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Àâòîðèçàöèÿ |
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Ïîèñê ïî óêàçàòåëÿì |
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Polack T. — Focus On 3D Terrain Programming (Game Development) |
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Ïðåäìåòíûé óêàçàòåëü |
2D data structure, Ruettger’s quadtree algorithm 106—108
3D distance formula, geomipmapping 90—92
3D terrain, game development 5—7
AABB (Axis — Aligned Bounding Box) 99—100
Abstract class, defined 19
Add/Remove function 160
Air resistance, particle property 194
Algorithms, brute force 24—27
Algorithms, CLOD (continuous level of detail) 5
Algorithms, fault formation 27—33
Algorithms, midpoint displacement 33—37
Algorithms, ROAM 6 128—164
Algorithms, Roettger’s quadtree 78 106—126
Algorithms, screen-pixel determination 91—92
allocation function 160
Alpha blending, water rendering 169
Alternate demos, conventions used in book 8
Animations, water rendering 170
API, vertex buffer rendering advantages 81—82
Applications, terrain programming uses 4—5
Arguments, interpolation function 50
Axis — Aligned Bounding Box (AABB), frustum culling 99—100
Backbone data structure, ROAM algorithm 149—156
Base code, conventions used in book 8—10
Base nodes, improvements 133—134
Base nodes, tessellating 131—132
Billboarding, particle engines 198—199
Binary triangle tree, merge queue 132—133
Binary triangle tree, node improvements 133—134
Binary triangle tree, ROAM algorithm 129—132
Binary triangle tree, split queue 132—133
Binary triangle tree, tessellation levels 129—131
Boundaries, tiles 51—52
Bounding sphere, frustum culling 145—146
Brute force algorithm, heightmaps 24—27
Buffers, BinTriNode structure 134—135
Buffers, data 22—24
Buffers, diamond pool 153—154
Buffers, temporary 30
Buffers, vertex 81—82
Buffers, water rendering 172—174
C++ — Style File I/O, versus C-Style File I/O 21—22
C-Style File I/O, author’s recommendations 21—22
Camera-terrain collision detection 187—189
CD-ROM, contents structure 207
CD-ROM, file path conventions 8
CD-ROM, GUI 206
CD-ROM, installation 207
CD-ROM, system requirements 206
Children nodes, binary triangle tree node links 134
Children nodes, Roettger’s quadtree algorithm 110—111
classes, abstract 19
Classes, CQUADTREE 116—117
Classes, CTERRAIN 18—21
Classes, geomipmapping 88
CLOD (see Continuous level of detail algorithms)
Cloud textures, Fractal Brownian Motion (FBM) theory 183—187
Cloud textures, sky-dome 182—187
Code, conventions used in book 8—10
Collision detection, camera-terrain 187—189
Collision detection, scaled function 21
Colors, elevation representation 17—18
Colors, light source 59—62
Colors, particle property 194
Colors, RGB value extraction 48—49
Components, book sections 11—13
Continuous level of detail (CLOD) algorithms advantages 77—78
Coordinates, texture (standard range) 40—41
Cosinelnterpolation function 185—186
Cracking 82—86
Cracking, avoidance methods 83—86
Cracking, CreateParticle function 195—196
Cracking, defined 76
Cracking, detail added where needed 77—78
Cracking, drawbacks 78
Cracking, game development 5
Cracking, geomipmapping maintenance 89—92
Cracking, geomipmapping theory 79—86
Cracking, if-else statement testing 84—85
Cracking, polygon culling 78
Cracking, screen-pixel determination algorithm 91—92
Current position, particle property 193
Data buffers, heightmap data loading 23
Data buffers, heightmap memory allocation 22
Data buffers, NULL pointer 23—24
Data interpolation, particle engines 199—200
DeBoer, Willem H., geomipmapping developer 79
Demo code, conventions used in book 8—10
Demos, alternate 8
Demos, CD — ROM 206
Demos, groupings 8
Demos, main 8—10
Demos, random 8
Demos, system requirements 206
Detail maps, defined 52
Detail maps, hardware multitexturing 54—55
Detail maps, ROAM algorithm 147—148
Diamond pool buffer, ROAM algorithm 153—154
Diamond-square algorithm, 1D explanation 34—35
Diamond-square algorithm, 2D explanation 35—37
Diamond-square algorithm, defined 33
Diamond-square algorithm, drawbacks 33
Diamonds, base unit 149
Diamonds, creation function 151—153
Diamonds, Enqueue function 158
Diamonds, merge function 159
Diamonds, parent/child links 150
Diamonds, priority update function 158
Diamonds, ROAM algorithm 149—154
Diamonds, split function 158—159
Diamonds, split/merge priority queue 156—160
Direct3D, vertex buffer use 82
Distance equations, Roettger’s quadtree algorithm 112—113
Distance-based fog 189—190
Duchaineau, Mark, ROAM algorithm developer 128
Dynamic lightmaps, lighting calculations 68—69
Dynamic lightmaps, slope-lighting calculations 69—71
Elevations, color representations 17—18
Elevations, erosion filter 30—31
Elevations, fault formation algorithm 28—30
enqueue function 158
Environmental topology, terrain application 5
Erosion filter, heightmaps 30—31
Error metric, ROAM algorithm 134—136
Fan centers, geomipmapping 94—96
Fault formation algorithm, defined 27—28
Fault formation algorithm, elevations 28—30
Fault formation algorithm, fractal terrain generation 27—33
FBM (Fractal Brownian Motion) theory 183—187
File paths, CD conventions 8
Filters, erosion 30—31
Filters, FIR 31—33
Flight simulators, terrain application 5
Floating-point operations. IEEE 139—141
Floating-point variables, temporary buffers 30
Fog, distance-based 189—190
Fog, vertex-based 191
For loops, procedural texture generation 48—49
Force buffer, water rendering 172—174
Formulas, 3D distance 90—92
Fractal Brownian Motion (FBM) theory, cloud textures 183—187
Fractal terrain generation, defined 27
Fractal terrain generation, erosion filter 30—31
Fractal terrain generation, fault formation algorithm 27—33
Fractal terrain generation, midpoint displacement algorithm 33—37
Frame-to-frame coherence, ROAM algorithm 136
Frequency, defined 184
Frustum culling, bounding sphere 145—146
Frustum culling, geomipmapping 98—101
Frustum culling, ROAM algorithm 144—148
| Frustum culling, Roettger’s quadtree algorithm 115—116 125
FTexBottom function 41
FTexLeft function 41
FTexTop function 41
Functions, Add/Remove 160
Functions, Allocation 160
Functions, brightness extraction 64
Functions, Cosinelnterpolation 185—186
Functions, CreateParticle 195—196
Functions, diamond creation 151—153
Functions, dynamic lightmaps 68
Functions, Enqueue 158
Functions, erosion filter 31—33
Functions, freeing 160
Functions, fTexBottom 41
Functions, fTexLeft 41
Functions, fTexTop 41
Functions, GetBrightnessAtPoint 64 212
Functions, GetTrueHeightAtPoint 58—59
Functions, height retrieval 21
Functions, heightmap manipulation 21
Functions, iCurrentlteration 29
Functions, ilterations 29
Functions, iMaxDelta 29
Functions, iMinDelta 29
Functions, Init 117
Functions, interpolation 50
Functions, merge 159
Functions, node refine 118—119
Functions, node-rendering 111
Functions, Noise 184
Functions, priority update 158
Functions, PropagateRoughness 123—124
Functions, ranged random 185—186
Functions, RangedSmoothRandom 185—186
Functions, RefmeNode 117 124 125
Functions, region percentage calculations 45—46
Functions, RenderChild 139—142 144
Functions, RenderFan 93
Functions, rendering 119—121
Functions, RenderNode 117
Functions, RenderVertex 92—93 117
Functions, repeating textures 51—52
Functions, scaled 21
Functions, Shutdown 117
Functions, slope-lighting 68—71
functions, Split 158—159
Functions, tile generation 47—48
Functions, tile management 47—48
Functions, True 21
functions, Update 90 138 161 196—197
Game Developer Magazine 78
Game development, 3D terrain application 5—7
Game Programming Gems 82
Games, Black and White 5—6
Games, Max — Payne 65
Games, Quake 2 65
Games, Starseige: Tribes 5
Games, Treadmarks 5—7
Geomipmapping, 3D distance formula 90—92
Geomipmapping, Axis — Aligned Bounding Box (AABB) 99—100
Geomipmapping, CLOD algorithm 79—86
Geomipmapping, cracking 82—86
Geomipmapping, fan centers 94—96
Geomipmapping, frustum culling 98—101
Geomipmapping, geomorphing 101—103
Geomipmapping, initialization 88—89
Geomipmapping, Level of Detail (LOD) 80—81
Geomipmapping, maintenance 89—92
Geomipmapping, mipmapping similarities 79—80
Geomipmapping, neighbor structure 94—97
Geomipmapping, patch rendering triangle arrangement 80—81
Geomipmapping, patch structure variables 87
Geomipmapping, popping 91—92 101—104
Geomipmapping, Render function 92 98
Geomipmapping, RenderFan function 93
Geomipmapping, rendering functions 92—98
Geomipmapping, RenderPatch function 93—97
Geomipmapping, RenderVertex function 92—93
Geomipmapping, screen-pixel determination algorithm 91—92
Geomipmapping, shutdown 89
Geomipmapping, vertex buffers 81—82
Geomorphing, popping reduction 101—103
GetBrightnessAtPoint function 64
GetTrueHeightAtPoint function 58—59
Global Resolution Criteria equation, Roettger’s quadtree algorithm 112
Gouraud lighting, popping elimination 103—104
Graphics cards, vertex information preferences 82
Grayscale images, heightmaps 17
GUI (Graphical User Interface), CD — ROM 206
Hardware lighting, shortcomings 62—63
Hardware multitexturing, detail maps 54—55
Height-based lighting, defined 58
Height-based lighting, GetTrueHeightAtPoint function 58—59
Height-based lighting, light source coloring 59—62
Height-based lighting, lighting value calculations 59
Height-based lighting, shortcomings 60—62
Height-based lighting, visual explanation 59
Heightmap resolution dependency 49—52
Heightmaps, brute force algorithm 24—27
Heightmaps, data buffers 22—23
Heightmaps, described 16—18
Heightmaps, elevation colors 17—18
Heightmaps, erosion filter 30—31
Heightmaps, fault formation algorithm 27—33
Heightmaps, grayscale images 17
Heightmaps, loading 21—23
Heightmaps, manipulation functions 21
Heightmaps, memory allocation 22
Heightmaps, midpoint displacement algorithm 33—37
Heightmaps, pixels 17
Heightmaps, quadtree matrix 109—111
Heightmaps, RAW format 18
Heightmaps, resolution dependency 49—52
Heightmaps, ROAM algorithm 147—148
Heightmaps, save routine 23
Heightmaps, temporary buffers 30
Heightmaps, unloading 23—24
Heightmaps, unsigned char variables 16 18
IEEE floating-point operations, ROAM uses 139—141
Ilterations function 29
IMaxDelta function 29
IMinDelta function 29
Init function 117
Installation, CD — ROM 207
Interpolation, particle engines 199—200
Leaf node, Roettger’s quadtree algorithm 111
Level of Detail (LOD), crack mending 83—86
Level of Detail (LOD), geomipmapping 80—81
Life span, particle property 193
Light source, coloring 59—62
Lighting, dynamic lightmaps 68—71
Lighting, gouraud 103—104
Lighting, hardware 62—63
Lighting, height-based 58—62
Lighting, lightmapping 63—65
Lighting, slope 66—68
Lighting, water rendering 174
Lightmaps, brightness extraction 64
Lightmaps, defined 63
Lightmaps, dynamic 68—71
Lightmaps, generation methods 63—64
Lightmaps, GetBrightnessAtPoint function 64
Lightmaps, gouraud lighting 103—104
Lightmaps, loading 64
Links, binary triangle tree nodes 133—134
Links, diamonds 150 154—155
Loops, procedural texture generation 48—49
loops, while 51—52
Main demos, conventions used in book 8—10
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