i
i
i
i
i
i
i
i
1008 Index
Crysis, 190, 197, 378, 382, 384, 395, 437,
453, 502, 881
CSAA, see antialiasing, coverage sampling
CSG, 606
CSM, see shadow, map, cascaded
CTM, 36, 841, 883
cube map, 154, 171
cube texture, 171
cube/polygon intersection, see
intersection testing
CubeMapGen, 172, 310, 312
cubic convolution, see texturing,
magnification
cubic curve, see curves
cubic environment mapping, see
environment mapping
CUDA, 36, 478, 841, 883
culling, 660–680
approximate visibility, 679
backface, 662–664, 714
orientation consistency, 59
PLAYSTATION
R
3, 866
clustered backface, 664
detail, 670
early-Z, 643, 857–858, 873
frontface, 663
hardware occlusion query, 674–677
hierarchical Z-buffering, 677–679
hierarchical view frustum, 664–667,
718, 771
image-space, 672, 674, 677, 679
incremental occlusion maps, 680
object-space, 672
occlusion, 652, 670–680, 720
hardware, 856–857
PLAYSTATION
R
3, 866
representation, 672
portal, 461, 667–670, 720
programmable, 858–859
ray-space, 672
shaft occlusion, 680
view frustum, 664–667, 718, 771
Z, 643, 677, 854, 856–857, 858, 862,
866, 872, 876
Zmax, 856–857
Zmin, 857
curve segment, 589
curved surfaces, see surfaces
curves
B-spline, 609, 610
ezier, 578–583
Bernstein, 581–583
de Casteljau, 579
derivative, 583
rational, 583–584
bias parameter, 590
bounded ezier, 584–585
Catmull-Rom spline, 590
continuity, 585–587
continuity parameter, 591
cubic, 579, 582, 589
degree, 579
GPU rendering, 584–585
Hermite, 587–589, 589
Kochanek-Bartels, 589–592
parametric, 576–592
piecewise, 585
quadratic, 579, 581, 582
quartic, 579
S-shaped, 587, 637
spline, 589, 643
subdivision, 608–611
approximating, 609
Chaikin, 608
interpolating, 609
limit, 608
tension parameter, 589, 609
cylinder, 798–799
D3D runtime, 700
DAC, see digital-to-analog converter
DAG, see directed acyclic graph
dart, 625
data reduction, see simplification, 561
dataflow, 841
Day of Defeat: Source, 475
DDRAM, 852
de Casteljau
ezier curves, 579
ezier patches, 594
ezier triangles, 598
decaling, 181
decimation, see simplification, 561
deferred shading, see shading
demo scene, 415
dependent texture read, see texture
depth
buffer, see buffer, Z-buffer
clamp, 344
complexity, 282, 670, 671, 715, 716,
851
cueing, 496
of field, 126, 484, 486–489
peeling, 136, 137, 282, 352, 372, 392,
395, 398, 501, 825
sprite, se
e imp
ostor
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i
Index 1009
determinant, see matrix
notation, 7
dielectric, 235
difference object, 818
differential pulse code modulation, 855
diffuse color, 228, 240
diffuse term, 105
diffusion, 404
texture space, 404
digital visual interface, 830
digital-to-analog converter, 830
dihedral angle, 510, 517, 546
dimension reduction, see intersection
testing
direct memory access, see DMA
Direct3D, 21n
directed acyclic graph, 659
direction
principal, 526
directional light, see light, source,
directional
directional occlusion
precomputed, 428–430
discrete geometry LOD, see level of detail
discrete oriented polytope, see k-DOP
discretized signal, see sampling
displaced subdivision, see surfaces,
subdivision
displacement mapping, 148, 196, 198–199,
626, 627, 633
display gamma, 142
display hardware, 829–831
display list, 660
DisplayPort, 830
distance attenuation, see lighting equation
distance fields, 160, 382, 826
distance queries, see collision detection
dithering, 832
division, 706
DMA, 869
domain, 577
rectangular, 593
triangular, 598
Doom, 653, 695
dot product, 73n, 891, 894
notation, 7
dots per inch, 645
double angle relations, see trigonometry
double buffer, see buffer
downsampling, 123, 471, 483
DRAM, 703
draw call, 31
driver, see graphics, driver
dual-color blending, 45, 141
dueling frusta, 357
DVI, 830
DXTC, see texturing, compression
dynamic
intersection testing, see intersection
testing
separating axis test, see intersection
testing, separating axis test
dynamic buffer, see buffer, dynamic
dynamically adjusted BSP tree, se
e
sp
atial data structure, BSP
tree
ear clipping, 536
early z pass, 282, 716, 858
early-Z culling, see culling
edge, 510–512, see also line
border, 510
boundary, 510, 511, 518, 522, 543,
566
bridge, 537
collapse, see simplification
crease, 510, 511, 517, 518, 546, 566,
603
detection
Sobel, 518
feature, 510
hard, 510
highlighting, see line
join, 537
keyholed, 537
material, 511, 511
preservation, 546
ridge, 511, 517
stitching, see polygon
valley, 511, 517
eigenvalue, see matrix
eigenvector, see matrix
elastic collision response, see collision
response
electron beam, 830
EM, see environment mapping
EMBM, see bump mapping, environment
map
emissive term, see lighting model
encoding gamma, 142
energy efficiency, 870
enveloping, see transform, vertex blending
environment map bump mapping, see
bump mapping
environment mapping, 297–313
Blinn and Newell’s method,
300–301, 304
BRDF, see BRDF
i
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1010 Index
cubic, 304–307, 316
filtering, 308–313
irradiance, 314–325, 423
limitations of, 298, 313
parabolic mapping, 307–308, 361
silhouette rendering, 512
sphere mapping, 301–304
with normal mapping, 299
Ericsson Texture Compression, see
texturing, compression
ETC, see texturing, compression, Ericsson
Euclidean space, 889–892
Euler angles, 55, 66, 69, 78
Euler transform, see transform
Euler-Mascheroni constant, 716
Euler-Poincaeformula,554, 562
EVS, see exact visible set
EWA, 170
exact visible set, 661
exitance, 105, 204, 411
explicit surface, see surfaces
extraordinary vertex, 614
eye space, 17,26
faceter, 533
factorization, see BRDF
fairness, 616
falloff function, 219, 293
false shadow, see shadow
fan, see triangle fan
Far Cry, 277, 421, 485, 710
far plane, 90, 96, 771
Feline, 170
FIFO, 719, 720, 846
fill bounded, see fill limited
fill rate, 702
film frame rate, 490
filter
rotation-invariant, 468
separable, 471, 484
steerable, 483
filtering, 117, 117–124, 132, 468
box filter, 120, 144
Gaussian filter, 123, 132, 468, 484
kernel, 471
lowpass filter, 121, 124
nearest neighbor, 120
sinc filter, 122–123, 468
support, 471
television, 831
tent filter, 120
triangle filter, 120
fin, 504, 522
final gather, 417
first principal direction, 526
five times rule, 206
fixed-function pipeline, see pipeline,
fixed-function
fixed-view effects, 440–443
flat shading, see shading
FLIPQUAD, 133
floor, 632
flow control, 33
dynamic, 33
static, 33
fluorescence, see light, emission
flush, see pipeline
fog, 496–502
color, 496
exponential, 497
factor, 496
glossy reflection, 389
linear, 497
pixel level, 498
r
adial
, 499
vertex level, 498
volumetric, 501
force feedback, 15
form factor, 409
forward differencing, see differencing
scheme
forward mapping, 487
fps, 702
fragment, 22, 137
A-buffer, 129
generation, 843
merge, 843
shader, see pixel, shader
frame
buffer, see buffer
map, 270
rate, 1, 719
constant, 461, 691–692
frame-to-frame coherence, see coherence
frames per second, 13
Fresnel effect, 232
Fresnel equations, 230
Fresnel reflectance, 230
Schlick approximation, 233, 247, 297
front buffer, see buffer
Frostbite, 882
frosted glass, 389
frustum, 19, 771
intersection, see intersection testing
plane extraction, 773–774
frustum/object intersection, see
intersection testing
FSAA, see antialiasing, full-scene
i
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Index 1011
Fusion, 883
FX Composer, 36, 40, 45, 46, 49, 50, 886
G
1
-continuity, see continuity
gamma correction, 141–145, 146, 164
gamut, 215–216, 236
sRGB, 236
gather operation, 488
Gaussian elimination, see matrix, inverse
genus, 554
geodesic curve, 78
geometric sum, 649
geometrical attenuation factor, see
geometry, factor
geometry
factor, 248
patch, 640
shader, 29, 40–42, 113, 306, 467,
487, 490, 504, 522, 558, 576,
700, 711, 727
particles, 456
shadows, 347
stage, see pipeline
unit, 842
PLAYSTATION
R
3, 865
geomorph LOD, see level of detail
gimbal lock, see transform, Euler
GJK, see collision detection
glare effects, 482
global illumination, 328, 389, 416, 444
full, 407
glow, 481
glPolygonOffset, 335, 514
GLSL, 31, 35, 51, 871
GLslang, 35
G
n
-continuity, see continuity
gobo, 222, 340, 502
golden thread, 441
goniometer, 265
Gooch shading, 45, 519
Gouraud shading, see shading
GPGPU, 36, 841, 861, 883
GPU, 14, 840, 864, see also hardware
gradient
pixel, 43, 165
graftals, 526
graphics
driver, 700, 712, 834, 841
processing unit, see GPU
rendering pipeline, see pipeline
graphics processing unit, see GPU
grayscale
conversion to, 215–216
greedy algorithm, 553
green-screen matting, 140
grids, see collision detection
hair, 371, 504–505
hairy ball theorem, 67
half vector, 111, 247
half-angle relations, see trigonometry
half-edge, 543
Half-Life 2, 276, 420, 421, 424, 425, 429,
436
Half-Life 2: Lost Coast, 479
half-plane
test, 907, 909
half-space, 6
halo, 482
haloing, see line
handedness, 893
left-handed basis, 893, 901
right-handed basis, 893, 901
hard real time, 691
hardware
GeForce 256, 29, 840
GeForce 7800, 864
GeForce 8800, 876
GeForce256, 840
GeForce3, 34, 344, 841, 853
InfiniteReality, 117, 131
Mali, 844
Mali architecture, 870–875
MBX/SGX, 871
Pixel-Planes, 8n, 871, 875
PixelFlow, 846, 875
PLAYSTATION
R
3, 845, 850,
863–870
Pomegranate, 846
PowerVR, 871
Radeon, 169, 855
Radeon HD 2000, 133, 630
Talisman, 170, 446
VISUALIZE fx, 675
Voodoo 1, 1
Voodoo 2, 840
Wii, 26, 35
Xbox, 849
Xbox 360, 849, 859–863
harmonic series, 716
HDMI, 830
HDR, 480–481
HDRI, 481
HDTV, 143
phosphors, 216
He’s lighting model, see lighting model
head, 66,68
headlight, 324
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1012 Index
heads-up display, 455
height correlation, 249
heightfield, 463–466, 569, see also bump
mapping
terrain, 568, 569
Hellgate: London, 299, 332, 358, 359, 504
Helmholtz reciprocity, 226, 240
hemisphere lighting, 324, 425
Hermite curves, see curves
Hermite interpolation, see interpolation
Hertz, 13
hidden line rendering, see line
hierarchical
Z-buffering, see culling
image caching, see impostor
occlusion map, see culling, HOM
algorithm
spatial data structure, see spatial
data structure
view frustum culling, see culling, see
culling
hierarchical grids, see collision detection
hierarchy building, see collision detection
high color mode, see color
high dynamic range imaging, see HDRI
high level shading language, see HLSL
high-definition multimedia interface, 830
highlighting
selection, 527
Hilbert curve, 556
histogram, 477
hither, 90n
HLS, 217
HLSL, 31, 35, 51
HLSL FX, 45
homogeneous notation, 5, 54, 58, 153,
905–906
homogenization, 59, 89, 905
horizon mapping, 428
horizontal refresh rate, see refresh rate
horizontal retrace, see retrace
hourglass, see polygon
HSB, 217
HUD, 455
hue, 214
hyperbolic interpolation, see interpolation
HyperZ, 857
hysteresis, see level of detail
HZB culling, see culling, hierarchical
Z-buffering
IBR, see image-based rendering
IHV, 37
Illuminant E, 214
image
geometry, 467
processing, 467–473
pyramid, 677, 678
size, see texturing
image-based rendering, 208, 439
imaging sensor, 107–110
IMMPACT, 826
implicit surface, see surfaces
importance sampling, 414, 426
i
mp
ostor, 450, 457–462, 693
depth sprite, 463–464
hierarchical image caching, 461
layered depth image, 464
multimesh, 466
point-based, 467
sprite, 457
incandescence, see light, emission
incremental occlusion maps, see culling
incremental tree-insertion, see collision
detection
index buffer, see vertex buffer, 558–561
index of refraction, 231
indexed vertex buffer, see vertex, buffer
inflection, 587
inline code, 707
inner product, 317
input assembler, 38
instance, 16, 659
instancing, 39, 711
insulator, 235
intensity, 205
interactivity, 1
interface, see hardware
interlacing, 831
interleaved sampling, 131
intermediate language, 31
interpolating
subdivision curve, see curves,
subdivision
subdivision surface, see surfaces,
subdivision
interpolation, 643
barycentric, 747
bicubic, 158
bilinear, 158–159, 161, 592–593
centroid, 128
Hermite, 587–592
hyperbolic, 838
linear, 578
perspective-correct, 838–840
quadrilinear, 170
rational linear, 839
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