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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 |
Environment mapping, BRDF see "BRDF"
Environment mapping, cubic 156—158 172 176 210
Environment mapping, cylinder mapping 178
Environment mapping, irradiance 210—212
Environment mapping, limitations of 164 211 212
Environment mapping, normalizing cube map 172 225 230
Environment mapping, paraboloid mapping 161—162
Environment mapping, silhouette rendering 294—295
Environment mapping, specular highlight 163—164 206—209
Environment mapping, sphere mapping 158—161
ERIT's method see "Intersection testing"
Euclidean space 715—718
Euler angles 26 38 40 51
Euler transform see "Transform"
Euler — Mascheroni constant 422
Euler's theorem 459 470
EVS see "Exact visible set"
EWA 141
Exact visible set 358
Exitance 185
Explicit surface see "Surfaces"
Extraordinary vertex 533
Eye space 15 23
Eye-relative depth 108
Faceter 439
Factorization see "BRDF"
Fairness 536
False shadow see "Shadow"
Fan see "Triangle fan"
Far plane 59 65 606
Far plane, optimizing 674
Fast Path 424
Feline 141
Field of view 378
FIFO 428—429 433 687 689 692 703
Fill bounded see "Fill limited"
Fill lighting 81
Fill rate 223 409
Fill-limited 409
Film frame rate 345
Filtering 85 85—91 97 98 100
Filtering for television 671
Filtering, box filter 87 97 112
Filtering, Gaussian filter 98 100
Filtering, lowpass filter 89 91
Filtering, nearest neighbor 87
Filtering, sinc filter 89—90 98
Filtering, tent filter 87
Filtering, triangle filter 87
FIN 303 308
Final Fantasy 710
First class temporaries 235
First principal direction 307
Five times rule 187
Fixed-function pipeline 182 687
Fixed-view effects 339—340
Flat shading see "Shading"
Flatten transform see "Transform"
Flexible vertex format 465
Floating horizon 373n
flush see "Pipeline"
Fog 106—109 118 688 704
Fog, color 106
Fog, exponential 107
Fog, eye-relative 108
Fog, factor 106
Fog, glossy reflection 243
Fog, linear 107
Fog, pixel level 107
Fog, radial 108
Fog, vertex level 107
Fog, volumetric 109
Foot-candle 188
force feedback 13
Form factor 278
Forward differencing see "Differencing scheme"
Fragment 103 145 688
Fragment, A-buffer 96
Fragment, generation 686
Fragment, merge 686
Fragment, RenderMan 71
Fragment, shading 220
Frame buffer see "Buffer"
Frame rate 1 432 671 710
Frame rate, constant 337 399—400
frame size 670
Frame-to-frame coherence see "Coherence"
Frame-to-frame coherency 363
Fresnel reflectance 194 198 199—200 208 209 245 247
Fresnel reflectance, approximation 231
Front buffer see "Buffer"
Frontface culling see "Culling"
Frosted glass 244
Frustum 18 606
Frustum, growing 378—379
Frustum, intersection see "Intersection testing"
Frustum, plane extraction 613—614
Frustum/object intersection see "Intersection testing"
FSAA see "Antialiasing full-scene"
Full scene antialiasing see "Antialiasing"
Full screen billboarding see "Billboard"
Full tree see "Tree"
Fur 308
FVF 465
Gamma correction 109—114 114 670 673
Gamma correction, alpha blending 112
Gamma correction, compositing 112
Gamma correction, cross platform compatibility 111
Gamma correction, texturing 113
Gamut 192—193
Garbage instructions 415
Gaussian elimination see "Matrix inverse"
Gaussian filter see "Filtering"
GeForce256 see "Hardware"
GeForce3 see "Hardware"
Generalized texturing see "Texturing"
Generalized triangle strip see "Triangle strip"
Generation of LOD see "Level of detail"
Genus 459
Geodesic curve 50
Geometric sum 348
Geometry stage see "Pipeline"
Geometry unit 684
Geometry unit, InfiniteReality 703—704
Geometry unit, Xbox 697
Geomorph LOD see "Level of detail"
Gimbal lock see "Transform Euler"
GJK see "Collision detection"
Glare effects 330
Glass 199
Glide xi
Global ambient see "Lighting model"
Global Illumination 238 243 276—277 277 318
Glossy effects 243—244
glPolygonOffset 252 253 296 309
Golden thread 340
Goniometer 202
Gouraud shading see "Shading"
GPU 683 691 697
Graftals 307—308
Graphics, driver 683
Graphics, processing unit see "GPU"
Graphics, rendering pipeline see "Pipeline"
Grayscale, conversion to 193
Greedy algorithm 460
Half-angle relations see "Trigonometry"
Half-plane, test 595 734 735
Half-space 5
Halo 329
Haloing see "Line"
| handedness 719
Handedness, left-handed basis 719 727
Handedness, right-handed basis 719 727
Hard edge see "Edge"
Hard real time 399
Hard shading see "Shading"
Hard shadow see "Shadow"
Hardware, GeForce256 683
Hardware, GeForce3 140 223 271 509 524 684 694 696 697
Hardware, geometry stage 687
Hardware, InfiniteReality 84 99 271 391n 420 686 687 691 701—705
Hardware, interface 694
Hardware, KYRO 686 691 705—707
Hardware, Nintendo 64 689
Hardware, NV30 218 224—225 235—236
Hardware, Pixel-Planes 7n 705 708
Hardware, PixelFlow 232—233 686 708
Hardware, Playstation 689
Hardware, Pomegranate 687
Hardware, PowerVR 705
Hardware, Radeon 140 220 222 223 509 696
Hardware, rasterizer 688
Hardware, RealityEngine 271 424
Hardware, Talisman 141 273 316
Hardware, VISUALIZE fx 381 701
Hardware, Voodoo 1 1 683
Hardware, WireGL 686
Hardware, Xbox 215 263 271 686 691 697—701
Harmonic series 422
HDRI 213
HDTV 110
HDTV, phosphors 193
He's lighting model see "Lighting model"
head 38 40
Headlight 81
heads-up display 325
Heightfield 250 373 477 see
Heightfield, displacement mapping 176 177 548
Heightfield, terrain 476 477
Heightfield, tessellation 444
Helmholtz reciprocity 196
Hermite curves see "Curves"
Hermite interpolation see "Interpolation"
Hidden line rendering see "Line"
Hierarchical collision detection see "Collision detection"
Hierarchical image caching see "Impostor"
Hierarchical occlusion map see "Culling HOM
Hierarchical spatial data structure see "Spatial data structure"
Hierarchical view frustum culling see "Culling"
Hierarchical Z-buffering see "Culling"
Hierarchy building see "Collision detection"
High color mode see "Color"
Highlight 75—80 417
highlighting 308—310 674
Hilbert curve 463
Hither 59n
HLS 193
Homogeneous notation 4 25 30 123 731—732
Homogenization 30 57 731
Horizon 373
Horizon mapping 282
Horizontal refresh rate see "Refresh rate"
Horizontal retrace see "Retrace"
Hourglass see "Polygon"
HRAA see "Antialiasing Quincunx"
HSB 193
HUD 325
Hue 192
Hyperbolic interpolation see "Interpolation"
HyperZ 420 696
Hysteresis see "Level of detail"
HZB culling see "Culling hierarchical
IBr see "Image-based rendering"
Identity matrix see "Matrix"
Illuminance 188
Illuminant E 192
Image engine 704
image size see "Texturing"
Image, high dynamic range 213
Image, pyramid 383 385 387
Image-based rendering 187 313—340
Imaging subset 98
IMMPACT 666
Implicit surface see "Surfaces"
Implicit surface modeler see "Modeler"
Impostor 325—329 400
Impostor, depth sprite 332—334
Impostor, hierarchical image caching 334—336
Impostor, layered depth image 334
Impostor, sprite 325
Incremental occlusion maps see "Culling"
Incremental tree-insertion see "Collision detection"
Index buffer see "Vertex buffer"
Index of refraction 245
Indexed vertex buffer see "Vertex buffer"
InfiniteReality see "Hardware"
Inflection 491
Inline code 413
Inner product see "Dot product"
Insertion sort see "Sort"
Instance 14 356
Interactivity 1
INTERFACE see "Hardware"
Interlacing 671
Interleaved array 468
Interleaved sampling 100
Internal node see "Node"
Interpolating, subdivision curve see "Curves subdivision"
Interpolating, subdivision surface see "Surfaces subdivision"
Interpolation 16 156 161 555
Interpolation, barycentric 578
Interpolation, bilinear 129—131 133 136 497—498
Interpolation, Hermite 492—496
Interpolation, hyperbolic 681
Interpolation, linear 483
Interpolation, perspective-correct 680—682
Interpolation, rational linear 681
Interpolation, repeated 503
Interpolation, repeated, bilinear 498
Interpolation, repeated, linear 484—486
Interpolation, trilinear 136
Intersection testing 557—629
Intersection testing, AABB/AABB 600
Intersection testing, box/plane 586—589
Intersection testing, box/ray 572—577
Intersection testing, BV/BV 598—606
Intersection testing, convex polyhedron/ray 575
Intersection testing, crossings test 583—586
Intersection testing, dimension reduction 568
Intersection testing, dynamic 620—628 634—640
Intersection testing, dynamic separating axis theorem see "Intersection testing separating
Intersection testing, dynamic sphere/plane 621—622
Intersection testing, dynamic sphere/polygon 624—627
Intersection testing, dynamic sphere/sphere 622—623
Intersection testing, ERIT's method 594—596
Intersection testing, frustum 606—614
Intersection testing, frustum/box 612—613
Intersection testing, frustum/cylinder 611
Intersection testing, frustum/ray 575
Intersection testing, frustum/sphere 609—611
Intersection testing, hardware-accelerated 558—559
Intersection testing, interval overlap method 590—594
Intersection testing, Jordan curve theorem 583
Intersection testing, k-DOP/k-DOP 600—602
Intersection testing, k-DOP/ray 575
Intersection testing, line/line 616—619
Intersection testing, OBB/OBB 602—606
Intersection testing, OBB/OBB, SAT lite 646
Intersection testing, octant test 610 613
Intersection testing, picking 557—558
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