i
i
i
i
i
i
i
i
1018 Index
coordinate, 7
explicit, 908
implicit, 908
sweep, 535
plane/AABB intersection, see intersection
testing
plane/box intersection, see intersection
testing
plane/OBB intersection, see intersection
testing
plane/ray intersection, see intersection
testing
PLAYSTATION
R
3, 35
PLAYSTATION
R
3, see hardware
PN triangle, see surfaces, N-patch
point, 893, 905, 906
point clouds, 533
point rendering, 534, 693–695
point-based visibility, 672
pointer indirection, 704
Poisson disk, 132, 365, 366, 488
polycube maps, 151
polygon
area, 910–911
bowtie, 535
contour, 537
convex region, 536
degree, 552
edge cracking, see cracking
edge stitching, 541
edges for joining outlines, 537
hourglass, 535
loop, 537
mesh, 542
orientation, 542–544
sorting, 136–137, 654, 715–716
soup, 541, 794, 802, 809
star-shaped, 537
T-vertex, 541
with multiple outlines, 537
polygon-aligned BSP tree, see spatial
data structure, BSP tree
polygon/cube intersection, see
intersection testing
polygon/ray intersection, see intersection
testing
polygonal techniques, 531–574
consolidation, 531, 541–547
merging, 541–542
simplification, see simplification
smoothing, 545–547
tessellation, 531, 534–541, 681
triangulation, 531, 534–537, 538
polygonalization, 533
polypostor, 461
polytope, 765n
POM, 193
Pomegranate, see hardware
popping, see level of detail
port, 850
portal culling, see culling
positively oriented, see handedness,
right-handed basis
post processing, 467
post T&L vertex cache, see cache
potentially visible set, 373, 661
Poulin-Fournier model, see BRDF
PowerStrip, 701
PowerVR, see hardware
pre T&L vertex cache, see cache
pre-order traversal, 665
precision, 713
color, 167, 831
depth, 350
floating point, 707
half, 481, 713
subpixel, 541
precomputed lighting, 417–425
precomputed radiance transfer, 407,
430–437
prefetch, 842
texture, 173, 847–849, 853
prelighting, 417, 537
pr
eshaded,
537
printer gamut, 216
probability
geometric, 735–737
procedural modeling, 199, 526, 532
procedural texturing, see texturing
processor
stream, 841
product relations, see trigonometry
programmable culling, see
culling,programmable
progressive refinement, 411, 441n
progressive scan, 831
projected area, 409
projection, 18–19, 89–97
3D polygon to 2D, 751
3D triangle to 2D, 746
bounding volume, 688–691
cylindrical, 152
orthogonal vector, 895
orthographic, 18–19, 55, 89–92
parallel, see projection, orthographic
perspective, 18, 19, 55, 92–97, 833
planar, 152
spherical, 152
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