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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 |
Occluder 372
Occluder, fusion 372
Occluder, shrinking 377—379
Occluding power 372 373
Occlusion culling see "Culling"
Occlusion horizons see "Culling"
Occlusion map 387
Occlusion representation see "Culling"
Ocean 247
Octant test see "Intersection testing"
Octree see "Spatial data structure"
Opacity threshold 386 387
Optimal placement see "Simplification"
Optimization, application stage 410—415
Optimization, balancing see "Pipeline balancing"
Optimization, code 410—415 435
Optimization, dynamic video resizing 420
Optimization, geometry stage 415—419
Optimization, lighting 416—418
Optimization, memory 413—415
Optimization, multiprocessing see "Multiprocessing"
Optimization, overall 423—425
Optimization, pipeline 405—436
Optimization, pipelined processor 405
Optimization, pixel shader 233 234 423—425 696
Optimization, rasterizer stage 419—421
Optimization, vertex shader 234 419 424
Ordinary vertex 533
Oren and Nayar model see "BRDF"
Orientation see "Polygon"
Oriented bounding box see "OBB"
Orthogonal basis see "Basis"
Orthogonal decomposition 721
Orthogonal vector projection see "Projection"
Orthogonal vectors 717
Orthographic viewing 359n
Orthonormal basis see "Basis"
OUTLINE see "Polygon with
Over operator 102—105 392
Overlay planes 673
Packed pixel format 673
padding 412
Page flipping 676
Painter's algorithm 352
Painterly Rendering 289
parabola 484
Paraboloid mapping see "Environment mapping"
Parallax 328 329
Parallel close proximity see "Collision detection"
Parallel graphics 436 684
Parallel processing see "Multiprocessing"
Parallel projection see "Projection orthographic"
Parallelism 140 434 701
Parallelism, spatial 430
Parallelism, temporal 430
Parameter space values see "Texturing"
Parametric curves see "Curves"
Parametric surfaces see "Surfaces"
Particle system 331—332
Patch 498
Path planning 660
pbuffer 223
PCI 694
PDI 709
Pen and ink 289
Pending buffer see "Buffer"
Penetration depth 660
Penumbra see "Shadow"
Per-pixel operations 20
Per-polygon operations see "Per-vertex operations"
Per-vertex operations 13
Percentage closer filtering 272
Performance measurement 409—410
Perlin noise 127
Perp dot product 5—618
Perspective projection see "Projection"
Perspective viewing 359n 674
Perspective-correct interpolation see "Interpolation"
Phong lighting equation see "Lighting equation" "BRDF"
Phong shading see "Shading"
Phosphor 192 193
Photogrammetry 438
Photometric curve 183 192 193
Photometry 183 188
Photorealistic rendering 178 289 314
Pick window see "Intersection testing"
picking 557—558 560 570
Piecewise, Bezier curves see "Curves"
Piecewise, smooth subdivision see "Surfaces subdivision"
Pipeline 9—24 405—436
Pipeline, application stage 11 12—13 405
Pipeline, balancing 426—429
Pipeline, bottleneck see "Bottleneck"
Pipeline, conceptual stages 11
Pipeline, fixed function 214
Pipeline, flush 424 694
Pipeline, functional stages 11
Pipeline, gamma correction 114 670
Pipeline, geometry stage 11 13—19 405 683 687
Pipeline, idle time utilization 426
Pipeline, instrumentation 421 705
Pipeline, multiprocessing see "Multiprocessing"
Pipeline, optimization see "Optimization"
Pipeline, rasterizer stage 11 20—22 405 683 688—689
Pipeline, software 431
Pipeline, speed-up 10
Pipeline, stage 10—12 683—684
Piranesi 340
Pitch 38 40
Pixar 709
Pixel 20n 92n 98
Pixel buffer 223
Pixel overdraw 422
Pixel shader 16 104 182 220—232 235—236 287
Pixel shader, arithmetic addressing 222
Pixel shader, Banks model 213
Pixel shader, depth sprite 333
Pixel shader, depth-of-field 237
Pixel shader, edge detection 300
Pixel shader, fill rate 223
Pixel shader, Fresnel reflectance 231 247
Pixel shader, gamma correction 113 114
Pixel shader, image processing 340—342
Pixel shader, optimization see "Optimization"
Pixel shader, Perlin noise 127
Pixel shader, Phong shading 225—226
Pixel shader, pipeline 214 221
Pixel shader, power function 172 226 227 229
Pixel shader, precision 222 224 234—236
Pixel shader, refraction 247
Pixel shader, texture addressing 220—222
Pixel shader, texture palette 306
Pixel shader, toon shading 291
Pixel shader, Ward model 202
Pixel shader, Xbox 699—700
Pixel-Planes see "Hardware"
PixelFlow see "Hardware"
Pixels per second 409
Planar reflection see "Reflection"
Planck's constant 184
Plane 5 734—735
Plane sweep 442
Plane, axis-aligned 6
Plane, coordinate 6
Plane, explicit 735
Plane, implicit 735
Plane/AABB intersection see "Intersection testing"
Plane/box intersection see "Intersection testing"
Plane/OBB intersection see "Intersection testing"
Plane/ray intersection see "Intersection testing"
| Plastic 195 199
Playstation 689
Plenoptic function 187
PN triangle see "Surfaces N-patch"
Point 719 731 732
Point light see "Light source"
Point rendering 401—403
Point-based visibility 370 377
Pointer indirection 415
Poisson disk see "Antialiasing"
Polygon with multiple outlines 443
Polygon, area 736—737
Polygon, bowtie 441
Polygon, contour 443
Polygon, convex region 442
Polygon, edge cracking see "Cracking"
Polygon, edge stitching 446
Polygon, edges for joining outlines 443
Polygon, hourglass 441
Polygon, loop 443
Polygon, mesh 449
Polygon, orientation 448
Polygon, sorting 102—103 352 422—423
Polygon, soup 632 641 647
Polygon, star-shaped 443
Polygon, T-vertex 446—447 689
Polygon-aligned BSP tree see "Spatial data structure BSP
Polygon/cube intersection see "Intersection testing"
Polygon/ray intersection see "Intersection testing"
Polygonal techniques 437—479
Polygonal techniques, consolidation 438 447—454
Polygonal techniques, simplification see "Simplification"
Polygonal techniques, smoothing 452—453
Polygonal techniques, tessellation 390 438 440—447
Polygonal techniques, triangulation 437 440—443 445
Polygonalization 439
Polytope 600n
Pomegranate see "Hardware"
Popping see "Level of detail"
Port 691
Portal culling see "Culling"
Positively oriented see "Handedness right-handed
Post T&L vertex cache see "Cache"
Potentially visible set 358
Poulin — Fournier model see "BRDF"
PowerVR see "Hardware"
Pre T&L vertex cache see "Cache"
Pre-order traversal 363
PRECISION 252 309 423
Precision, color 113 138 672 673
Precision, depth 271 674
Precision, floating point 413
Precision, subpixel 446
Prefetch 684
Prefetch, instruction 414
Prefetch, texture 689—690 693
Prelit 418 444
Preshaded 418 444
Printer gamut 193
Procedural modeling 179 308 408
Procedural texturing see "Texturing"
Product relations see "Trigonometry"
Progressive scan 671
Projected area 186 279
Projected area-based LOD see "Level of detail"
Projection 17—18 57—66
Projection, 3D polygon to 2D 582
Projection, 3D triangle to 2D 578
Projection, bounding volume 395—399
Projection, orthogonal vector 721
Projection, orthographic 17—18 26 58—61
Projection, parallel see "Projection orthographic"
Projection, perspective 17 18 26 61—66
Projective texturing see "Texturing"
Projector function see "Texturing"
Pull 691
Pull, InfiniteReality 703
Pull, Xbox 699
push 691
PVS see "Potentially visible set"
Pythagorean relation see "Trigonometry"
Quadratic curve see "Curves"
Quadratic equation 569 623
Quadrilateral mesh shading 443
Quadtree see "Spatial data structure"
Quake 403
Quake III 145 233
Quantization 673
Quantum tunneling 620
Quartic curve see "Curves"
Quaternion 39 44—53
Quaternion, addition 45
Quaternion, conjugate 45 46
Quaternion, definition 44
Quaternion, identity 45
Quaternion, imaginary units 44
Quaternion, inverse 45
Quaternion, laws of multiplication 46
Quaternion, logarithm 47
Quaternion, matrix conversion 48—49
Quaternion, multiplication 45
Quaternion, norm 45 46
Quaternion, power 47
Quaternion, slerp 50
Quaternion, spherical linear interpolation 49—51
Quaternion, spline interpolation 51
Quaternion, transforms 47—53
Quaternion, unit 46 47
QuickTime VR 316 338 339
Quincunx see "Antialiasing Quincunx"
Radeon see "Hardware"
Radiance 185—188 188 192 208 210 277 278 280 282 338
Radiance distribution 186
Radiance, BRDF and 195—197 202
Radiant energy 184 188
Radiant exitance 185 280
Radiant flux 184
Radiant flux density 184
Radiant power 184
Radiometry 183 188
Radiosity 185 277—282 440 444
Radiosity equation 280
Radiosity simplification 474
Range-based fog see "Fog"
Ranged-based LOD see "Level of detail"
RAPID see "Collision detection"
Rasterizer, InfiniteReality 704
Rasterizer, KYRO 706
Rasterizer, perspective-correct 680
Rasterizer, stage see "Pipeline"
Rasterizer, tiled 690
Rasterizer, unit 684 689
Rasterizer, unit, Xbox 699
Rasterizer, Xbox 699
Rational Bezier curve see "Curves Bezier"
Rational Bezier patch see "Surfaces Bezier"
Rational linear interpolation see "Interpolation"
Ray 559—560
Ray tracing 159 282—286 339
Ray tracing, hybrid 340
Ray tracing, reflection 245
Ray/object intersection see "Intersection testing"
RealityEngine see "Hardware"
Reciprocal 412
Reciprocity 196
Reconstruction 86 87—90
Refinement phase see "Surfaces subdivision"
Reflectance equation 196
Reflectance lobe see "BRDF"
Reflection 76 197—199 238—245
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