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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