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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
Reflection, curved      245
Reflection, direction      76
Reflection, environment mapping      155 157 159 161 164 174
Reflection, glossy      243
Reflection, law of      239
Reflection, map      206—209 212n
Reflection, mapping      153 154
Reflection, microfacet      199
Reflection, planar      239—243 368
Reflection, recursive      243
Reflection, transform      30 240
Reflectometer      202
Refraction      101 163 245—248
Refraction, glossy      243
Refresh rate, horizontal      670
Refresh rate, vertical      670
Register combiner      220 221 700
Regular setting      537
Regular spatial data structure      see "Spatial data structure"
Regular vertex      533
Rejection test      see "Intersection testing"
Relief texture mapping      see "Texturing"
Render to texture      223 233 243 340
Rendering equation      277 284
rendering pipeline      see "Pipeline"
Rendering spectrum      313—314
Rendering speed      11 12
Rendering state      424
Renderman      71 176 179 232—233 234 287
REPEAT      see "Texturing"
Repeated linear interpolation      see "Interpolation"
REPLACE      see "Texturing blending
Resampling      90—91
Restitution      see "Collision response"
Retrace, horizontal      670
Retrace, vertical      670 676
RGB      68 127 183
RGB to grayscale      193
RGB, color cube      191
RGB, color mode      see "Color mode true
RGBA      102 105 673
RGBA texture      127
RGSS      94
Ridge edge      see "Edge"
Right triangle laws      see "Trigonometry"
Right-handed basis      see "Handedness"
Right-handed coordinate system      see "Coordinate system"
Rigid-body motion, collision detection      see "Collision detection"
Rigid-body transform      see "Transform"
Ripmap      see "Texturing minification"
Roam      476
ROLL      38 40
root node      see "Node"
Roping      112
Rotation      see "Transform"
Rotation around a point      29
Row-major      33n 61
S3 texture compression      see "Texturing compression"
Sampling      85—92 94 see
Sampling pattern      94 114
Sampling theorem      87
Sampling, bandlimited signal      87
Sampling, continuous signal      85
Sampling, discretized signal      85
Sampling, Nyquist limit      87 133 136
Sampling, stratified      99
Sarrus's scheme, cross product      723
Sarrus's scheme, determinant      726
SAT lite      646
Saturation      192
Scalable system      146
Scalar product      see "Dot product"
Scaling      see "Transform"
Scan conversion      20
ScanLine      670 671
Scanline, interleave      671
Scanner gamut      193
Scene graph      see "Spatial data structure"
Screen coordinates      19
Screen mapping      18—19
Screen size culling      see "Culling detail"
Screen space      685
Screen space coverage      395 520
Screen-aligned billboard      see "Billboard"
Screen-door transparency      see "Transparency"
ScRGB      110
SDRAM      693
Second-order equation      569
Selection of LOD      see "Level of detail"
Self-shadow aliasing      see "Aliasing"
Semi-regular setting      537
Separating axis theorem      see "Intersection testing"
Sequential triangle strip      see "Triangle strip"
SGI algorithm      see "Triangle strip"
Shade tree      232
Shading      15—16 70—71
Shading, deferred      232 687 706
Shading, flat      70
Shading, Gouraud      16 70—71
Shading, Gouraud, rotation invariant      446
Shading, hard      290
Shading, language      232—236
Shading, Phong      70—71 80 225—226
Shading, pixel      see "Pixel shader"
Shading, problems      443—446
Shading, texture palette      304—306
Shading, toon      290—291
Shading, vertex      see "vertex shader"
Shadow      238 248—276
Shadow on curved surfaces      260—275
Shadow, anti-shadow      253
Shadow, buffer      270
Shadow, depth map      270
Shadow, false shadow      253 256
Shadow, hard      248
Shadow, map      260 269 269—275
Shadow, map, bias      272 273
Shadow, optimization      275—276
Shadow, penumbra      248 254 272
Shadow, planar      250—260
Shadow, planar, soft      254—260
Shadow, projection      250—254
Shadow, pseudo-soft      272
Shadow, soft      248 254
Shadow, umbra      248 259
Shadow, volume      261—269
Shadow, volume, vertex blending      57
Shaft      614
Shaft occlusion culling      see "Culling"
Shared memory multiprocessor      see "Multiprocessing"
Shear      see "Transform"
Shininess      78 424
Shortest arc      50
Shrek      709
Silhouette      259 291—304 521 547
Silhouette, backface rendered      295—299
Silhouette, bias rendered      295
Silhouette, detection, hardware      267—268
Silhouette, edge detection      301—303
Silhouette, environment mapped      293—295
Silhouette, fattening      296—297
Silhouette, halo      297
Silhouette, hybrid      303—304
Silhouette, image      299—301
Silhouette, procedural geometry      295—299
Silhouette, shadow volume      267—268
Silhouette, shell      297—298
SIMD      233 424 699 711
simplex      662
simplification      390 423 438 468—479
Simplification, cost function      471—474
Simplification, edge collapse      470—472
Simplification, level of detail      475
Simplification, optimal placement      471
Simplification, reversibility      470
sin      see "Trigonometry"
Sinc filter      see "Filtering"
Single buffer      see "Buffer"
Singular value decomposition      205
Skeleton-subspace deformation      see "Transform vertex
skinning      see "Transform vertex
Skybox      247 338—339
Slab      563 572n
Slabs method      see "Intersection testing"
Slerp      see "Quaternion"
SLI      671
Smoothing      see "Polygonal techniques"
Smoothing phase      see "Surfaces subdivision"
SMOOTHVISION      100
Snell's law      245
Sobel edge detection      300
Soft shadow      see "Shadow"
Software pipelining      see "Multiprocessing"
Solid      447
Solid, angle      185 397
Solid, modeler      see "Modeler"
Solid, volume of      451
sort      351
Sort, bubble sort      654
Sort, insertion sort      654
Sort, qsort      450
Sort, space      685
Sort-Everywhere      687
Sort-First      686
Sort-Last Fragment      686
Sort-Last Fragment, Xbox      699
Sort-Last Image      686
Sort-Last Image, PixelFlow      686
Sort-Middle      686
Sort-Middle, InfiniteReality      686 701
Sort-Middle, KYRO      686
Space subdivision      346
Space-filling curve      463 700
span      718
Spatial coherence      see "Coherence"
Spatial data structure      346—357
Spatial data structure, aspect graph      358
Spatial data structure, bounding volume hierarchy      347 347—349 558 598
Spatial data structure, BSP tree      346 349—353 364—365 385 389 634
Spatial data structure, BSP tree, axis-aligned      335 350—351
Spatial data structure, BSP tree, collision detection      634
Spatial data structure, BSP tree, dynamically adjusted      634—640
Spatial data structure, BSP tree, polygon-aligned      351—353 419
Spatial data structure, collision testing      643—644
Spatial data structure, hierarchical      346
Spatial data structure, hierarchy building      641—642
Spatial data structure, irregular      346
Spatial data structure, k-d tree      351
Spatial data structure, loose octree      354—355
Spatial data structure, octree      346 353—355 364 365 380 383 385 386 664
Spatial data structure, quadtree      353 373 379 380
Spatial data structure, quadtree, restricted      522
Spatial data structure, regular      346
Spatial data structure, scene graph      355—357 368 395 424
Spatial data structure, scene graph, LOD      396
Spatial data structure, triangle binary tree      477
Spatial parallelism      see "Parallelism"
Spatial relationship      238
Spatialization      357
Spectrum      183 188 189 190 192
Specular, component      see "Lighting model"
Specular, highlight      see "Highlight"
Specular, light map      see "Texturing"
Specular, lobe      see "BRDF"
Speed-up      10 433 434
Sphere      439 645
Sphere mapping      see "Environment mapping"
Sphere, formula      560 561 568
Sphere/box intersection      see "Intersection testing"
Sphere/frustum intersection      see "Intersection testing"
Sphere/plane intersection      see "Intersection testing dynamic"
Sphere/ray intersection      see "Intersection testing"
Sphere/sphere intersection      see "Intersection testing dynamic" "Intersection
Spherical coordinates      154 561
Spherical linear interpolation      see "Quaternion"
Splat      278 343 402—403
Splatting      343
Spline curves      see "Curves"
Spline surfaces      see "Surfaces"
Spot exponent      69
Spotlight      see "Light source"
Sprite      314—316 see
Sprite, depth      336
Sprite, layered      315—316
Sprite, point      216 331
sRGB      110
sRGB64      110
SSE      214 411 553 683
Stage, blocking      429 433
Stage, starving      428 433
Standard basis      see "Basis"
Star-shaped polygon      see "Polygon"
Starving      see "Stage starving"
State, changes      424 431
State, sorting      431
Static intersection testing      see "Intersection testing"
Stationary subdivision      see "Surfaces subdivision"
Stencil      534
Stencil, buffer      see "Buffer"
Stencil, test      688
Steradian      185
Stereo buffer      see "Buffer"
Stereo vision      678
Stereolithography      439 448
Stereophotogrammetry      438
Stereopsis      678
Stitching      see "Polygon edge
Stochastic sampling      99
Stratified sampling      see "Sampling"
Stride      468
Strip      see "Triangle strip"
Stripification      438
Stroke      306—307
Stylistic rendering      see "Non-photorealistic rendering"
Subdeterminant      see "Matrix"
Subdivision, curves      see "Curves"
Subdivision, surfaces      see "Surfaces"
Subpixel addressing      447 674 689
Subtexture      see "Texturing"
Sum object      660
Summed-area table      see "Texturing minification"
Superscalar      13
SuperScene      100
Supporting plane      582n
Surface based modeler      see "Modeler"
Surfaces, B-spline      509 545
Surfaces, Bezier patch      497—502
Surfaces, Bezier patch, Bernstein      499
Surfaces, Bezier patch, de Casteljau      498
Surfaces, Bezier patch, degree      498
Surfaces, Bezier patch, derivatives      500
Surfaces, Bezier patch, rational      502
Surfaces, Bezier triangle      502—504 606
Surfaces, Bezier triangle, Bernstein      503
Surfaces, Bezier triangle, de Casteljau      503
Surfaces, Bezier triangle, degree      502
Surfaces, Bezier triangle, derivatives      503
Surfaces, biquadratic      498
Surfaces, continuity      509—512
Surfaces, explicit      560—561
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