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Akenine-Möller T. — Real-Time Rendering
Akenine-Möller T. — Real-Time Rendering



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Название: Real-Time Rendering

Автор: Akenine-Möller T.

Аннотация:

The second edition of "Real-Time Rendering" comes three years after the release of the first. In that time computer graphics hardware has evolved at a rapid rate: it is more than ten times faster (outstripping Moore's Law) and the functionality has increased significantly in a wide range of areas. Reflecting these changes, this second edition is almost 900 pages long, 75% larger than the 512 pages of the first edition.
All chapters have been updated, and new chapters added on spline and subdivision surfaces, advanced shading theory and techniques, and non-photorealistic and image-based rendering. As with the first edition, this new book is a blend of solid theory and practical advice, useful for students, professionals, and hobbyists alike.


Язык: en

Рубрика: Технология/

Статус предметного указателя: Готов указатель с номерами страниц

ed2k: ed2k stats

Издание: Second Edition

Год издания: 2002

Количество страниц: 835

Добавлена в каталог: 16.11.2009

Операции: Положить на полку | Скопировать ссылку для форума | Скопировать ID
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Предметный указатель
$2 \frac{1}{2} D$      373 380 389
$C^{0}$-continuity      see "Continuity"
$C^{1}$-continuity      see "Continuity"
$C^{n}$-continuity      see "Continuity"
$G^{1}$-continuity      see "Continuity"
$G^{n}$-continuity      see "Continuity"
1-ring      534 536
2-ring      539
3DNow      411
A-buffer      see "Buffer"
AABB      350 561 563 596 598 645
AABB, creation      564
AABB, orthographic projection      59
AABB, plane/box intersection      587—588
AABB, ray/box intersection      572—577
AABB/AABB intersection      see "Intersection testing"
AABB/plane intersection      see "Intersection testing"
AABB/ray intersection      see "Intersection testing"
AABB/sphere intersection      see "Intersection testing"
Accelerated Graphics Port      see "AGP"
Acceleration algorithms      12 13 345—403 427 439 644 see
Acceleration algorithms, culling      see "Culling"
Acceleration algorithms, impostor      see "Impostor"
Acceleration algorithms, levels of detail      see "Level of detail"
Accumulation buffer      see "Buffer"
ACM Digital Library      712
Adaptive refinement      100 340
Adjoint      see "Matrix"
Affine transform      see "Transform"
AGP      411 465 691 694
Aliasing      85 86 97
Aliasing, crawlies      85
Aliasing, jaggies      85 86
Aliasing, self-shadow      271
Aliasing, shadow map      271
Aliasing, temporal      86 133 136
Aliasing, texture      131 136
Alpha      102 103—106 114 148—149 305
Alpha blending      102 111 112 178 688
Alpha channel      22 105 105 149 672 673
Alpha fragment      688
Alpha mapping      see "Texturing"
Alpha premultiplied      105
Alpha test      233 274 688
Alpha texture      127 318
Alpha unmultiplied      105
Alpha, LOD      see "Level of detail"
AltiVec      411
Ambient component      see "Lighting model"
Angle difference relations      see "Trigonometry"
Angle sum relations      see "Trigonometry"
Animation      49 53 147 356 418
Animation, cel      290
Animation, impostor      329
Animation, particle system      331
Animation, sprite      315
Animation, subdivision      555
Animation, texture      see "Texturing"
Animation, vertex blending      see "Transform"
Anisotropic filtering      see "Texturing minification"
Anisotropic reflection      see "BRDF"
Anisotropic scaling      see "Transform scaling nonuniform"
Anti-shadow      see "Shadow"
antialiasing      84—101 114
Antialiasing, Accuview      98
Antialiasing, edge      104 111 112
Antialiasing, full-scene      93 707
Antialiasing, highlight      205
Antialiasing, HRAA      98
Antialiasing, InfiniteReality      704
Antialiasing, jittering      99
Antialiasing, line      92
Antialiasing, multisampling      94—100 103
Antialiasing, N-rooks      99
Antialiasing, Poisson disk      100
Antialiasing, Quincunx      93 98—99
Antialiasing, RGSS      94
Antialiasing, screen based      92—101
Antialiasing, shadow      273
Antialiasing, stochastic sampling      99
Antialiasing, stratified sampling      see "Sampling"
Antialiasing, Super Scene      100
Antialiasing, supersampling      93—94
Antialiasing, supersampling, KYRO      707
Antialiasing, supersampling, rotated grid      94
Antialiasing, T-buffer      680
Antialiasing, texture      see "Texturing minification"
Application stage      see "Pipeline"
Approximate visibility culling      see "Culling"
Approximating, subdivision curve      see "Curves subdivision"
Approximating, subdivision surface      see "Surfaces subdivision"
ArcCos      see "Trigonometry"
arcsin      see "Trigonometry"
arctan      see "Trigonometry"
Area calculation      736—737
Area calculation, parallelogram      736
Area calculation, triangle      736
Artistic rendering      see "Non-photorealistic rendering"
Ashikhmin model      see "BRDF"
ASIC      703
Aspect graph      see "Spatial data structure"
atan2      6 40
Axial aligned billboard      see "Billboard"
Axis-aligned bounding box      see "AABB"
Axis-aligned BSP tree      see "Spatial data structure BSP
B-spline      see "Curves" "Surfaces"
Back buffer      see "Buffer"
Back plane      59n
Backface culling      see "Culling"
Backpatch culling      see "Culling"
Baked      418 444
Balanced tree      see "Tree"
Balancing the pipeline      see "Pipeline"
Banding artifacts      71 93n 113 194 672 673
Bandlimited signal      see "Sampling"
Bandwidth      691—693
Bandwidth, bus      693
Bandwidth, memory      684 692—693 705
Bandwidth, texture      689 695
Bandwidth, Xbox      697
Banks' BRDF model      201
Barycentric coordinates      446 578—579 582
Basis      159 169 718—720
Basis, orientation      727
Basis, orthogonal      720
Basis, orthonormal      720—721 730
Basis, standard      6 42 721 730
Basis, tangent space      170 173 205 227 230 549
Benchmarking      676
Bernoulli number      740
Bernstein evaluation      514
Bernstein form, Bezier curve      486
Bernstein form, Bezier patch      499
Bernstein form, Bezier triangle      503
Bernstein polynomial      487 499
Bernstein polynomial, Bezier triangle      503
Bertha display      710
Bevel plane      638
Bezier curves      see "Curves"
Bezier patch      see "Surfaces"
Bezier triangle      see "Surfaces"
BGR      672n
Bias      252
Bias factor      see "Shadow shadow
Bias parameter      see "Curves"
Bidirectional reflectance distribution function      see "BRDF"
Bilinear interpolation      see "Interpolation"
Billboard      108 318—329 see
Billboard, axial      324 332
Billboard, full screen      337—338
Billboard, particle      331
Billboard, screen-aligned      320
Billboard, world oriented      320—322
Binary space partitioning tree      see "Spatial data structure BSP
Binary tree      see "Tree"
Binormal      169 170 173
Bintree      477 479
Biquadratic surface      see "Surfaces"
BitBLT      677
bitmask      397 588
Bits per pixel      710
Blending function      487 488 458 492 493
Blending function, implicit surface      527
Blending operations      see "Texturing"
Blending surfaces      see "Surfaces implicit"
Blinn and Newell's environment mapping      see "Environment mapping"
Blinn lighting equation      see "Lighting equation" "BRDF"
Blitting      see "BLT swapping"
Blocking      see "Stage blocking"
Bloom      329
BLT swapping      677
Blue-screen matting      105
Border      see "Texturing"
Border edge      see "Edge"
Bottleneck      11 405 406 429 687 693
Bottleneck localization      406—409
Bottleneck localization, application stage      407—408
Bottleneck localization, geometry stage      408—409
Bottleneck localization, rasterizer stage      409
Bottom-up      see "Collision detection"
Boundary edge      see "Edge"
Bounding volume      347 598
Bounding volume hierarchy      see "Spatial data structure"
Bounding volume, creation      564—567
Bowtie      see "Polygon"
Box filter      see "Filtering"
Box/plane intersection      see "Intersection testing"
Box/ray intersection      see "Intersection testing"
Box/sphere intersection      see "Intersection testing"
BOXTREE      641
BRDF      194—213
BRDF, anisotropic      198 200—202 205 213 226 278
BRDF, Ashikhmin model      200
BRDF, Banks model      201 226
BRDF, basis summation      202
BRDF, Blinn      197 198 202 208
BRDF, Cook — Torrance model      200 204
BRDF, databases      202
BRDF, diffuse      197 198
BRDF, environment map      206—213
BRDF, factorization      203—206
BRDF, Hapke model      198
BRDF, HTSG model      200
BRDF, implementing      202—213
BRDF, Lafortune model      201
BRDF, Lommel — Seeliger model      198
BRDF, lunar      198
BRDF, microfacets      198
BRDF, Oren and Nayar model      200
BRDF, Phong      197 198 202 208
BRDF, Poulin — Fournier      201
BRDF, reflectance lobe      197 198 206—209
BRDF, reparameterization      205
BRDF, specular lobe      197 198 206—209
BRDF, theoretical models      198—202
BRDF, Torrance — Sparrow model      198 226
BRDF, Ward model      226
Breadth-first traversal      659
BSDF      196
BSP tree      see "Spatial data structure"
BSSRDF      196
BTDF      196
Bubble sort      see "Sort"
Buffer, A-buffer      94—97
Buffer, accumulation      22 679—680 707
Buffer, accumulation, antialiasing      93—94 99—101
Buffer, accumulation, depth of field      237
Buffer, accumulation, glossy effects      244
Buffer, accumulation, motion blur      236
Buffer, accumulation, soft shadow      254 257
Buffer, back      20 676
Buffer, color      20 669—671 671—674
Buffer, double      20 676—677 677
Buffer, dual depth      103
Buffer, frame      22 425 669 678
Buffer, front      20 676
Buffer, identification      273 303 559
Buffer, memory      680
Buffer, pending      677
Buffer, priority      273
Buffer, single      426 427 675
Buffer, stencil      22 679—680 688
Buffer, stencil, glossy effects      244
Buffer, stencil, polygon edge rendering      310
Buffer, stencil, projection shadow      252
Buffer, stencil, reflection      241—242
Buffer, stencil, shadow volume      261—269
Buffer, stereo      678
Buffer, T-buffer      94 680
Buffer, triple      677—678
Buffer, W-buffer      675
Buffer, z-buffer      20—21 674—675 680 695 713
Buffer, Z-buffer, compression      695—696
Buffer, Z-buffer, hierarchical      see "Culling"
Buffer, Z-buffer, shadow map      269
Bump Mapping      166—177 221
Bump mapping, dot product      171—174 221 475
Bump mapping, dot3      171
Bump mapping, embossing      168—171
Bump mapping, environment map      174—176 221
Bump mapping, height field      166 167
Bump mapping, normal map      171—173 175 176 222 228
Bump mapping, normal map, quantized      176
Bump mapping, offset vector      166—167
Bump mapping, overflow      84
Bus      691
Bus bandwidth      see "Bandwidth"
bv      see "Bounding volume"
BV test tree      657
BV/BV intersection      see "Intersection testing"
BVH      see "Spatial data structure bounding
Cache      411 414
Cache, display list      425 703
Cache, hierachical image      336
Cache, memory      141 414 415
Cache, post T&L      699
Cache, pre T&L      699
Cache, prefetching      414
Cache, primitive assembly      699
Cache, texture      141 142 689—690 693 695 700
Cache, texture, thrashing      424
Cache, vertex      416 456 463 699
Camera space      15
Candela      188
Canonical view volume      17 59
Capping      264
Cartoon rendering      see "Shading toon"
Cathode-ray tube      see "CRT"
Catmull — Clark subdivision      see "Surfaces subdivision"
Catmull — Rom spline      see "Curves"
Caustics      247
Cel Damage      290 295 298
Cel rendering      see "Shading toon"
cell      see "Culling portal"
Cell-based visibility      370 377 379
Central differencing      see "Differencing scheme"
Centroid      566
Chaikin subdivision      see "Curves subdivision"
Change of base      see "Matrix"
Character animation      see "Transform vertex
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