i
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i
i
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Index
1-ring, 614, 615
2-ring, 618
2.5 dimensions, 486
3DNow, 706
A-buffer, see buffer
AABB, 650, 729, 731, 760, 762, 807
creation, 732
orthographic projection, 90
plane/box intersection, 755–756
ray/box intersection, 741–746
AABB/AABB intersection, see
intersection testing
AABB/plane intersection, see intersection
testing
AABB/ray intersection, see intersection
testing
AABB/sphere intersection, see
intersection testing
absorption, 104
acceleration algorithms, 15, 533, 645–695,
806, see also optimization
accessibility shading, 378
accumulation buffer, see buffer
adaptive refinement, 133, 441
adjacency graph, 543
adjoint, see matrix
AFR, 836
albedo texture, 280
aliasing, 117, 118
crawlies, 117
jaggies, 117, 119
perspective, 353
projective, 353
self-shadow, 350
shadow map, 350
temporal, 119, 161
texture, 161, 166
alpha, 136, 137–141, 146, 181–183
blending, 135–136, 183
channel, 24, 139, 140, 182, 832
LOD, see level of detail
mapping, see texturing
premultiplied, 139–140
unmultiplied, 140
alpha test, 24
alpha to coverage, 135, 183, 491
alternate frame rendering, 836
AltiVec, 706
ambient
aperture lighting, 429
color, 296
cube, 325, 424
light, 102, 295–296
occlusion
dynamic, 373–385
field, 427
precomputed, 425–427
reflectance, 296
term, see lighting model
angle difference relations, see
trigonometry
angle sum relations, see trigonometry
animation, 77, 81, 180, 659
cel, 508
impostor, 461
particle system, 455
sprite, 445
subdivision, 643
texture, see texturing
vertex blending, se
e trans
form
anisotropic
filtering, see texturing, minification
reflection, see BRDF
scaling, see transform, scaling,
nonuniform
anti-shadow, see shadow
antialiasing, 116–134, 146
coverage sampling, 128–129
custom filter, 133
edge, 138
edge detect, 134
1003
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1004 Index
full-scene, 126
HRAA, 132
jittering, 131
line, 124
multisampling, 128–132, 137
N-rooks, 131
Quincunx, 132
RGSS, 128
screen based, 124–134, 183
supersampling, 126, 126
rotated grid, 128, 873
texture, see texturing, minification
application stage, see pipeline
approximating
subdivision curve, see curves,
subdivision
subdivision surface, see surfaces,
subdivision
arccos, see trigonometry
arcsin, see trigonometry
arctan, see trigonometry
area calculation, 910–911
parallelogram, 910
triangle, 910
artistic rendering, see non-photorealistic
rendering
Ashikhmin model, see BRDF
aspect graph, see spatial data structure
Assassin’s Creed, 495, 887
atan2, 7,68
atmospheric scattering, 499
autostereoscopic, 837
average cache miss ratio, 555
axis-aligned bounding box, see AABB
axis-aligned BSP tree, see spatial data
structure, BSP tree
B-spline, see curves, and surfaces
ezier
curves, see curves
patch, see surfaces
triangle, see surfaces
back buffer, see buffer
back plane, 90n
backface culling, see culling
backprojection, 372
backwards mapping, 488
baking, 537, 681
balancing the pipeline, see pipeline
banding artifacts, 128, 217, 832
bandlimited signal, see sampling
bandwidth, 847, 850–853
bus, 853
memory, 842, 850–852
barycentric coordinates, 539, 747–748
basis, 185, 301, 892–894
functions, 317
orthogonal, 317
orthonormal, 318
orientation, 901
orthogonal, 894
orthonormal, 894–895, 904
pr
oj
ection, 318, 431
standard, 7, 70, 319, 895, 904
tangent space, 628
batch, 709
BC, see texturing, compression
Beer’s Law, see Beer-Lambert Law
Beer-Lambert Law, 393, 498
bell curve, 468
benchmarking, 834
bent normal, 375–378
Bernoulli number, 914
Bernstein
form
ezier curve, 581
ezier patch, 594
ezier triangle, 598
polynomial, 581, 594
ezier triangle, 598
bevelplane,800
BGR, 832n
bias, 335
bias factor, see shadow, shadow map
bias parameter, see curves
bidirectional reflectance distribution
function, see BRDF
bidirectional texture function, 461
bilateral filter, 472
bilinear interpolation, see interpolation
billboard, 446–462, 500, see also impostor
axial, 454–455, 456
cloud, 462
particle, 455, 456
screen-aligned, 448
spherical, 454
world oriented, 448–454
binary space partitioning tree, see spatial
data structure, BSP tree
binary tree, see tree
binocular parallax, 836
binormal vector, 185
bintree, 569–570
biquadratic surface, see surfaces
bitangent vector, 185, 258, 269
bitmask, 689
blend shapes, see transform, morph
targets
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Index 1005
blending, 24
additive, 139, 486
function, 581, 582, 588, 589
implicit surface, 607
operations, see texturing
surfaces, see surfaces, implicit
Blinn and Newell’s environment mapping,
see environment mapping
Blinn lighting equation, see lighting
equation and BRDF
blitting, 835
blocking, see stage blocking
bloom, 482
BLT swapping, see blitting
blue-screen matting, 140
blur, 468–472
radial, 495, 499
bokeh, 487
Boost, 705
border, see texturing
bottleneck, 12, 697, 699–702, 846
bottom-up, see collision detection
bounded B´ezier curve, see curves
bounding volume, 647, 762, 763
creation, 732–734
hierarchy, see spatial data structure
temporal, 650
bowtie, see polygon
box/plane intersection, see intersection
testing
box/ray intersection, see intersection
testing
box/sphere intersection, see intersection
testing
BOXTREE, 803
BRDF, 223–275
acquisition, 265
anisotropic, 229
Ashikhmin-Shirley, 241, 258, 261,
266
Banks, see BRDF, Kajiya-Kay
basis projection, 266–267
Blinn, 311
Blinn-Phong, 229, 257, 266
Cook-Torrance, 229, 261, 266
Cook-Torrance model, 267
databases, 265
diffraction, 262
environment map, 308–313
factorization, 267–268
fitting to measured data, 265–266
Hapke model, 229
HTSG, 266
HTSG model, 262
implementing, 269–275
isotropic, 224
Kajiya-Kay, 258
Lafortune, 266
Lambertian, 110, 227, 229
Lommel-Seeliger model, 229
lunar, 229
normalization, 253
Oren-Nayar, 262
Phong, 229, 252, 311
Poulin-Fournier, 266
re-parameterization, 267
reflectance lobe, 228, 229, 309–312
specular lobe,
228,
229, 309–312
theore
tical models, 251–264
visibility term, 260
Ward, 258, 260, 266
breadth-first traversal, 817
BrightSide, 832
BSDF, 226
BSP tree, see spatial data structure
BSSRDF, 225, 404
BTDF, 226
buffer
A-buffer, 129–131, 135
accumulation, 24
antialiasing, 126–128, 131–133
depth of field, 486
glossy effects, 389
motion blur, 492
soft shadow, 337
back, 25, 834
color, 23, 829–831, 831–832
compression, 854–856
deep, 279
double, 25, 834–835, 835
dual depth, 137
dynamic, 712
frame, 24, 829
front, 25, 834
G-buffer, 279, 441, 518
identification, 522, 726
memory, 837–838
pending, 835
photon, 399
single, 702, 833–834
static, 712
stencil, 24, 44, 838
glossy effects, 389
projection shadow, 335
reflection, 387–389
shadow volume, 340–348
stereo, 836–837
triple, 835–836
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1006 Index
Z-buffer, 23–24, 44, 833, 838, 854,
888
compression, 854–856
hierarchical, see culling
shadow map, 348
bump mapping, 147, 183–199
dot product, 187n
heightfield, 186–187
normal map, 176, 187–190, 270, 271,
419, 567
offset vector, 186
bus, 850
bus bandwidth, see bandwidth
BV, see bounding volume
BV/BV intersection, see intersection
testing
BVH, see spatial data structure,
bounding volume hierarchy
C
0
-continuity, see continuity
C
1
-continuity, see continuity
cache, 703
memory, 172, 704
post T&L, 865
post-transform, 550, 866
pre T&L, 865
primitive assembly, 866
texture, 172–174, 847–849, 853, 867
thrashing, 712
vertex, 550, 865–866
cache-oblivious mesh, see triangle mesh
CAD, 441
CAGD, 643
camera gamma, see encoding gamma
camera space, 17
canonical view volume, 18, 90
capability bits, 37
capping, 343
Cars, 880
cartoon rendering, see shading, toon
cathode-ray tube, see CRT
Catmull-Clark subdivision, see surfaces,
subdivision
Catmull-Rom spline, see curves
caustics, 399–401
ceil, 632
Cel Damage, 508, 512, 516
cel rendering, see shading, toon
cell, see culling, portal
Cell Broadband Engine
TM
, 868–870
PPE, 868
SPE, 869
cell-based visibility, 672, 679, 680
central differencing, see differencing
scheme
centroid, 733
CFAA, see antialiasing, custom filter
Cg, 31, 51
CgFX, 45
Chaikin subdivision, see curves,
subdivision
change of base, see matrix
character animation, see transform,
vertex blending
charcoal, 508
chroma-keying, 140
chromatic aberration, 396
chromaticity, 214
diagram, 214
Chromium, 844
CIE, 210, 212
CIE chromaticity diagram, 214–215
CIE XYZ, 213–217
CIELAB, 216
CIELUV, 216
ciliary corona, 482
circle of confusion, 487
clamp, see texturing
ClearType, 134
clipmap, see texturing
geometry, 573
clipping, 19
clipping plane, 19
user-defined, 19, 389
clock gating, 874
CLOD, see level of detail, continuous
closed model, 545
clouds, 371, 452
CMYK, 217
C
n
-continuity, see continuity
code optimization, see optimization
code profiler, 703
CodeAnalyst, 700, 705
cofactor, see matrix, subdeterminant
coherence
frame-to-frame, 458, 666, 693
collision detection, 812, 813
spatial, 556, 666
temporal, see coherence,
frame-to-frame
COLLADA FX, 45
collision detection, 15, 793–827
bottom-up, 803, 821
bounding volume, 807
hierarchy, 802, 803
broad phase, 811–815, 824–826
cost function, 806–807
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Index 1007
CULLIDE, 824
deformable, 820–822
distance queries, 818–820
dynamic, 797–802, 826
GJK, 818
GPU-based, 824–826
grids, 814–815
hierarchical, 802–807
grids, 815
hierarchy building, 802–804
incremental tree-insertion, 803–804
multiple objects, 811–815
OBBTree, 807–811
parallel close proximity, 807
pseudocode, 805
RAPID, 811
rigid-body motion, 794, 810
SOLID, 809, 826
sweep-and-prune, 812–814
time-critical, 795, 816–817
top-down, 803, 804, 821
OBBTree, 809–810, 826
with rays, 795–796
collision determination, 793
collision handling, 793
collision response, 784, 793, 817, 822–824
elastic, 823
restitution, 823
color, 8, 146, 210–217
bleeding, 408
buffer, see buffer
correction, 474–475
matching, 210–213
mode, 831
high color, 831–832
true color, 831–832
perception, 217
colorimetry, 210–217
combine functions, see texturing,
blending operations
common-shader core, 30, 36
communication, 846
compositing, 139, 146
compression, see texturing, see buffer,
Z-buffer, 854
computational photography, 444, 533
Computer Aided Geometric Design, 643
concatenation, see transform
consolidation, see polygonal techniques
constant buffer, 32
constant register, 32
constructive solid geometry, 606
continuity, see also curves and surfaces
C
0
, 587, 600, 604
C
1
, 587, 604, 606
C
n
, 587
G
1
, 587, 605, 606
G
n
, 587
continuity parameter, see curves
continuous signal, see sampling
contour, see polygon
contour lines, 154
contouring artifacts, see banding artifacts
control mesh, 612
control points, 579
convex hull, 733, 765, 766, 798, 810,
909–910
ezier curve, 581
ezier patch, 595
ezier triangle, 599
Loop, 616
convex region, see polygon
convolution, 122
spherical, 321
Cook-Torrance model, see BRDF
cookie, 222, 340
Coolbits, 701
coordinate system
left-handed, 89, 92
right-handed, 89, 542, 893
corner cutting, 608
corona, see ciliary corona
cos, see trigonometry
counterclockwise vertex order, 59, 542,
543, 662
coverage mask
A-buffer, 129
CPU, 864
CPU-limited, 700
cracking, 539–541, 632
ezier triangle, 603
fractional tessellation, 631
N-patch, 603
polygon edge, 539–541
quadtree, 639
terrain, 570
tessellation, 635
Cramer’s rule, see matrix, inverse
crawlies, see aliasing, 117
crease, 625
critical angle, 237
cross product, 73n, 896–897
notation, 7
CrossFire X, 835
crossings test, see intersection testing
CRT, 141, 830–831
phosphors, 216
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