i
i
i
i
i
i
i
i
1022 Index
SOLID, see collision detection, SOLID
solid, 544
angle, 205, 690
volume of, 544
Sorbetto, 442
sort, 652
bubble sort, 813
insertion sort, 813
space, 842
Sort-Everywhere, 846
sort-first, 843, 843
PLAYSTATION
R
3, 866
sort-last, 843
sort-last fragment, 845
PLAYSTATION
R
3, 866
sort-last image, 846
PixelFlow, 846
sort-middle, 843, 844, 871, 875
Mali, 844
south bridge, 860, 864
space subdivision, 647
space-filling curve, 556, 849
span, 892
spatial data structure, 647–660
aspect graph, 661
bounding volume hierarchy, 647,
647–650, 725, 762
BSP tree, 647, 650–654, 666, 796
axis-aligned, 650–652
collision detection, 796
dynamically adjusted, 797–802
polygon-aligned, 652–654
cache-aware, 657–658
cache-oblivious, 657–658
collision testing, 805–806
hierarchical, 647
hierarchy building, 802–804
irregular, 647
k-d tree, 651, 876
loose octree, 656
octree, 647, 654–656, 666, 677, 822
quadtree, 654
restricted, 571, 639
regular, 647
scene graph, 658–660, 660, 670, 688
LOD, 688
triangle binary tree, 569–570
spatial relationship, 328
spatialization, 660
SPE, see Cell Broadband Engine
TM
,SPE
spectrum, 210, 211, 212, 214–215
visible, 202
specular
highlight, see highlight
light map, see texturing
lobe, see BRDF
term, 105
SpecVar maps, 275
SpeedTree, 455
sphere, 533, 807
formula, 728, 729, 738
sphere mapping, see environment
mapping
sphere/box intersection, see intersection
testing
sphere/frustum intersection, see
intersection testing
sphere/plane intersection, see intersection
testing, dynamic
sphere/ray intersection, see intersection
testing
sphere/sphere intersection, see
intersection testing, dynamic,
see intersection testing
spherical
coordinates, 300, 728
harmonics, 266, 317–323, 381, 424,
430, 894
gradients, 323, 424
linear interpolation, see quaternion
splat, 399, 461, 502, 694–695
spline
curves, see curves
surfaces, see surfaces
sprite, 39n, 445–446, see also impostor
layered, 445
point, 456
SPU, see Cell Broadband Engine
TM
,SPU
sRGB, 143–145, 235, 236
SSE, 706, 763–765
stage
blocking, 720
starving, 720
star-shaped polygon, see polygon
starving, see stage starving
state
changes, 711, 718
sorting, 718
static buffer, see buffer, static
static intersection testing, see intersection
testing
stationary subdivision, see surfaces,
subdivision
stencil, 614
buffer, see buffer
steradian, 205
stereo
buffer, see buffer
Get Real-Time Rendering, Third Edition, 3rd Edition now with the O’Reilly learning platform.
O’Reilly members experience books, live events, courses curated by job role, and more from O’Reilly and nearly 200 top publishers.