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
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
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