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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
Translucency in volume rendering      680 684—686
Transmitted rays      33
Transparency in water simulation      21 36
Triangle strips in pipeline optimization      479
Triangles in glow rendering      351
Triangles in high-quality software rendering      593
Trigonometric functions for grass simulation      112
Trilinear filtering in pipeline performance      483
Trilinear filtering in z-buffer depth of field      387
Trilinear interpolation in cube sampling noise      81
Trilinear interpolation in volume rendering      672 675 690
Tron 2.0 game, effects for      356—360
Tron 2.0 game, glow in      343—346
Troughs in wave simulation      10
Turbulence function      83
Two-dimensional items, convolution      349
Two-dimensional items, distortion-based flames      87—89
Two-dimensional items, transfer functions      679
Two-pass filtering for bicubic filter kernels      404
Two-pass filtering for fire glow      99
Types in FX Composer connection parameters      511
Types, shader data      607—609
T_Dot_e variable      559
T_Dot_nL variable      559
u-v coordinates in checkerboard patterns      419
u-v coordinates in Cinema4D      571
u-v coordinates in high-quality software rendering      584 588—589 596 598
u-v space of texture waves      16
uberlights      167 175—181
uberlight_fp function      179—181
uborlight_vp function      175—176
UIName      528
UIType      528
Ultrasound lines      699
Ultrasound visualization      693—695
Ultrasound visualization, results in      706
Ultrasound visualization, volume rendering data in in Cartesian grids      696—698
Ultrasound visualization, volume rendering data in in pyramidal grids      699—705
Ultrasound visualizationm, summary      706
Ultraviolet light waves      124
Uncapped performance in shadow volume rendering      160—161
Under operator      681
Underwater caustics      32—35
Undo/Redo feature      526
Unit cube clipping      225—228
unloadVertexProgram function      148
unpack_4ubyte function      440
UnRegisterNVObjects function      507
Update method      452
Update stage in texture-based volume rendering      670—672
Uru: Ages Beyond Myst      5—6
User interface, FX Composer      514
User-defined filter kernels      393—394
USTexture input      703
v2f structure in absorption simulation      268
v2f structure in texture-space diffusion      273
v2fConnector structure for fire      104
v2fConnector structure in skin lighting      54
Values for effect file variables      605
Variable ramping effect      359—360
Variable stripe texture      413—414
Variables in effect tiles      605
Variables in shaders      609—610
vecMul function      55
Vectors for deformers      724
Vectors for morph targets      67
Vectors in bump-environment mapping parameters      23—27
Vectors in Cinema4D      571
Vectors in fast fluid dynamics simulation      639—640 642—644 663
Vectors in fragment program optimizations      560
Vectors, eye      24—27
Vectors, normalization techniques for      540
Vectors, tangent-space basis      23—24
Velocity in fast fluid dynamics simulation      658
Velocity in Navier — Stokes equations      645 650
vert2frag structure      719
Vertex branching      481
Vertex buffers      144—145
Vertex fetching      478
Vertex indices      153—154
Vertex programs for absorption simulation      268—269
Vertex programs for deformers      725—726
Vertex programs for pyramidal grids      701—703
Vertex programs for texture-space diffusion      272—275
Vertex programs for uberlight-like shaders      175—181
Vertex programs in fragment program optimizations      557—559
Vertex programs vs. fragment programs      555—556
Vertex shaders for glow      352—354
Vertex shaders for grass simulation      112—113
Vertex shaders for image-based lighting      312—313 320
Vertex shaders for morph targets      67
Vertex shaders for omnidirectional shadow maps      199
Vertex shaders for perspective shadow maps      238
Vertex shaders for texture waves      17
Vertex shaders in pipeline optimization      480
Vertex shaders in shadow volume rendering      147—148
Vertex shaders in skin lighting      52—58
Vertex texture coordinates for glow      355
Vertex-processing LODs      481
vertexOutput structure      312—313
vertexOutputB structure      319
VertexProgram function      702—703
Vertical blur      351
Vertices in bottleneck identification      477
Vertices in caustics computations      37
Vertices in Cinema4D      570
Vertices in circular waves      11
Vertices in deformers      723
Vertices in edge-length filtering      21
Vertices in Gerstner waves      12—14
Vertices in high-quality software rendering      584 588—593
Vertices in pipelines      474 477
Vertices in shaders      609 611—612
Vertices in skinning      69—70
Vertices in volume rendering      676—677
Vertices in water depth      18—21
Vertices in water simulation      7 27—28
vFilter values      203
View menu in stereogram application      721
View-aligned planes and slicing      676
Viewers in shadow volume rendering      148
virtual cameras      219—225
Viscosity in Navier — Stokes equations      642
Viscous diffusion in fast fluid dynamics simulation      655
Viscous diffusion in Navier — Stokes equations      648—649
Visibility function      207—209
Visibility in depth of field      381—382
Visibility in occlusion interval maps      207—209
Visibility in per-pixel lighting      245
Visibility in per-pixel lighting, applications for      255—256
Visibility in per-pixel lighting, batches with      246—248
Visibility in per-pixel lighting, fill rates for      255
Visibility in per-pixel lighting, sets for      248—254
Visibility in per-pixel lighting, summary      256
Visibility of lens flares      499—501
Visible sets      248 250
Vision in dark environments      463—465
Visual effects of subsurface scattering      263—264
Visualization of object translations      530
Visualization ultrasound      see "ultrasound visualization"
Vlachos, Alex      166
Volume rendering techniques      667—668
Volume rendering techniques in texture-space diffusion      275
Volume rendering techniques in ultrasound visualization in Cartesian grids      696—698
Volume rendering techniques, compositing in      670—671 681
Volume rendering techniques, data representation and processing in      674—676
Volume rendering techniques, fragment program limitations in      689—690
Volume rendering techniques, illumination in      675 679—680
Volume rendering techniques, lighting in      682—687
Volume rendering techniques, methods in      668—670
Volume rendering techniques, performance considerations in      688—690
Volume rendering techniques, procedural rendering      687—688
Volume rendering techniques, proxy geometry in      676—677
Volume rendering techniques, rasterization bottlenecks in      688—689
Volume rendering techniques, texture memory limitations in      690
Volume rendering techniques, texture-based      670—674
Volume rendering techniques, transfer functions in      669—675 678—679
Volume rendering techniquesin ultrasound visualization in pyramidal grids      699—705
Volume texture for flames      94
VolumeRenderCartesian.cpp program      696—698
VolumeRenderPyramid.cpp program      701 705
VolumeRenderPyramidF.cg program      701 703
VolumeRenderPyramidF.ocg program      701 704
VolumeRenderPyramidUS.cpp program      705—706
VolumeRenderPyramidV.eg program      701—703
Von Neumann architecture      622
Voronoi regions      332 335—337
Vorticity confinement      662—663
Voxels for Navier — Stokes equations      5
Voxels in volume rendering      668—669
vp_Diffraction function      128—129
VS TEMP structure      113
VS_INPUT structure      112
VS_OUTPUT structure      112
Warnings in FX Composer      532
Water caustics      see "caustics"
Water condensation      661
Water simulation      5
Water simulation geometric waves in      11—15
Water simulation, authoring in      18—19
Water simulation, authoring in depth in      19—21
Water simulation, authoring in edge-length filtering in      21—22
Water simulation, authoring in overrides in      21
Water simulation, authoring in texture coordinates in      22—23
Water simulation, goals and scope of      5—7
Water simulation, normals and tangents in      9—10
Water simulation, runtime processing in      23—28
Water simulation, sum of sines approximation for      7
Water simulation, texture waves in      15—18
Water simulation, wave selection in      7—8
Wave deformers      730—732
Wave function in caustics computations      41
Wave theory of light      123 125
Waveform generators      37
Wavelength of color      127 129
Wavelength simulation in edge-length filtering      21
Wavelength simulation in wave functions      8
Wavelength simulation of geometric waves      14
Wavelength simulation of light waves      124
Wavelength simulation of texture waves      15—16
Waves geometric      11—15
Waves interference      125—126
Waves peaks and troughs      10
Waves texture      15—18
Waves, selection of      7—8
Waving grass      see "grass simulation"
Weak pointers      510
Weighted sums for skinned vertices      70
Weighted sums in filter kernels      393
Weighted texture samples      353
Weights for bicubic filter kernels      400
Weights for blends      358 360 369
Weights for flames      96
Weights in real-time glow      350
Welding vertices      158
wglChoosepixelFormatARB function      456
wglShareLists function      457
WGL_AP,B__pbuf fer extension      454
WGL_ARB_pixel_f ormat extension      455
WGL_ARB_render_texture extension      454
WGL_NV_render_depth_Lcxture extension      574
White values for gamma      439
width method      450
Williams, Lance      195
Win32 with Cinema4D      570
Wind-driven waves      11
Winding order and direction in per-pixel lighting      253—254
Winding order and direction in shadow volume rendering      155—157
Window effects      168
Wireframe views      594—595
Working at infinity      145—148
worldEyeDirection term in skin lighting      53
WorldTanMatrixX term in skin lighting      53
WorldTanMatrixY term in skin lighting      53
WorldTanMatrixZ term in skin lighting      53
Wrap lighting      264—267
Wrapper functions and classes      570
Wrapping operations      151
Wreckless game      343
Writing OpenEXR images      433—438
x axis in SBRDF      295
x coordinates in texture bombing      330
x-ray images      694
xfBoxPS structure      320
xfBoxVS structure      320
XFilelmporter class      508
XML data      512—513
XSLT transforms      513
XY clipping      162—163
y axis in SBRDF      295
Y value for screen-aligned filter kernels      405
YIQ signal conversions      371
Z values in perspective shadow maps      224 233
z-bounds in shadow volume rendering      163—165
z-buffer depth of field forward-mapped      382
z-buffer depth of reverse-mapped      383—388
z-buffers for animated SISs      717—718
z-buffers for circle of confusion      377
z-buffers z component in texture bombing      330
z-scissor range      255
z-test for fire      99—100
Zero-alpha pixels      96
ZIP compression      431
zoomFactor method      452
ZoomFactor variable      701
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