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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 |
Vertex, cache see "Cache"
Vertex, shader 15 182 213—219 287 688
Vertex, shader, animation 218 247 692
Vertex, shader, BRDF 203
Vertex, shader, compiler 287
Vertex, shader, conditionals 217—218
Vertex, shader, data compression 416
Vertex, shader, depth-of-field 237
Vertex, shader, displacement mapping 177
Vertex, shader, effects 218—219
Vertex, shader, graftals 308
Vertex, shader, motion blur 237
Vertex, shader, optimization see "Optimization"
Vertex, shader, particle systems 331
Vertex, shader, pipeline 214 216
Vertex, shader, ray tracing with 284
Vertex, shader, shadows 268—269
Vertex, shader, silhouetting 294 297 299 302
Vertex, shader, skinning 56
Vertex, shader, toon shading 291
Vertex, shader, vertex blending 56
Vertex, shader, Xbox 697—699
Vertex, stream 468
Vertical refresh rate see "Refresh rate"
Vertical retrace see "Retrace"
Vertices per second 409
VESA 670
Video controller 670
Video RAM 677
View frustum see "Frustum"
View frustum culling see "Culling"
View transform see "Transform"
View-independent progressive meshing 471
VIPM 471
| Visibility test 371
Visible band 183
Visual appearance 67
VISUALIZE fx see "Hardware"
Volume calculation, parallelepiped-box 737
Volume rendering 125 178 342—344
Volume, solid see "Solid"
Volumetric shadows see "Shadow"
Voodoo 1 see "Hardware"
Voxel 342 596
VTune Analyzer 407 435
W-buffer see "Buffer"
Ward model see "BRDF"
Water 247
Watercolor 289
Watt 184
Wheel of Reincarnation 711
White point 192
Window coordinates 19
Wireframe 310 311
WireGL 686
Woo's method see "Intersection testing"
World oriented billboard see "Billboard"
World space 14 16 674
Wrap see "Texturing repeat"
Xbox see "Hardware"
Yaw 38n
YIQ 193
Yon 59n
Z-buffer see "Buffer"
Z-compression 694—696
z-fighting 674n
Z-pyramid 383 383
Zero vector see "Vector"
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Реклама |
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