i
i
i
i
i
i
i
i
1026 Index
cos, 913
derivatives of functions, 915
double angle relations, 917
formulae, 915–919
function sums & differences, 919
functions, 913–915
half-angle relations, 919
inverses of functions, 914
law of cosines, 916
law of sines, 916
law of tangents, 916
MacLaurin series, 914
Mollweide’s formula, 917
multiple angle relations, 917
Newton’s formula, 917
product relations, 918
Pythagorean relation, 916
right triangle laws, 915
sin, 913
tan, 913
Taylor series, 913
trigonometric identity, 917
trilight, 325
trilinear interpolation, see interpolation
triple buffer, see buffer
tristimulus values, 213
true color mode, see color
TSM, see shadow, map, trapezoidal
T-vertex, see polygon
two-and-half-dimensions, see 2
1
2
D
uberlight, 223
ubershader, 277, 278, 281
UMA, see unified memory architecture
umbra, see shadow
under operator, 137
underclock, 701
unified memory architecture, 849, 849,
859
unified shader architecture, 31n, 700, 846,
860, 860
uniform tessellation, see tessellation
unsharp mask, 385
upsampling, 123
valence, 614
Valgrind, 705
van Emde Boas layout, 657
vector, 889–890
addition, 890, 893
geometrical, 893, 905, 906
irradiance, 290, 421
length, 893
norm, 891–893
notation, 7
normalize, 894
product, see cross product
scalar multiplication, 890, 893
zero, 890–891
velocity buffer, 492–496
vertex
array, see vertex, buffer, see vertex,
buffer
buffer, 550, 557–561, 707
cache, see cache
correspondence, 85
processor, see vertex, shader
shader, 29, 38–40
animation, 40
data compression, 713
effects, 39
particle systems, 456
PLAYSTATION
R
3, 864–866
shadows, 347
skinning, 83–85
vertex blending, 83–85
stream, 558
texture, 40, 165, 198, 198n
vertical
refresh rate, see refresh rate
retrace, see retrace
sync, see synchronization, monitor
vertices per second, 702
video
color space, 217
controller, 830
memory, 830, 849
view
frustum culling, see culling
ray, 110
transform, see transform
vector, 109
view-independent progressive meshing,
562
VIPM, 562
visibility test, 672
Vista, 30
visual appearance, 99
visual phenomena, 99–100
volume
calculation
parallelepiped-box, 911
rendering, 502–505
solid, see solid
volumetric shadows, see shadow
voxel, 502, 760
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