i
i
i
i
i
i
i
i
1018 Index
coordinate, 7
explicit, 908
implicit, 908
sweep, 535
plane/AABB intersection, see intersection
testing
plane/box intersection, see intersection
testing
plane/OBB intersection, see intersection
testing
plane/ray intersection, see intersection
testing
PLAYSTATION
R
3, 35
PLAYSTATION
R
3, see hardware
PN triangle, see surfaces, N-patch
point, 893, 905, 906
point clouds, 533
point rendering, 534, 693–695
point-based visibility, 672
pointer indirection, 704
Poisson disk, 132, 365, 366, 488
polycube maps, 151
polygon
area, 910–911
bowtie, 535
contour, 537
convex region, 536
degree, 552
edge cracking, see cracking
edge stitching, 541
edges for joining outlines, 537
hourglass, 535
loop, 537
mesh, 542
orientation, 542–544
sorting, 136–137, 654, 715–716
soup, 541, 794, 802, 809
star-shaped, 537
T-vertex, 541
with multiple outlines, 537
polygon-aligned BSP tree, see spatial
data structure, BSP tree
polygon/cube intersection, see
intersection testing
polygon/ray intersection, see intersection
testing
polygonal techniques, 531–574
consolidation, 531, 541–547
merging, 541–542
simplification, see simplification
smoothing, 545–547
tessellation, 531, 534–541, 681
triangulation, 531, 534–537, 538
polygonalization, 533
polypostor, 461
polytope, 765n
POM, 193
Pomegranate, see hardware
popping, see level of detail
port, 850
portal culling, see culling
positively oriented, see handedness,
right-handed basis
post processing, 467
post T&L vertex cache, see cache
potentially visible set, 373, 661
Poulin-Fournier model, see BRDF
PowerStrip, 701
PowerVR, see hardware
pre T&L vertex cache, see cache
pre-order traversal, 665
precision, 713
color, 167, 831
depth, 350
floating point, 707
half, 481, 713
subpixel, 541
precomputed lighting, 417–425
precomputed radiance transfer, 407,
430–437
prefetch, 842
texture, 173, 847–849, 853
prelighting, 417, 537
pr
eshaded,
537
printer gamut, 216
probability
geometric, 735–737
procedural modeling, 199, 526, 532
procedural texturing, see texturing
processor
stream, 841
product relations, see trigonometry
programmable culling, see
culling,programmable
progressive refinement, 411, 441n
progressive scan, 831
projected area, 409
projection, 18–19, 89–97
3D polygon to 2D, 751
3D triangle to 2D, 746
bounding volume, 688–691
cylindrical, 152
orthogonal vector, 895
orthographic, 18–19, 55, 89–92
parallel, see projection, orthographic
perspective, 18, 19, 55, 92–97, 833
planar, 152
spherical, 152
i
i
i
i
i
i
i
i
Index 1019
projective texturing, see texturing
projector function, see texturing
proxy object, 648
PRT, see precomputed radiance transfer
PSM, see shadow, map, perspective
purple fringing, 396
PVS, see potentially visible set
Pythagorean relation, see trigonometry
quadratic curve, see curves
quadratic equation, 739, 786
quadtree, see spatial data structure, 654
Quake, 695
Quake II, 418
Quake III, 33, 424
quartic curve, see curves
quaternion, 67, 72–80
addition, 73
conjugate, 73, 74
definition, 72
dual, 85
identity, 73
imaginary units, 72
inverse, 73
laws of multiplication, 74
logarithm, 74
matrix conversion, 76–77
multiplication, 73
norm, 73, 74
power, 74
slerp, 77–79
spherical linear interpolation, 77–78
spline interpolation, 78–79
transforms, 75–80
unit, 74, 75
R11G11B10 float format, 481
R9G9B9E5 format, 481
radian, 205
radiance, 108, 206–208, 212, 311, 316,
409, 411, 442
radiance distribution, 208
radiance transfer, 430
radiant
energy, 203
exitance, see exitance
flux, 203
intensity, see intensity
power, 203
radiometry, 101
radiosity, see exitance, 408–412, 537
equation, 410
normal mapping, 420
simplification, 566
range-based fog, see fog
RAPID, see collision detection
raster operations, 24
rasterization equation, 852
rasterizer
perspective-correct, 838
stage, see pipeline
unit, 842
PLAYSTATION
R
3, 866
Ratatouille, 406, 879, 880, 884
rational
ezier curve, see curves, B´ezier
ezier patch, see surfaces, B´ezier
linear interpolation, see
interpolation
ray, 727–728
tracing, 26, 301, 412, 412–416, 437,
736, 804, 806, 814, 841, 875,
876, 883, 884
Monte Carlo, 413
reflection, 391
ray/object intersection, see intersection
testing
reciprocity, 226
reconstruction, 118, 120–123
refinement phase, see surfaces, subdivision
reflectance
anisotropic, 243
body, 229
directional-hemispherical, 226
equation, 288, 327
isotropic, 243
lobe, see BRDF
surface, 229
volume, see reflectance, body
reflection, 105, 228, 229, 386–392
curved, 391–392
environment mapping, 298, 301, 307
equation, see reflectance, equation
external, 232
glossy, 389
internal, 232, 236
total, 237, 395, 398
law of, 386
map, 309–312
mapping, 298
occlusion, 430
planar, 386–391, 669
transform, 59, 387
reflectometer, 265
refraction, 105, 135, 396–401
glossy, 389
image-space, 398
refractive index, see index of refraction
i
i
i
i
i
i
i
i
1020 Index
refresh rate
horizontal, 830
vertical, 830
register combiners, 34
regular
setting, 617
vertex, 614
rejection test, see intersection testing
relief texture mapping, see texturing
render target, 38
rendering
equation, 327–328, 414
spectrum, 440
speed, 13, 14
state, 711
RenderMan, 33, 35, 199, 275, 283, 875,
880, 884
RenderMonkey, 50, 886
repeat, see texturing
repeated linear interpolation, see
interpolation
replace, see texturing, blending operations
resampling, 123–124
restitution, see collision response
retrace
horizontal, 830
vertical, 25, 830, 834
retro-reflection, 245
reverse mapping, 488
REYES, 875, 884
RGB, 156
color cube, 213
color mode, see color, mode, true
color
to grayscale, 215
RGBA, 136, 139, 832
texture, 156
RGBE format, 481
RGSS, 128
right triangle laws, see trigonometry
right-handed, see coordinate system
basis, see handedness
rigid-body
transform, see transform
ripmap, see texturing, minification
ROAM, 569
roll, 66,68
ROP, 24
roping, 144
rotation, see transform
RSX
R
, see hardware,
PLAYSTATION
R
3
S3 texture compression, see texturing,
compression
S3TC, see texturing, compression
sampling, 117–125, 128, see also
antialiasing
bandlimited signal, 119–120
centroid, 128
continuous signal, 118
discretized signal, 118
Nyquist limit, 119, 163, 166
pattern, 128, 146
stochastic, 131
stratified, 131
theorem, 119
Sarrus’s scheme
cross product, 897
determinant, 900
SAT, see intersection testing, separating
axis test
saturation, 214
SBRDF, see SVBRDF
scalable link interface, 835
scalar product, see dot product
scaling, see transform
scan conversion, 21, 22
scanline, 830
interleave, 835
scanner gamut, 216
scatter operation, 487
scattering, 104
multiple, 403
single, 403
scattering albedo, 239–241
scene graph, see spatial data structure
screen
coordinates, 20
mapping, 20
space, 842
space coverage, 637, 688
SDRAM, 852
Sea of Images, 444
second-order equation, 739
sectioning, 19
self-shadowing, see aliasing
semi-regular setting, 617
sensor, see imaging sensor
separating axis test, see intersection
testing
separating hyperplane theorem, 731
SGI algorithm, see triangle strip
Sh, 35, 51
shade tree, 33
i
i
i
i
i
i
i
i
Index 1021
shader
unified, see unified shader
architecture
Shader Model, 35
shading, 17, 110–116
deferred, 279–283, 373, 442, 846, 875
equation, 17, 149
flat, 113, 115
Gouraud, 115
hard, 508
language, 31
mode, 113
Phong, 115
pixel, 22, see also pixel shader
problems, 537–539
texture palette, 523–525
toon, 508–510
vertex, 17–18, see vertex shader
shadow, 331–373
anti-shadow, 336
buffer, 349
depth map, 349
field, 430
hard, 331
map, 339, 348, 348–372
adaptive, 358
bias, 350–353
cascaded, 358–361
convolution, 370
deep, 370, 407
hierarchical, 372
light space perspective, 356
minmax, 372
omnidirectional, 361
opacity, 371
parallel split, 359
penumbra, 371
perspective, 355
second depth, 352
silhouette, 357
trapezoidal, 356
variance, 367–370
on curved surfaces, 339–340
optimization, 372–373
penumbra, 331, 337
planar, 333–339
soft, 336–339
projection, 333–336
soft, 331–333, 336–340, 348,
361–372, 412
texture, 339
umbra, 331, 339
volume, 340–348
shaft, 778
shaft occlusion culling, see culling
shape blending, see transform, morph
targets
shared memory multiprocessor, see
multiprocessing
shear, see transform
shell, 504
shell mapping, 198, 516
shortest arc, 78
shower door effect, 523
Shrek, 879
Shrek 2, 422
silhouette, 338, 510–522, 626, 638
backface rendered, 513–517
bias rendered, 513
detection
hardware, 347
edge detection, 520–522
environment mapped, 512
fattening, 514–515
halo, 516
hybrid, 522
image, 517–520
loop, 520, 522
procedural geometry, 513–517
shadow volume, 347
shell, 515–517
SIMD, 31, 37
simplex, 819
simplification, 532, 561–573, 681, 713
cost function, 563–566
edge collapse, 562–564
level of detail, 567
optimal placement, 563
reversibility, 562
sin, see trigonometry
single buffer, see buffer
skeleton-subspace deformation, see
transform, vertex blending
skinning, see transform, vertex blending
skybox, 443–444,
452
sl
ab, 730, 742n, 766
slabs method, see intersection testing
slerp, see quaternion
SLI, 835
small batch problem, 551, 560, 708
smoothies, 371
smoothing, see polygonal techniques
smoothing phase, see surfaces, subdivision
SMOOTHVISION, 131
SMP, 717
Snell’s Law, 231, 237
Sobel edge detection, 518
software pipelining, see multiprocessing
i
i
i
i
i
i
i
i
1022 Index
SOLID, see collision detection, SOLID
solid, 544
angle, 205, 690
volume of, 544
Sorbetto, 442
sort, 652
bubble sort, 813
insertion sort, 813
space, 842
Sort-Everywhere, 846
sort-first, 843, 843
PLAYSTATION
R
3, 866
sort-last, 843
sort-last fragment, 845
PLAYSTATION
R
3, 866
sort-last image, 846
PixelFlow, 846
sort-middle, 843, 844, 871, 875
Mali, 844
south bridge, 860, 864
space subdivision, 647
space-filling curve, 556, 849
span, 892
spatial data structure, 647–660
aspect graph, 661
bounding volume hierarchy, 647,
647–650, 725, 762
BSP tree, 647, 650–654, 666, 796
axis-aligned, 650–652
collision detection, 796
dynamically adjusted, 797–802
polygon-aligned, 652–654
cache-aware, 657–658
cache-oblivious, 657–658
collision testing, 805–806
hierarchical, 647
hierarchy building, 802–804
irregular, 647
k-d tree, 651, 876
loose octree, 656
octree, 647, 654–656, 666, 677, 822
quadtree, 654
restricted, 571, 639
regular, 647
scene graph, 658–660, 660, 670, 688
LOD, 688
triangle binary tree, 569–570
spatial relationship, 328
spatialization, 660
SPE, see Cell Broadband Engine
TM
,SPE
spectrum, 210, 211, 212, 214–215
visible, 202
specular
highlight, see highlight
light map, see texturing
lobe, see BRDF
term, 105
SpecVar maps, 275
SpeedTree, 455
sphere, 533, 807
formula, 728, 729, 738
sphere mapping, see environment
mapping
sphere/box intersection, see intersection
testing
sphere/frustum intersection, see
intersection testing
sphere/plane intersection, see intersection
testing, dynamic
sphere/ray intersection, see intersection
testing
sphere/sphere intersection, see
intersection testing, dynamic,
see intersection testing
spherical
coordinates, 300, 728
harmonics, 266, 317–323, 381, 424,
430, 894
gradients, 323, 424
linear interpolation, see quaternion
splat, 399, 461, 502, 694–695
spline
curves, see curves
surfaces, see surfaces
sprite, 39n, 445–446, see also impostor
layered, 445
point, 456
SPU, see Cell Broadband Engine
TM
,SPU
sRGB, 143–145, 235, 236
SSE, 706, 763–765
stage
blocking, 720
starving, 720
star-shaped polygon, see polygon
starving, see stage starving
state
changes, 711, 718
sorting, 718
static buffer, see buffer, static
static intersection testing, see intersection
testing
stationary subdivision, see surfaces,
subdivision
stencil, 614
buffer, see buffer
steradian, 205
stereo
buffer, see buffer
..................Content has been hidden....................

You can't read the all page of ebook, please click here login for view all page.
Reset