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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
Charcoal      289
Chroma-keying      105
Chromaticity      192
Chromaticity, diagram      192
CIE      188 189
CIE Chromaticity Diagram      192
CIE Lab      193
CIE LUV      193
CIE XYZ      191—193
Ciliary corona      329 330
Clamp      see "Texturing"
Clipmap      see "Texturing"
Clipping      18
Clipping plane      18
Clipping plane, user-defined      18 218 221 242—243 335
CLOD      see "Level of detail continuous"
Closed model      448
Clouds      322
Cluster      362—363
Clustered culling      see "Culling"
CMYK      193
Code optimization      see "Optimization"
Code profiler      411
CodeAnalyst      407
Cofactor      see "Matrix subdeterminant"
Coherence, frame-to-frame      326 365 385 400 657
Coherence, frame-to-frame, collision detection      654 655
Coherence, spatial      364 463
Coherence, temporal      see "Coherence frame-to-frame"
Collision detection      13 631—667
Collision detection with rays      633—634
Collision detection, bottom-up      641 663
Collision detection, bounding volume      645
Collision detection, bounding volume hierarchy      640 641
Collision detection, caching      657—658
Collision detection, cost function      644—645
Collision detection, deformable      662—664
Collision detection, distance queries      660—662
Collision detection, dynamic      634—640 666
Collision detection, front tracking      657—658
Collision detection, GJK      660
Collision detection, hierarchical      640—645
Collision detection, hierarchy building      641—642
Collision detection, incremental tree-insertion      641
Collision detection, k-DOPTree      649—652
Collision detection, multiple objects      653—656
Collision detection, OBBTree      645—649
Collision detection, parallel close proximity      646
Collision detection, pseudocode      643
Collision detection, RAPID      649
Collision detection, rigid-body motion      632 648—649 652
Collision detection, SOLID      647
Collision detection, sweep-and-prune      654—656
Collision detection, time-critical      633 658—659
Collision detection, top-down      641 641—642 663
Collision detection, top-down, k-DOPTree      651—652
Collision detection, top-down, OBBTree      647—648
Collision detection, vertex blending      56
Collision determination      631
Collision handling      631
Collision response      622 631 659 664—666
Collision response, elastic      665
Collision response, restitution      665
COLOR      7 68 114 188—194
Color, buffer      see "Buffer"
Color, buffer, flipping      676
Color, clamping      83
Color, fragment      688
color, matching      188—191
Color, mode      671
Color, mode, high color      672
Color, mode, true color      672—673 710
Color, overflow      84
Color, perception      193
Color, planes      673
Color, scaling      83
Color, shift      83
Colorimetry      188—194
Column-major      33n 716
Combine functions      see "Texturing blending
Communication      687
Compositing      105 111 114
Compression      695 see "Buffer Z-buffer"
Concatenation      see "Transform"
Consolidation      see "Polygonal techniques"
Constructive solid geometry      526
Continuity      see also "Curves" "Surfaces"
Continuity parameter      see "Curves"
Continuity, $C^{0}$      491 506 511
Continuity, $C^{1}$      491 511 512
Continuity, $C^{n}$      491
Continuity, $G^{1}$      492 512
Continuity, $G^{n}$      492
Continuous signal      see "Sampling"
contour      see "Polygon"
Contour lines      127
Contouring artifacts      see "Banding artifacts"
Control mesh      532
Control points      484
Convex hull      566 600 601 635 636 648 735—736
Convex hull, Bezier curve      487
Convex hull, Bezier patch      500
Convex hull, Bezier triangle      503
Convex hull, bounding volume      650
Convex hull, Loop      537
Convex region      see "Polygon"
Convex vertical prism      373
Convolution      89n
Cook — Torrance model      see "BRDF"
Coordinate system, left-handed      58 60
Coordinate system, right-handed      58 449 719
Corner cutting      528
Corona      see "Ciliary corona"
Corresponder function      see "Texturing"
cos      see "Trigonometry"
Counterclockwise vertex order      30 359 449 451
Coverage mask, A-buffer      96 97
CPU-limited      407
Cracking      335 448 518 523
Cracking, Bezier triangle      508
Cracking, fractional tessellation      524
Cracking, N-patch      509
Cracking, polygon edge      446
Cracking, quadtree      522
Cracking, subdivision surface      553 554
Cracking, terrain      477
Cracking, tessellation      516 517
Cramer's rule      see "Matrix inverse"
Crawlies      85 see
Crease      545
Crease edge      see "Edge"
Cross product      45n 722—723
Cross product, notation      5
Crossings test      see "Intersection testing"
CRT      109—111 114 426 670—671 710
CRT, phosphors      193
CSG      526
Cube map      see "Environment mapping"
Cube/polygon intersection      see "Intersection testing"
Cubic convolution      see "Texturing magnification"
Cubic curve      see "Curves"
Cubic environment mapping      see "Environment mapping"
Culling      357—389 423
Culling, approximate visibility      386 387
Culling, backface      241 359—360 419
Culling, backface, orientation consistency      30 449
Culling, clustered backface      361—363
Culling, detail      368
Culling, frontface      360
Culling, hardware occlusion query      381—383
Culling, hierarchical view frustum      363—365 431 606
Culling, hierarchical Z-buffering      383—386
Culling, HOM algorithm      386—389
Culling, image space      371 373 379 381 383 386
Culling, incremental occlusion maps      388
Culling, occlusion      351 368—389 433
Culling, occlusion horizons      373—377
Culling, occlusion, hardware      696—697
Culling, occlusion, KYRO      706
Culling, occlusion, representation      371
Culling, occlusion, Xbox      700
Culling, portal      337 365—368 433
Culling, ray space      371 389
Culling, shaft occlusion      379—380
Culling, view frustum      363—365 431 606
Curve segment      492—494
Curved surfaces      see "Surfaces"
Curves, B-spline      529 530
curves, Bezier      483—489
Curves, Bezier, Bernstein      486—489
Curves, Bezier, de Casteljau      485
Curves, Bezier, derivative      489
Curves, Bezier, rational      489
Curves, bias parameter      494
Curves, Catmull — Rom spline      495
Curves, continuity      489—492
Curves, continuity parameter      495
Curves, cubic      484 488 492 515
Curves, degree      484
Curves, Hermite      492—494 494
Curves, Kochanek — Bartels      494—496
Curves, parametric      482—496
Curves, piecewise      490
Curves, quadratic      484 486—488
Curves, quartic      484
Curves, S-shaped      491 519
Curves, spline      492 555
Curves, subdivision      527—531
Curves, subdivision, approximating      529
Curves, subdivision, Chaikin      528
Curves, subdivision, interpolating      529
Curves, subdivision, limit      528
Curves, tension parameter      494 530
Cut-off angle      69
Cutaway views      see "Texturing"
Cylinder      635
Cylinder mapping      see "Environment mapping"
DAC      see "Digital-to-analog converter"
Dag      see "directed acyclic graph"
Dark mapping      see "Texturing"
Dart      545
Data reduction      470 see
DDRAM      693
de Casteljau, Bezier curves      485
de Casteljau, Bezier patches      498
de Casteljau, Bezier triangles      503
de Casteljau, evaluation      514
Decaling      148 241
Decimation      470 see
Decomposition, transform      see "Transform"
Deferred shading      see "Shading"
Deformable collision detection      see "Collision detection"
Demo scene      284
Dependent texture read      see "Texture"
Depth of field      94 237
Depth, buffer      see "Buffer Z-buffer" "W-buffer"
Depth, clamp      265
Depth, complexity      369 421n 422 693
Depth, estimation buffer      388
Depth, peeling      104 382
Depth, sprite      see "Impostor"
Detail culling      see "Culling"
Detail texture      see "Texturing"
Determinant      5 see
Dielectric material      199—200 231
Difference object      660
Differencing scheme      512—516
Differencing scheme, central      515—516
Differencing scheme, forward      513—514
Differential pulse code modulation      696
Diffuse component      see "Lighting model"
Digital library      712
Digital-to-Analog Converter      670 704
Dihedral angle      292 299 302 452
Dimension reduction      see "Intersection testing"
Direct Memory Access      see "DMA"
Directed acyclic graph      356
Direction, principal      307
Directional light      see "Light source"
Discrete geometry LOD      see "Level of detail"
Discrete oriented polytope      see "k-DOP"
Discretized signal      see "Sampling"
Displaced subdivision      see "surfaces subdivision"
Displacement mapping      176 334 547
Display hardware      669—671
Display hardware, InfiniteReality      704
Display list      425 703
Distance attenuation      see "Lighting equation"
Distance queries      see "Collision detection"
Dithering      111 111 112 113n 672 673
Division      412
DMA      691 703
Domain      483
Domain, rectangular      498
Domain, triangular      503
DOOM      403
Dot product      45n 717 720
Dot product, notation      5
Dots per inch      710
Double angle relations      see "Trigonometry"
Double buffer      see "Buffer"
Downsampling      90
Driver      683
Dual graph      see "Triangle strip"
Dynamic, collision detection      see "Collision detection"
Dynamic, intersection testing      see "Intersection testing"
Dynamic, range      212
Dynamic, separating axis theorem      see "Intersection testing separating
Dynamic, video resizing      704 see
Dynamically adjusted BSP tree      see "Spatial data structure BSP
Ear clipping      442
EDGE      291—293 see
Edge, border      292
Edge, boundary      292 293 299 303 447n 450 474
Edge, bridge      443
Edge, collapse      see "Simplification"
Edge, crease      292 293 299 302 449 452 474 509
Edge, detection, Sobel      300
Edge, hard      292
Edge, highlighting      see "Line"
Edge, join      443
Edge, keyholed      443
Edge, list      450
Edge, material      292 293 302
Edge, preservation      452
Edge, ridge      292 299
Edge, stitching      see "Polygon"
Edge, valley      292 299
Eigenvalue      see "Matrix"
Eigenvector      see "Matrix"
Elastic collision response      see "Collision response"
Electron beam      670
em      see "Environment mapping"
EMBM      see "Bump mapping environment
embossing      see "Bump mapping"
Emissive component      see "Lighting model"
enveloping      see "Transform vertex
Environment map bump mapping      see "Bump mapping"
Environment mapping      153—166
Environment mapping, Blinn and Newell's method      154—156 157 160
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