i
i
i
i
i
i
i
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
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