simulation      112
Sine functions for water simulation      7
Single instruction, multiple data (SIMD) computation      652
Single scattering approximations      271
Single-image random-dot stereograms (SIRDSs)      713
Single-image stereograms (SISs)      711—713
Single-image stereograms (SISs), animated      717—719
Single-image stereograms (SISs), Cg fragment program for      719—720
Single-image stereograms (SISs), creating      713
Single-image stereograms (SISs), parameters for      713—715
Single-image stereograms (SISs), rendering for      715—717
Sink operators in filter networks      447
SIRDSs (single-image random-dot stereograms)      713
SISs      see "single-image stereograms (SISs)"
Size, pipeline batches      479—480
Size, pyramidal grid apertures      700
Size, textures      483
Skeletons for skinning      70
Skin      45
Skin function      70—71
Skin, glow for      356
Skin, lighting for      47—50
Skin, lighting for fragment shaders in      58—61
Skin, lighting for implementing      51
Skin, lighting for vertex shaders in      52—58
Skin, response to light      50—51
Skin, shading      45—47
Skin, silhouette terms for      51 53—54
Skin, subsurface scattering for      50 264—266
Skin, summary      6l
Skinned meshes with shaders      614
Skinning accumulated matrix      71
Skinning in animation      69—72
Skinning in FX Composer      518
Skinning, skeletons for      70
SkinSilhouetteVec term      54—55 60
SkiriNormSideSpecMap term      59—60
Skybox rendering      485
Slab operations      653
Slice polygons      672 676—677 682—683
Slideback distance      220
Slow readback in GPU computation      633—634
smart pointers      510
Smoke animating      90—92
Smoke blending      94—95
Smoke generators      91—92
Smoke simulating      661
smoothstep function      576
Snells Law      32—34 36—37
soft shadow function      210
Soft shadows in omnidirectional shadow mapping      202—203
Soft shadows, occlusion interval maps for      see "occlusion interval maps"
Sorted lists in per-pixel lighting      251
Sorted lists, binary searches on      631
Sorts bitonic merge      627—630
Sorts object      493—494
Source operators in filter networks      447
SourceOperator class      448 451
Sources of glows      347—349 351 359
Sources of lighting      221—223 552—553
Space basis vectors      23—24
Spatial bidirectional reflectance distribution function (SBRDF)      293
Spatial bidirectional reflectance distribution function (SBRDF), rendering using discrete lights      296—299
Spatial bidirectional reflectance distribution function (SBRDF), rendering using environment maps      298—305
Spatial bidirectional reflectance distribution function (SBRDF), representation of      294—296
Spatial bidirectional reflectance distribution function (SBRDF), summary      306
Spatial dimensions for occlusion interval maps      207—208
Specular function      178
Specular highlights      574
Specular lobes      294
Specular maps      48—49
Specular terms in shadow volume rendering      l4l
Speed in high-quality filtering      391—392
Speed in wave functions      8
Speed of cinematic lighting      182
Speed of clock      475
Speed of fragment shaders      482—483
Speed of geometric waves      14
Speed of glow effects      349
Speed of texture waves      15—16
Spherical harmonic lighting      206
Spherical maps in Cinema4D      573
Spherical maps in high-quality software rendering      593
SpheroCam cameras      441
Splines in Noise function      75 77
Splinter Cell game      343
Spot lights      138 159
SpotLight structure      543
Sprites custom      97—99
Sprites for fire      96—99
Sprites for flames and smoke      90—92
Sprites, implementing      89—90
SPSOut structure      604
SSE (Streaming SIMD Extensions)      72
Stable fluids method      639 644
Staggered grids      663
Stam, Jos, caustics computation by      34
Stam, Jos, fluid simulations by      639
Static kernels      404
Static objects, bounding boxes for      494—495
Statistical anomalies in Noise function      76
StdNormalizer interface      539—541
Steepness of waves      12—13
Stencil buffers      141—142 150—151
Stencil shadows in omnidirectional shadow maps      195
Stencil shadows in perspective shadow maps      237
StepHoriz value      394
StepVert value      394
Stereo photography      709—710
Stereograms      709
Stereograms, random-dot      710—711
Stereograms, sample application      721
Stereograms, single-image      711—713
Stereograms, single-image ,Cg fragment program for      719—720
Stereograms, single-image animated      717—719
Stereograms, single-image, creating      713
Stereograms, single-image, parameters for      713—715
Stereograms, single-image, rendering for      715—717
Stops in photography      429
Storing fire animation      94
Streaking of glow      359
stream processors      622—623
stream program      623
Streaming SIMD Extensions (SSE)      72
streams      622
StretchRect function      348
Stripe function in high-quality filtering      407—408
Stripe function, balance in      411—412
Stripe texture      413—414
stripeJaggedPS function      407
stripePS function      409
stripes function      83
stripeTex function      413
stripeTexPS function      409
Strips in pipeline optimization      479
Strips in SISs      713 715—716
strokePS function      411—412
strokeTexPS function      413—414
Structures for effect files      606
Sublists      628
Subsurface scattering      46 263
Subsurface scattering in absorption simulation      266—272
Subsurface scattering in skin lighting      50 264—266
Subsurface scattering, glow for      356
Subsurface scattering, simple approximations for      264—267
Subsurface scattering, summary      277
Subsurface scattering, texture-space diffusion in      272—277
Subsurface scattering, visual effects of      263—264
Sum of sines approximations for water simulation      7
Sum of sines approximations, geometric waves in      11—15
Sum of sines approximations, normals and tangents in      9—10
Sum of sines approximations, texture waves in      15—18
Sum of sines approximations, wave selection in      7—8
Sum of vectors in Navier — Stokes equations      644
Summary      664
Sun disk in caustics computations      35—36
Superellipses      170—171
SuperellipseShapingParams structure      177
Superquadrics      79
Surf aceParams structure      177
Surface maps      596
Surfaces and surface boundaries in fast fluid dynamics simulation      639 664
Surfaces and surface boundaries in high-quality software rendering      588
Surfaces and surface boundaries in image-based lighting      315
Surfaces and surface boundaries in water simulation      7
Surfaces and surface boundaries in wave functions      8
Surfaces and surface boundaries of texture waves      17
Surfaces and surface boundaries, normals and tangents in      9—10 59
SVertex structure      603 612
SVSOut structure      603—604
SwapBuffers function      493 501—502
Tangent vectors      127
Tangent-space basis vectors      23—24
Tangents and tangential components in accumulated matrix skinning      71
Tangents and tangential components in Cinema4D      571
Tangents and tangential components in high-quality software rendering      584 591
Tangents and tangential components in water simulation      9—10
Tangents and tangential components, morph      65—68
Tangents and tangential components, texture maps      588
tangentToWorld term in skin lighting      53
Targets, FX Composer audiences      506
Tasks panel in FX Composer      532
Technical considerations in texture bombing      331—332
Teem toolkit      675
Temperature in fast fluid dynamics simulation      660—661
Tessellation in edge-length filtering      21—22
Tessellation of proxy polygons      676
Tessendorf, Jerry      14
Testing burden in FX Composer      514
tex2D function in derivative functions      406
tex2D function in environment lighting      288
tex2D function in filter-width estimates      420 422
tex2D function in high-quality filtering      392
tex2D function in image-to-image conversions      395
tex2Dproj function      188 576
texbomb_2.cg program      332
texbomb_l.cg program      325
Texel size      235
texmapscale variable      188
texRECT function      401 404 559
texRECT_bicubic function      403—404
TEXSIZE dimension      15
Texture alpha channels      347
Texture bandwidth      476 483—484
Texture bombing      323—324
Texture bombing, adjacent cell images in      325—326
Texture bombing, cells in      324
Texture bombing, controlled variable density in      333
Texture bombing, efficiency issues in      332
Texture bombing, image priority in      326
Texture bombing, image sampling in      324—325
Texture bombing, procedural 3D bombing in      333—335
Texture bombing, procedural images in      326—329
Texture bombing, random image selection from multiple choices in      330—331
Texture bombing, scaling and rotating in      332—333
Texture bombing, summary      337
Texture bombing, technical considerations in      331—332
Texture bombing, time-varying textures in      335
Texture bombing, Voronoi-related cellular methods in      335—337
Texture compression      211
Texture coordinates      628
Texture coordinates for flames      92—93
Texture coordinates for glow      351—355
Texture coordinates for parallel reductions      625
Texture coordinates in ambient occlusion      288
Texture coordinates in Cinema4D      571
Texture coordinates in high-quality software rendering      584
Texture coordinates in perspective shadow maps      231—233
Texture coordinates in volume rendering      676
Texture coordinates in water simulation      22—23 27
Texture Filtering option      721
Texture formats avoiding      484
Texture formats for omnidirectional shadow mapping      198—199
texture function      392
Texture interface      546
Texture lookups in fragment program optimizations      559—560
Texture lookups in volume rendering      669
Texture maps for curves      367
Texture maps for filter-width estimates      see "filter-width estimates"
Texture maps for glow      346
Texture maps in caustics computations      37
Texture maps in high-quality software rendering      586 588 591
Texture maps in SBRDF      296
Texture memory in SBRDF      296
Texture memory in sorts      629
Texture memory in volume rendering      690
Texture samples for glow      355
Texture samples in SBRDF      298
Texture space in subsurface scattering      272—277
Texture space in water simulation      7
Texture waves      15—18
Texture-based volume rendering      670—674
texturelD method      449
Textures for curves      366
Textures for glow      359
Textures for grass simulation      109
Textures for materials      545
Textures in absorption simulation      270
Textures in ambient occlusion      284
Textures in bicubic filter kernels      402—403
Textures in Cinema 4D      579
Textures in cinematic lighting      173
Textures in cube sampling noise      81—82
Textures in fast fluid dynamics simulation      650 652—653
Textures in fragment program optimizations      559
Textures in grayscale conversion      370
Textures in high-quality filtering      407—415
Textures in high-quality software rendering      588—593
Textures in Noise function      76—77
Textures in omnidirectional shadow mapping      198—199
Textures in perspective shadow maps      242
Textures in pipeline optimization      476 479 483—484
Textures in stereogram application      721
Textures in z-buffer depth of field      385
Textures panel      506 515 531—532
Textures, binding OpenEXR images to      431—432
Textures, complex functions in      482
Textures, variable stripe      413—414
Thompson William B.      463
three-dimensional items, arrays      674
Tools development FX Composer for      505—506
Top views for shadow volumes      140
Toroidal tiling      81
trace function      269
tracking objects      510
Transfer functions in ultrasound visualization      697
Transfer functions in volume rendering      669—675 678—679
Transfer time in sorts      629
Transformations fixed-function      477
Transformations for deformers      724—728
Translate movements in FX Composer      530
Translation deformers      724
Translucency in occlusion culling      493
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