i
i
i
i
i
i
i
i
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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