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1016 Index
multiprocessing, 716–722, 846
dynamic assignment, 721
message-passing, 716
parallel, 720–722
pipeline, 717–720
shared memory multiprocessor, 716
static assignment, 721
symmetric, 717
multisampling, see antialiasing
multitexturing, see texturing
multum in parvo, 163
Munsell ColorChecker, 145
N-patch, see surfaces
nailboard, see impostor, depth sprite
NDF, see normal, distribution function
near plane, 90, 96, 688, 771
nearest neighbor, see texturing and
filtering
negatively oriented, see handedness,
left-handed basis
Nehalem, 883
Newell’s formula, 535
Newton’s formula, see trigonometry
node, 648–649
internal, 648
leaf, 648
root, 648
noise function, see texturing
non-photorealistic rendering, 507–526
stylistic rendering, 507
noncommutativity, 61, 72, 899
norm of vector, see vector
normal
cone, 664
distribution function, 246, 273
map, 258
incidence, 232
map, see bump mapping
transform, see transform
normal-patches, see surfaces, N-patch
normalize vector, see vector
normalized device coordinates, 19,90
north bridge, 859, 860
NPR, see non-photorealistic rendering
N-rooks sampling, 131
NTSC, 217
phosphors, 216
NURBS, see surfaces
Nusselt analog, 410
NV
depth clamp, 344
NvTriStrip, 552, 573
Nyquist limit, see sampling
OBB, 729–730, 731, 762, 807
collision detection, 807–809
plane/box intersection, 757
ray/box intersection, 742–744
OBB/OBB intersection, see intersection
testing
OBB/plane intersection, see intersection
testing
OBB/ray intersection, see intersection
testing
OBBTree, see collision detection
obscurance, 378, 379, 381, 383, 426
occluder, 673
shrinking, 679
virtual, 680
occluding power, 673
occlusion
culling, see culling
horizons, see culling
reflection, 430
octant test, see intersection testing
octree, see spatial data structure
octree texture, 171
Okami, 508, 509, 881
omni light, 218
opacity
spectral, 141
OpenEXR format, 481
OpenGL ARB, 37
OpenGL ES, 176, 870, 873, 877
OpenRT, 646
OpenSG, 552, 573
optimal placement, see simplification
optimization
application stage, 703–707
code, 703–707
geometry stage, 713–714
lighting, 713–714
memory, 704–707
pipeline, 697–723
pixel shader, 711, 716, 857
rasterizer stage, 714
vertex shader, 711
ordinary vertex, 614
Oren and Nayar model, see BRDF
orientation, 56, 65, see polygon
oriented bounding box, see OBB
orthogonal
decomposition, 895
vectors, 891
outline, see polygon, with multiple
outlines
over operator, 136–140, 393, 684
overblurring, 166

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