i
i
i
i
i
i
i
i
1020 Index
refresh rate
horizontal, 830
vertical, 830
register combiners, 34
regular
setting, 617
vertex, 614
rejection test, see intersection testing
relief texture mapping, see texturing
render target, 38
rendering
equation, 327–328, 414
spectrum, 440
speed, 13, 14
state, 711
RenderMan, 33, 35, 199, 275, 283, 875,
880, 884
RenderMonkey, 50, 886
repeat, see texturing
repeated linear interpolation, see
interpolation
replace, see texturing, blending operations
resampling, 123–124
restitution, see collision response
retrace
horizontal, 830
vertical, 25, 830, 834
retro-reflection, 245
reverse mapping, 488
REYES, 875, 884
RGB, 156
color cube, 213
color mode, see color, mode, true
color
to grayscale, 215
RGBA, 136, 139, 832
texture, 156
RGBE format, 481
RGSS, 128
right triangle laws, see trigonometry
right-handed, see coordinate system
basis, see handedness
rigid-body
transform, see transform
ripmap, see texturing, minification
ROAM, 569
roll, 66,68
ROP, 24
roping, 144
rotation, see transform
RSX
R
, see hardware,
PLAYSTATION
R
3
S3 texture compression, see texturing,
compression
S3TC, see texturing, compression
sampling, 117–125, 128, see also
antialiasing
bandlimited signal, 119–120
centroid, 128
continuous signal, 118
discretized signal, 118
Nyquist limit, 119, 163, 166
pattern, 128, 146
stochastic, 131
stratified, 131
theorem, 119
Sarrus’s scheme
cross product, 897
determinant, 900
SAT, see intersection testing, separating
axis test
saturation, 214
SBRDF, see SVBRDF
scalable link interface, 835
scalar product, see dot product
scaling, see transform
scan conversion, 21, 22
scanline, 830
interleave, 835
scanner gamut, 216
scatter operation, 487
scattering, 104
multiple, 403
single, 403
scattering albedo, 239–241
scene graph, see spatial data structure
screen
coordinates, 20
mapping, 20
space, 842
space coverage, 637, 688
SDRAM, 852
Sea of Images, 444
second-order equation, 739
sectioning, 19
self-shadowing, see aliasing
semi-regular setting, 617
sensor, see imaging sensor
separating axis test, see intersection
testing
separating hyperplane theorem, 731
SGI algorithm, see triangle strip
Sh, 35, 51
shade tree, 33

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