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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 |
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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