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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 |
Mass, particle property 194
Matrix, Roettger’s quadtree algorithm 109—111
McNally, Seamus (Treadmarks) 5—7
McNally, Seamus, ROAM algorithm improvements 133
Memory, heightmap allocation 22
Merge function 159
Merge queue, ROAM algorithm 132—133
Microsoft Visual C++, code conventions used in book 8—10
Midpoint displacement algorithm, 1D explanation 34—35
Midpoint displacement algorithm, 2D explanation 35—37
Midpoint displacement algorithm, defined 33
Midpoint displacement algorithm, drawbacks 33
Military, terrain application 5
Mipmapping, geomipmapping similarities 79—80
Neighbor nodes, binary triangle tree node links 134
Neighbor structure, geomipmapping 94—97
Noise function 184
Noise, Perlin 184
Noise, pink 183—184
Noise, white 183
Normal buffer, water rendering 172
NULL pointer, data buffers 23—24
OpenGL API, main demo conventions 8
OpenGL Game Programming (Astle/Hawkins) 54
Outdoor scenes, particle engine application 201—202
Particle engines, air resistance 194
Particle engines, billboarding 198—199
Particle engines, color 194
Particle engines, CreateParticle function 195—196
Particle engines, current position 193
Particle engines, data interpolation 199—200
Particle engines, defined 192
Particle engines, development history 192
Particle engines, life span 193
Particle engines, mass 194
Particle engines, outdoor scene application 201—202
Particle engines, outdoor uses 192
Particle engines, relationships 192—193
Particle engines, size 194
Particle engines, structure elements 194—195
Particle engines, translucency 194
Particle engines, Update 196—197
Particle engines, velocity 194
Particle system, defined 192
Patch rendering, 3D distance formula 90—92
Patch rendering, Axis — Aligned Bounding Box (AABB) 99—100
Patch rendering, geomipmapping triangle arrangement 80—81
Patch rendering, geomorphing 101—103
Patch rendering, if-else statement testing 84—85
Patch rendering, neighbor structure 94—97
Patch rendering, update function 90
Patch rendering, variables 87
Patches, crack mending methods 83—86
Perlin noise 184
Perlin, Ken, Perlin Noise developer 184
Pink noise, defined 183—184
Pixels, brightness extraction 64
Pixels, heightmaps 17
Plasma fractal algorithm (see Midpoint displacement algorithm)
Popping, defined 91
Popping, geomorphing 101—103
Priority queues, ROAM 156—160
Procedural texture generation for loops 48—49
Procedural texture generation, defined 43
Procedural texture generation, overcoming tile boundaries 51—52
Procedural texture generation, region system 44—46
Procedural texture generation, repeating textures 51—52
Procedural texture generation, texture data 48—49
Procedural texture generation, tile system 46—48
Propagate Roughness function 123—124
Propagation, Roettger’s quadtree algorithm 123—124
Queues, merge 132—133
Queues, split 132—133
Queues, split/merge priority 156—160
Radiosity, lightmapping method 65
Random demos, conventions used in book 8
RangedSmoothRandom function 185—186
RAW format, heightmaps 18
Real estate walkthroughs, terrain application 5
Real — Time Optimally Adapting Mesh (ROAM) algorithm, Add/Remove functions 160
Real — Time Optimally Adapting Mesh (ROAM) algorithm, Allocation function 160
Real — Time Optimally Adapting Mesh (ROAM) algorithm, backbone data structure 149—156
Real — Time Optimally Adapting Mesh (ROAM) algorithm, binary triangle tree 129—132
Real — Time Optimally Adapting Mesh (ROAM) algorithm, detail mapping 147—148
Real — Time Optimally Adapting Mesh (ROAM) algorithm, diamond creation function 151—153
Real — Time Optimally Adapting Mesh (ROAM) algorithm, diamond pool buffer 153—154
Real — Time Optimally Adapting Mesh (ROAM) algorithm, diamonds 149—154
Real — Time Optimally Adapting Mesh (ROAM) algorithm, Enqueue function 158
Real — Time Optimally Adapting Mesh (ROAM) algorithm, error metric simplification 134—136
Real — Time Optimally Adapting Mesh (ROAM) algorithm, frame-to-frame coherence 136
Real — Time Optimally Adapting Mesh (ROAM) algorithm, Freeing function 160
Real — Time Optimally Adapting Mesh (ROAM) algorithm, frustum culling 144—148
Real — Time Optimally Adapting Mesh (ROAM) algorithm, heightmap 147—148
Real — Time Optimally Adapting Mesh (ROAM) algorithm, IEEE floating-point operations 139—141
Real — Time Optimally Adapting Mesh (ROAM) algorithm, merge function 159
Real — Time Optimally Adapting Mesh (ROAM) algorithm, merge queue 132—133
Real — Time Optimally Adapting Mesh (ROAM) algorithm, node improvements 133—134
Real — Time Optimally Adapting Mesh (ROAM) algorithm, priority update function 158
Real — Time Optimally Adapting Mesh (ROAM) algorithm, Render function 138—139 144 155—156 162-163
Real — Time Optimally Adapting Mesh (ROAM) algorithm, RenderChild function 139—142 144
Real — Time Optimally Adapting Mesh (ROAM) algorithm, shutdown routine 142
Real — Time Optimally Adapting Mesh (ROAM) algorithm, Split function 158—159
Real — Time Optimally Adapting Mesh (ROAM) algorithm, split queue 132—133
Real — Time Optimally Adapting Mesh (ROAM) algorithm, split-only tessellation 136
Real — Time Optimally Adapting Mesh (ROAM) algorithm, split/merge priority queue 156—160
Real — Time Optimally Adapting Mesh (ROAM) algorithm, tessellating base nodes 131—132
Real — Time Optimally Adapting Mesh (ROAM) algorithm, tessellation levels 129—131
Real — Time Optimally Adapting Mesh (ROAM) algorithm, texture mapping 147—148
Real — Time Optimally Adapting Mesh (ROAM) algorithm, Tjunction 131—132
Real — Time Optimally Adapting Mesh (ROAM) algorithm, Treadmarks 6
Real — Time Optimally Adapting Mesh (ROAM) algorithm, triangle system 160
Real — Time Optimally Adapting Mesh (ROAM) algorithm, Update function 138 161
Real — Time Optimally Adapting Mesh (ROAM) algorithm, v0.25.0 137—144
Real — Time Optimally Adapting Mesh (ROAM) algorithm, v0.50.00 144—154
Real — Time Optimally Adapting Mesh (ROAM) algorithm, v0.75.0 154—160
Real — Time Optimally Adapting Mesh (ROAM) algorithm, v100.0 161—163
Reeves, William T., particle engine, developer 192
RefineNode function 117 124 125
Reflection maps, water rendering 171—172
Region system, procedural texture, generation 44—46
Region, defined 44
RenderChild function 139—142 144
RenderFan function 93
Rendering advantages 81—82
RenderNode function 117
RenderVertex function 92—93 117 216
Resolution dependency, heightmaps 49—52
Roam (see Real — Time Optimally Adapting Mesh algorithm)
Roettger, Stefan, Roettger’s quadtree algorithm 106
Roettger’s quadtree algorithm, 2D data structure 106—108
Roettger’s quadtree algorithm, bottom-up approach 115
Roettger’s quadtree algorithm, children nodes 110—111
Roettger’s quadtree algorithm, CQUADTREE class 116—117
Roettger’s quadtree algorithm, d2 calculations 114—115
Roettger’s quadtree algorithm, detail added where needed 78
Roettger’s quadtree algorithm, distance equations 112—113
Roettger’s quadtree algorithm, frustum culling 115—116 125
Roettger’s quadtree algorithm, Global Resolution Criteria equation 112
Roettger’s quadtree algorithm, illustrated 107—108
| Roettger’s quadtree algorithm, Init function 117
Roettger’s quadtree algorithm, initialization 117
Roettger’s quadtree algorithm, leaf node 111
Roettger’s quadtree algorithm, matrix 109—111
Roettger’s quadtree algorithm, node refine function 118—119
Roettger’s quadtree algorithm, node refining 118—119
Roettger’s quadtree algorithm, node-rendering function 111
Roettger’s quadtree algorithm, PropagateRoughness function 123—124
Roettger’s quadtree algorithm, propagation 123—124
Roettger’s quadtree algorithm, RefineNode function 117 124 125
Roettger’s quadtree algorithm, Render function 117
Roettger’s quadtree algorithm, rendering 117
Roettger’s quadtree algorithm, rendering function 119—121
Roettger’s quadtree algorithm, RenderNode function 117
Roettger’s quadtree algorithm, RenderVertex function 117
Roettger’s quadtree algorithm, root quad node rendering 110—111
Roettger’s quadtree algorithm, shutdown 117
Roettger’s quadtree algorithm, tessellation 110
Roettger’s quadtree algorithm, top-down approach 112
Roettger’s quadtree algorithm, updating 117
Roettger’s quadtree algorithm, upper-mid vertex node calculation 123—124
Root quad node, Roettger’s quadtree algorithm 110—111
Screen-pixel determination algorithm, popping avoidance 91—92
Shankel, Jason, FIR filter suggestion 31
shutdown function 117
Size, particle property 194
Skv-dome, cloud textures 182—187
Skv-dome, Cosinelnterpolation function 185—186
Skv-dome, defined 178
Skv-dome, Fractal Brownian Motion (FBM) theory 183—187
Skv-dome, generation discussion 179—182
Skv-dome, Perlin Noise 184
Skv-dome, ranged random function 185—186
Skv-dome, RangedSmoothRandom function 185—186
Skv-dome, rendering 182
Sky-box, special effects 175—178
Slope lighting, 45 degree increments 67
Slope lighting, customization function 68
Slope lighting, defined 66
Slope lighting, dynamic lightmaps 68—71
Slope lighting, visual example 67
Special Effects Game Programming with DirectX 8.0 (McCuskey) 54
Special effects, camera-terrain collision detection 187—189
Special effects, distance-based fog 189—190
Special effects, particle engines 192—202
Special effects, Perlin Noise 184
Special effects, sky-box 175—178
Special effects, sky-dome 178—187
Special effects, vertex-based fog 191
Special effects, water rendering 166—174
Split function 158—159
Split queue, ROAM algorithm 132—133
Split-only tessellation. ROAM algorithm 136
Split/merge priority queue, ROAM algorithm 156—160
statements, if-else 84—85
Structures, BinTriNodes 134—135
Structures, CD — ROM contents 207
Structures, STRN_TEXTURE_REGIONS 44
Structures, STRN_TEXTURE_TILES 47
System requirements, CD — ROM 206
Temporary buffers, creating 30
Terrain programming, 3D game development 5—7
Terrain programming, applications 4—5
Terrain programming, fractal terrain generation 27—37
Terrain programming, heightmaps 16—18
Terrain, defined 4
Tessellations, base nodes 131—132
Tessellations, binary triangle tree 129—132
Tessellations, d2 calculations 114—115
Tessellations, merge queue 132—133
Tessellations, quadtree matrix 110
Tessellations, split queue 132—133
Tessellations, split-only 136
Texture coordinates, standard range 40—41
Texture data, procedural texture generation 48—49
Texture maps, detail maps 52—54
Texture maps, heightmap resolution dependency 49—51
Texture maps, procedural texture generation 43—52
Texture maps, ROAM algorithm 147—148
Texture maps, simple application 40—43
Texture maps, texture-presence line 44—45
Texture maps, tiles 42—43
Texture maps, vertex rendering 41
Texture maps, water rendering 168—169
Texture-presence line, texture mapping 44—45
Tile system 46—48
Tile system, procedural texture generation 46—48
Tiles, overcoming boundaries 51—52
Tiles, region system 44—46
Tiles, texture maps 42—43
Tjunction, tessellating binary triangle tree base nodes 131—132
Translucency, particle property 194
Travel planning (virtual tourism), terrain application 5
Treadmarks, 3D terrain development history 6—7
Triangle arrangement, geomipmapping patch rendering 80—81
Triangle system, ROAM algorithm 160
True function 21
Turner, Bryan, ROAM tutorial 136
Update function 90 138 161 196—197
Variables, floating-point 30
Variables, patch structure 87
Variables, RGB value extraction 48—49
Variables, ucShade 59—60
Variables, uiS 140—141
Variables, unsigned char 16 18
Variables, vecLightColor 60
Velocity, particle property 194
Vertex-based fog 191
Vertexes, rendering 41
Vertices, crack mending method 83—86
View frustum, bounding sphere testing 145—146
View frustum, geomipmapping 98—101
Virtual tourism (travel planning), terrain application 5
Water rendering 172
Water rendering, alpha blending 169
Water rendering, force buffer 172—174
Water rendering, lighting 174
Water rendering, normal buffer 172
Water rendering, quad setup 167—168
Water rendering, reflection map, L 71—172
Water rendering, texture addition 168—169
Water rendering, texture animation 170
Water rendering, vertex buffer 172
Weather visualization, terrain application 5
Web sites, Algorithm Whitepapers 79
Web sites, author’s ROAM algorithm implementation 144
Web sites, Flipcode 203
Web sites, GameDev.Net 7 203
Web sites, Ken Perlin 184
Web sites, Mark Morley’s Frustum Culling in OpenGL 99
Web sites, radiosity technique 65
Web sites, Virtual Terrain Project 4 203
White noise, defined 183
X axis for loops 48—49
X axis heightmaps 16
X axis interpolation calculation 50—51
Y axis, heightmaps 16
Z axis for loops 48—49
Z axis, heightmaps 16
Z axis, interpolation calculation 51
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