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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
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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