i
i
i
i
i
i
i
i
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
B´ezier curve, 581
B´ezier patch, 595
B´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
B´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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