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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 |
Intersection testing, plane/ray 582
Intersection testing, polygon/ray 582—586
Intersection testing, rejection test 564
Intersection testing, rules of thumb 567—568
Intersection testing, separating axis theorem 563—564 576 590 596 601 602 613
Intersection testing, separating axis theorem, dynamic 627—628
Intersection testing, shaft/box 614—616
Intersection testing, slabs method 572—575
Intersection testing, sphere/box 599—600
Intersection testing, sphere/ray 568—572
Intersection testing, sphere/sphere 598—599
Intersection testing, static 620
Intersection testing, three planes 619—620
Intersection testing, triangle/box 596—597
Intersection testing, triangle/ray 578—582
Intersection testing, triangle/triangle 590—596
Intersection testing, Woo's method 575—576
Interval overlap method see "Intersection testing"
Inverse matrix see "Matrix"
Inverse square law 187
Irradiance 185 188 210 278 284
Irradiance, function 211
Irradiance, map see "Environment mapping"
Irregular spatial data structure see "Spatial data structure"
Irregular vertex 533
isosurface 526
isotropic scaling see "Transform scaling uniform"
Jaggies 85 see
Jet Grind Radio 290
Jittering 31 244 see
Joint 484 490 491 494
Jordan curve theorem see "Intersection testing"
Joule 184
k-ary tree see "Tree"
k-d tree see "Spatial data structure"
k-DOP 382 562—563 563 575 598 600 619 645 666
k-DOP, collision detection 650
k-DOP, creation 564
k-DOPTree see "Collision detection"
Kochanek — Bartels curves see "Curves"
KYRO see "Hardware"
LAB 193
Lafortune model see "BRDF"
Lambert's law 73—74 186 210
latency 430 432—433 435 677 678 684 689 694
Latency, occlusion query 382
Latitude 154 561
Law of Cosines see "Trigonometry"
Law of reflection see "Reflection"
Law of Sines see "Trigonometry"
Law of tangents see "Trigonometry"
Layered depth image see "Impostor"
Lazy creation 642
LCD 112n
LDI see "Impostor layered
leaf node see "Node"
Least-crossed criterion 352
Left-handed basis see "Handedness"
Left-handed coordinate system see "Coordinate system"
Length of vector see "Vector"
Lens flare 318 329—330
Level of detail 376 389—401 431 433 482
Level of detail, alpha 392
Level of detail, benefit function 395 399
Level of detail, bias 136 224 see
Level of detail, blend 391—392
Level of detail, continuous 394 410 476
Level of detail, cost function 399
Level of detail, discrete geometry 390
Level of detail, fractional tessellation 522
Level of detail, generation 390
Level of detail, geomorph 393—399
Level of detail, hysteresis 398
Level of detail, N-patch 508—509
Level of detail, popping 390 391 392 475
Level of detail, projected area-based 395—398
Level of detail, range-based 395
Level of detail, selection 390 395—399
Level of detail, simplification 475
Level of detail, subdivision surface 531
Level of detail, switching 390 390—395
Level of detail, time-critical 390 399—401
Life 342
Light cone 69
Light field 187
Light field rendering 317
Light mapping see "Texturing"
Light probe 158
Light source 15—16 67—69 81—83 416 418
Light source, area 248 254
Light source, directional 61 417
Light source, drop off 69
Light source, multiple 83
Light source, parallel-point 417
Light source, parameters 68—69
Light source, point light 61 417
Light source, spotlight 61 69 71 82 150 417
Light source, volume 248
lighting 15—16 70
Lighting equation 81—84 114 118 144—145 150 153 181 see
Lighting equation, Blinn 77 226
Lighting equation, distance attenuation 82
Lighting equation, Phong 76 181 206 213 226
Lighting model 72—84
Lighting model, ambient component 80—81
Lighting model, diffuse component 73—75
Lighting model, emissive component 83
Lighting model, global ambient 83
Lighting model, local 81
Lighting model, specular component 75—80
Lighting optimization see "Optimization"
Lighting per pixel 163—164
Lighting, fill 81
Lighting, two-sided 418
Limit curve 528 530
Limit surface 535
Limit tangent 539
Lindstrom 476
Line 18 308—312 732—734 see
Line integral convolution 178
Line rate 671
Line, antialiasing 111 112
Line, drawing 9
Line, edge highlighting 309
Line, haloing 311—312
Line, hidden-line rendering 310—311
Line, polygon edge rendering 309—310
Line, three-dimensional 734
Line, three-dimensional, explicit 734
Line, three-dimensional, implicit 734
Line, two-dimensional 732—734
Line, two-dimensional, explicit 732
Line, two-dimensional, implicit 733
Line/line intersection see "Intersection testing"
Linear algebra 715—738
Linear independence 718—719
Linear interpolation see "Interpolation"
Linear speed-up 434
Load balance 429 677 687
Local lighting model see "Lighting model"
LOD see "Levels of detail"
longitude 154 561
Loop see "Polygon"
Loop subdivision see "Surfaces subdivision"
Loop unrolling 412
Loose octree see "Spatial data structure"
Lossy compression see "Texturing compression"
Lowpass filter see "Filtering"
LU decomposition see "Matrix inverse"
Lumen 188
| Lumigraph 317
Luminance 188 192
Luminous energy 188
LUV 193
Lux 188
Mach banding 71 672 672
Maclaurin series see "Trigonometry"
Magnification see "Texturing"
Main axes 6
Manifold 447 451
Marching Cubes 527
Mask 534
Masking, perceptual 194
material 69—70 114 126
Material, ambient parameter 70
Material, diffuse parameter 70
Material, emissive parameter 70
Material, shininess parameter 70
Material, specular parameter 70
Matrix 723—731 see
Matrix, addition 724
Matrix, adjoint 36 727—728
Matrix, change of base 730—731
Matrix, definition 723
Matrix, determinant 30 726—727
Matrix, eigenvalue 729—730
Matrix, eigenvector 566 729—730
Matrix, homogeneous form 732
Matrix, identity 724 729 730
Matrix, inverse 28—32 34—37 43 728—729 730 731
Matrix, inverse, adjoint method 36
Matrix, inverse, Cramer's rule 36 579 728—729
Matrix, inverse, Gaussian elimination 36 729
Matrix, inverse, LU decomposition 36
Matrix, multiplication 725
Matrix, orthogonal 35 36 39 48 730
Matrix, orthogonal, rotation 28 37
Matrix, orthographic see "Projection"
Matrix, perspective see "Projection"
Matrix, quaternion 48
Matrix, rigid-body 34
Matrix, rotation 28
Matrix, rotation about an arbitrary axis 43
Matrix, rotation from one vector to another 51—52
Matrix, scalar multiplication 724
Matrix, scaling 30
Matrix, shear 31 32
Matrix, subdeterminant 727
Matrix, trace 28 49 724
Matrix, translation 27
Matrix, transpose 31 35 724
Matrix, transpose, notation 5
Matte 105
MB subdivision see "Surfaces subdivision modified
Memory, allocation 415
Memory, architecture 691
Memory, bandwidth see "Bandwidth"
Memory, bank 693
Memory, optimization see "Optimization"
Memory, tiled 700
Memory, UMA 691
Memory, unified see "Unified memory architecture"
mesh see "Polygon"
Message-passing architecture see "Multiprocessing"
Metal 195 199
Metamers 189
Metis 464
Microfacets 79 198—199
Minification see "Texturing"
Minowski sum 661
Mipmapping see "Texturing minification"
Mirror see "Texturing"
Mirror transform see "Transform reflection"
Model space 14 685
Model transform see "Transform"
Modeler 55 128 439 441 453
Modeler, solid 439
Modeler, surface 439
Modified butterfly subdivision see "Surfaces subdivision"
Modulate see "Texturing blending
Moebius strips 451
Mollweide's Formula see "Trigonometry"
Monitor 109 111 114 426 670—671 710
Monitor, gamut 193
Monsters, Inc. 709
Moore's law 710
Morton sequence 700
Mosaicing see "Texturing tiling"
Motion blur 94 236—237 680
Multipass rendering 114 144—146 673 696
Multiple angle relations see "Trigonometry"
Multiprocessing 429—435 687
Multiprocessing, dynamic assignment 434
Multiprocessing, message-passing 429
Multiprocessing, parallel 434—435
Multiprocessing, pipeline 430—434
Multiprocessing, shared memory multiprocessor 429
Multiprocessing, static assignment 434
Multisampling see "Antialiasing"
Multitexturing see "Texturing"
Multum in parvo 133
N-patch see "Surfaces"
n-rooks sampling 99
Nailboard see "Impostor depth
Near plane 59 65 396 606
Near plane, optimizing 674
Nearest neighbor see "Texturing" "Filtering"
Negatively oriented see "Handedness left-handed
Newell's formula 442
Newton's formula see "Trigonometry"
Nintendo 64 689
Nit 188
Node 347—348
Node, internal 347
Node, leaf 347
node, root 347
Noise 243
Noise function see "Texturing"
Non-photorealistic rendering 73 258 289—308 340
Non-photorealistic rendering, stylistic rendering 289
Noncommutativity 32 44 725
Nonlocal viewer 77 417
Nonuniform scaling see "Transform scaling"
Norm of vector see "Vector"
Normal cone 361—362 478
Normal map see "Bump mapping"
Normal transform see "Transform"
Normal-patches see "Surfaces N-patch"
Normalize vector see "Vector"
Normalized decomposition 205
Normalized device coordinates 18 60
Normalizing cube map see "Environment mapping"
NPR see "Non-photorealistic rendering"
NTSC 110
NTSC, phosphors 193
NURBS see "Surfaces"
Nusselt analog 279
NV30 see "Hardware"
NVTriStrip 462 479
NV_depth_clamp 265
NV_vertex_array_range 468
Nyquist limit see "Sampling"
OBB 561—562 563 598 645
OBB, collision detection 646—647
OBB, plane/box intersection 588—589
OBB, ray/box intersection 572—575
OBB/OBB intersection see "Intersection testing"
OBB/plane intersection see "Intersection testing"
OBB/ray intersection see "Intersection testing"
OBBTree see "Collision detection"
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