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Akenine-Möller T. — Real-Time Rendering |
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Предметный указатель |
Surfaces, explicit, sphere 560 561
Surfaces, explicit, triangle 561 578
Surfaces, hardware support 509
Surfaces, implicit 526—527 560—561
Surfaces, implicit, blending 526
Surfaces, implicit, derivatives 526
Surfaces, implicit, sphere 568
Surfaces, N-patch 497 504—509 509
Surfaces, NURBS 555
Surfaces, parametric 120 496—509
Surfaces, shadows 269
Surfaces, spline 446 537
Surfaces, subdivision 531—554
Surfaces, subdivision, 542—543
Surfaces, subdivision, adaptive 553—554
Surfaces, subdivision, approximating 533
Surfaces, subdivision, Catmull — Clark 543—545
Surfaces, subdivision, color interpolation 550
Surfaces, subdivision, displaced 547—549
Surfaces, subdivision, interpolating 537
Surfaces, subdivision, limit position 535
Surfaces, subdivision, limit surface 535
Surfaces, subdivision, limit tangents 536
Surfaces, subdivision, Loop 533—537 537 538 541—543 545 547—550 555
Surfaces, subdivision, mask 534
Surfaces, subdivision, modified butterfly 533 536 537—541 542 543 550
Surfaces, subdivision, normal interpolation 550
Surfaces, subdivision, piecewise smooth 545—547
Surfaces, subdivision, polygon-based 532
Surfaces, subdivision, refinement phase 532
Surfaces, subdivision, smoothing phase 532
Surfaces, subdivision, stationary 532
Surfaces, subdivision, stencil 534
Surfaces, subdivision, tabulation 552—553
Surfaces, subdivision, texture interpolation 550
Surfaces, subdivision, triangle-based 532
Surfaces, subdivision, uniform 532 551
Surfaces, tensor product 497
Surfaces, tessellation see "Tessellation"
Surfel 402
Surround effect 109
Swap buffer 20 676 677
Swap strip see "Triangle strip"
Sweep 373
Sweep-and-prune see "Collision detection"
Switching of LOD see "Level of detail"
Swizzling see "Texturing"
Synchronization, monitor 426 670 677 678
T-buffer see "Buffer"
T-vertex 451 see
Talbot 188
Talisman see "Hardware"
TAM see "Tonal art map"
tan see "Trigonometry"
Tangent space see "Basis"
Tangent vector 492
Taxonomy, parallel architectures 685
Taylor series 515 see
Tearing 675 676
Technical illustration 289 290 308 312
Television, color space 193
Temporal bounding volume 389
Temporal coherence see "Coherence frame-to-frame"
Temporal parallelism see "Parallelism"
Tension parameter see "Curves"
Tensor product surfaces see "Surfaces tent filter" "Filtering"
Tessellation 512—525 see tessellation"
Tessellation, adaptive 516—522
Tessellation, fractional 395 522—525
Tessellation, surface 496
Tessellation, uniform 512
Texel 125
Texram 141
Texture, cache see "Cache"
Texture, dependent read 172 176 220 221 230 233
Texture, lapped 123 306
Texture, lookup 290 306
Texture, memory, InfiniteReality 704
Texture, palette see "Shading"
Texture, pixel 233
Texture, rectangle 223n
Texture, space 119
Texture, volumetric 343
Texturing 21 117—179
Texturing, alpha mapping 148—149 330
Texturing, animation 147—148 149 150 338
Texturing, antialiasing see "Antialiasing"
Texturing, bandwidth see "Bandwidth"
Texturing, blending operations, add 145
Texturing, blending operations, blend 145
Texturing, blending operations, decal 128
Texturing, blending operations, modulate 128
Texturing, blending operations, replace 128
Texturing, border 124
Texturing, bump mapping see "Bump mapping"
Texturing, cache see "Cache"
Texturing, clamp 124
Texturing, clipmap 142 705
Texturing, compression 142—144 693
Texturing, compression, DXTC 143
Texturing, compression, lossy 143
Texturing, compression, S3TC 143
Texturing, corresponder function 119 123—125
Texturing, dark mapping 150
Texturing, decaling 148
Texturing, detail 178
Texturing, distortion 445—446
Texturing, environment mapping see "Environment mapping"
Texturing, generalized 118—128
Texturing, gloss mapping 152—153 164—166 228
Texturing, glow 128
Texturing, image 129—141
Texturing, image size 129
Texturing, level of detail bias 136 224
Texturing, light mapping 150—152 260 281 282
Texturing, magnification 129 129—131
Texturing, magnification, bilinear interpolation 130
Texturing, magnification, cubic convolution 129n
Texturing, magnification, nearest neighbor 129
Texturing, minification 129 131—141
Texturing, minification, anisotropic filtering 139—140
Texturing, minification, bilinear interpolation 133
Texturing, minification, Elliptical Weighted Average 141
Texturing, minification, level of detail 135
Texturing, minification, mipmapping 133—137
Texturing, minification, nearest neighbor 131
Texturing, minification, ripmap 137 139
Texturing, minification, summed-area table 137—139
Texturing, minification, trilinear interpolation 136
Texturing, mirror 124
Texturing, mirror once 125 152
Texturing, multitexturing 146—147 164—166 233
Texturing, noise 126
Texturing, one-dimensional 127
Texturing, pipeline 118—119
Texturing, prefetch see "Prefetch"
Texturing, procedural 126
Texturing, projective 151 445
Texturing, projector function 118 120—123
Texturing, relief 334
Texturing, repeat 124
Texturing, subtexture 134
Texturing, swizzling 700
Texturing, three-dimensional 126—127
Texturing, tiling 141 424
Texturing, value transform function 119
Texturing, volume rendering 178
Texturing, wrap 124
Three plane intersection see "Intersection testing"
Throughput 12 405 432
| Tile, KYRO 705
Tile, screen 686 695
Tile, texture see "Texturing"
Tile, Xbox 700
Tile-based rendering 705
Tiled memory see "Memory"
Tiled rasterization see "Rasterizer"
Tiling see "Texturing"
Time-critical, collision detection see "Collision detection"
Time-critical, rendering 399
Timing 12 406 421 568
Timing, monitor 670
Tin 476
Tolerance verification 660
Tonal art maps 306
Tone reproduction 194 277
Toon rendering see "Shading"
Top-down see "Collision detection"
Torrance-Sparrow model see "BRDF"
Total internal reflection 245
Trace of matrix see "Matrix"
Trade-off, speed vs. quality 23 423
transform 731 see
Transform, affine 27
Transform, angle preserving 34
Transform, bounded see "Transform limited"
Transform, concatenation of 32—33
Transform, constraining a 40
Transform, decomposition 41—42
Transform, Euler 37—41
Transform, Euler, extracting parameters 39—41
Transform, Euler, gimbal lock 38 51
Transform, flattening the 418
Transform, inverse 36—37
Transform, length preserving 34
Transform, limited 408 429
Transform, mirror see "Transform reflection"
Transform, model 14—15
Transform, normal 35—36
Transform, optimization see "Optimization"
Transform, reflection 30 360
Transform, rigid-body 34 42 53
Transform, rigid-body, collision detection 648
Transform, rotation 28—29
Transform, rotation about an arbitrary axis 42—43
Transform, rotation from one vector to another 51—53
Transform, scaling 29—31
Transform, scaling, anisotropic see "Transform scaling nonuniform"
Transform, scaling, isotropic see "Transform scaling uniform"
Transform, scaling, nonuniform 30
Transform, scaling, uniform 30
Transform, shear 31—32
Transform, translation 27—28
Transform, vertex blending 15 53—57
Transform, vertex blending, enveloping 53
Transform, vertex blending, skeleton-subspace deformation 53
Transform, vertex blending, skinning 53
Transform, view 14—15
Transform, volume preserving 32
Translation see "Transform"
Transparency 101—106 244 431
Transparency, screen-door 101 112
Transparency, sorting 102 351
Transpose, matrix see "Matrix"
Tree, balanced 335 347 642 648
Tree, binary 348 374 641 644 651
Tree, binary, balanced 644
Tree, botanical 149 324 332 336—337
Tree, full 348
Tree, k-ary tree 347 424 641
Tree, triangle binary 479
Triangle area 736
Triangle fan 443 456—458
Triangle filter see "Filtering"
Triangle formula 561 578
Triangle mesh 463—464
Triangle mesh, universal 463—464
Triangle setup 20n 683 688
Triangle setup, InfiniteReality 704
Triangle setup, Xbox 699 700
Triangle strip 416 454—456
Triangle strip, creating 458—462
Triangle strip, dual graph 462
Triangle strip, generalized 456
Triangle strip, sequential 455
Triangle strip, SGI algorithm 460—462
Triangle strip, swap 456
Triangle/triangle intersection see "Intersection testing"
Triangulated irregular network 476
Triangulation see "Polygonal techniques"
Trigonometry 739—746
Trigonometry, angle difference relations 744
Trigonometry, angle sum relations 744
Trigonometry, arccos 740—741
Trigonometry, arcsin 740—741
Trigonometry, arctan 740—741
Trigonometry, cos 739
Trigonometry, derivatives of functions 741
Trigonometry, double angle relations 743
Trigonometry, formulae 741—746
Trigonometry, function sums & differences 745
Trigonometry, functions 739—741
Trigonometry, half-angle relations 746
Trigonometry, inverses of functions 740
Trigonometry, Law of Cosines 743
Trigonometry, Law of Sines 743
Trigonometry, Law of Tangents 743
Trigonometry, MacLaurin series 740
Trigonometry, Mollweide's Formula 743
Trigonometry, multiple angle relations 744
Trigonometry, Newton's Formula 743
Trigonometry, product relations 745
Trigonometry, Pythagorean relation 742
Trigonometry, right triangle laws 741
Trigonometry, sin 739
Trigonometry, tan 739
Trigonometry, Taylor series 740
Trigonometry, trigonometric identity 743
Trilinear interpolation see "Interpolation"
Triple buffer see "Buffer"
Tristimulus values 191
True color mode see "Color"
TRUFORM 509
Two-and-half-dimensions see ""
UMA see "Unified memory architecture"
Umbra see "Shadow"
Unified memory architecture 691 697
Uniform scaling see "Transform scaling"
Uniform tessellation see "Tessellation"
Unit matrix see "Matrix identity"
Universal triangle mesh see "Triangle mesh"
Upsampling 90
Valence 533
Valley edge see "Edge"
Value transform function see "Texturing"
var 468
Vector 715—716
Vector product see "Cross product"
Vector, addition 716 719
Vector, geometrical 719 731 732
Vector, length 720
Vector, norm 717—718 720
Vector, norm, notation 5
Vector, normalize 720
Vector, scalar multiplication 716 719
Vector, zero 716
Vertex, array see "Vertex buffer"
Vertex, array, compiled 468
Vertex, blending see "Transform"
Vertex, buffer 416 456 464—468
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