Главная    Ex Libris    Книги    Журналы    Статьи    Серии    Каталог    Wanted    Загрузка    ХудЛит    Справка    Поиск по индексам    Поиск    Форум   
blank
Авторизация

       
blank
Поиск по указателям

blank
blank
blank
Красота
blank
Akenine-Möller T. — Real-Time Rendering
Akenine-Möller T. — Real-Time Rendering



Обсудите книгу на научном форуме



Нашли опечатку?
Выделите ее мышкой и нажмите Ctrl+Enter


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
blank
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"
1 2 3 4 5 6 7 8
blank
Реклама
blank
blank
HR
@Mail.ru
       © Электронная библиотека попечительского совета мехмата МГУ, 2004-2024
Электронная библиотека мехмата МГУ | Valid HTML 4.01! | Valid CSS! О проекте