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Авторизация |
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Поиск по указателям |
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Akenine-Möller T. — Real-Time Rendering |
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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, 491 506 511
Continuity, 491 511 512
Continuity, 491
Continuity, 492 512
Continuity, 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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