i
i
i
i
i
i
i
i
Index 1017
overclock, 701
overdraw, 851
oversampling, see supersampling
packed pixel format, 832
padding, 705
page flipping, 834
painter’s algorithm, 654
painterly rendering, 508
parabola, 579
parabolic mapping, see environment
mapping
paraboloid mapping, see environment
mapping
parallax, 443, 460, 460
barrier display, 837
mapping, 191–193
occlusion mapping, see texturing,
relief
parallel
close proximity, see collision
detection
graphics, 723, 842
processing, see multiprocessing
projection, see projection,
orthographic
parallelism, 720
spatial, 717
temporal, 717
parameter space values, see texturing
parametric
curves, see curves
surfaces, see surfaces
particle, 39n
soft, 452–454
system, 455–456
patch, 593
path planning, 818
PCF, see percentage-closer filtering
PCI Express, 712, 849, 850, 883
PCIe, 850
PCU, see culling,programmable, 876
PDI, 422
Peano curve, 556
pen and ink, 508
pending buffer, see buffer
penetration depth, 818
penumbra, see shadow
penumbra map, see shadow, map,
penumbra method
penumbra wedge, 348
per-polygon operations, see per-vertex
operations
per-vertex operations, 15
percentage-closer filtering, 361–366
performance measurement, 702
perp dot product, 6, 780, 781
perspective projection, see projection
perspective-correct interpolation, see
interpolation
Peter Panning, 352
Phong lighting equation, see lighting
equation and BRDF
Phong lobe, 257
Phong shading, see shading
phosphor, 214–216
phosphorescence, see light, emission
photogrammetry, 532, 533
photometric curve, 209
, 212, 216
photom
etr
y, 209–210
photon mapping, 399, 416
photons, 202
photorealistic rendering, 440, 507
pick window, see intersection testing
picking, 725–726, 728, 740
piecewise
ezier curves, see curves
smooth subdivision, see surfaces,
subdivision
ping-pong buffers, 472, 483
pipeline, 11–27, 697–723
application stage, 12, 14–15, 697
conceptual stages, 12
fixed-function, 26, 201, 220, 467,
496, 701
lighting, 219
flush, 711, 854
functional stages, 13
geometry stage, 12, 15–20, 697
rasterizer stage, 12, 21–25, 697
software, 718
speedup, 12
stage, 12–14, 841–842
Pirates of the Caribbean, 381
pitch, 66,68
pixel, 21n, 125n
overdraw, 716
processor, see pixel, shader
shader, 29, 42–44, 137
depth sprite, 464
PLAYSTATION
R
3, 866–868
Pixel-Planes, see hardware
pixelation, 158
PixelFlow, see hardware
pixels per second, 702
Planck’s constant, 202
plane, 6, 908–909
axis-aligned, 7

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