For indexed terms with more than one page reference, the italicized page (or range) indicates the most significant reference.
2.5 dimensions, 531
3dfx Interactive, 37
A-buffer, see under buffer,
creation, 949
orthographic pro jection, 93
AABB/object intersection, see intersection testing, AABB/AABB,
Academy Color Encoding System, see ACES,
acceleration algorithms, 14, 682, 817–879,
accessibility shading, 449
accommodation, 923
accumulation buffer, see buffer, accumulation ACE, 1036
ACES, 287
adaptation, 285
adaptive refinement, 547
adjacency graph, 692
affinity mask, 928
Afro Samurai,, 658
AHD basis, see basis, AHD,
albedo, 314
directional, 313
texture, 885
crawlies, 130
perspective, 239
projective, 240
self-shadow, 236
shadow map, 236
channel, 24, 159 , 160, 203, 1010
LOD, see level of detail, alpha mapping, see texturing premultiplied, 159–160
unmultiplied, 160
alternate frame rendering, 1013
ambient,
aperture lighting, 466
color, 392
cube, 394 ߝ 395 , 432, 478, 488
light, see light, ambient,
field, 452
ground-truth, 461
horizon-based, 460
temporal supersampling, 462
volume, 452
volumetric, 459
ambient/highlight/direction basis, 476
Amdahl's law, 1020
cel, 652
impostor, 562
particle system, 567
sprite, 550
subdivision, 781
texture, see texturing, animation vertex blending, see under transform,
anisotropic filtering, see under texturing, minification,
anisotropic reflection, 314
anisotropic scaling, 62
anti-shadow, 227
coverage sampling, 141
custom filter, 142
directionally localized, 147
distance-to-edge, 147
enhanced quality, 141
FLIPQUAD, 146
full-scene, 138
geometry buffer, 147
hybrid reconstruction, 146
multisampling, 139–142, 144–148, 155
N -rooks, 143
screen based, 137–148, 204–207
subpixel morphological, 148
subpixel reconstruction, 147
rotated grid, 1028
temporal, 142 ߝ 143 , 144–146, 148
texture, see texturing, minification,
aperture, 307
API, 15
application stage, see under pipeline arithmetic logic unit, see ALU artistic rendering, see non-photorealistic,
rendering,
Ashes of the Singularity,, 883, 911, 913
Ashikhmin model, 357
aspect graph, see under spatial data structure Assassin's Creed,, 453, 539
Assassin's Creed 4: Black Flag,, 478, 481
Assassin's Creed Unity,, 834, 851, 905
Assimp,, 716
ASTC, see under texturing, compression asynchronous compute engine, see ACE,
atmosphere, 595, 596, 601, 613–616, 622–623
attenuation index, 298
average cache miss ratio, 700
axis-aligned bounding box, see AABB,
axis-aligned BSP tree, see under spatial data,
structure, BSP tree,
B-spline, see under curves and surfaces back buffer, see buffer, back,
back plane, 93n
backface culling, see culling, backface backprojection, 252
backward mapping, 532
least-squares, 452
balancing the pipeline, see pipeline,
band-limited signal, 133
bandwidth, 1006
Bartleson-Breneman effect, 285
barycentric coordinates, 45, 46, 489, 673, 740, 748, 907, 963 , 998–1001
basis, 209
AHD, 402 , 467, 471, 484, 488, 498
functions,
orthogonal, 398
orthonormal, 399
projection, 393
Gaussian, 397 ߝ 398 , 471–472, 477–478, 488, 498
harmonics, see spherical, harmonics radial, 396
tangent space, 209 ߝ 210 , 343, 403, 766
batch, 796
batching, 795
Battlefield 1, 601
Battlefield 4, 514
BC, see under texturing, compression,
bell curve, 515
benchmarking, 1012
bent cone, screen-space, 467
Bernstein,
form, 835
Bezier curve, 722
Bezier patch, 737
Bezier triangle, 740
Bezier triangle, 741
Bezier basis function, 723
Bezier curves, see curves, Bezier,
Bezier patch, see under surfaces,
Bezier triangle, see under surfaces,
BGR color order, 1010
bias, 226
cone, 249
receiver plane depth, 250
bidirectional reflectance distribution function, see BRDF,
bidirectional scattering distribution function, see BSDF,
bidirectional surface scattering distribution functions, see BSSRDF,
bilinear interpolation, 735
particle, 567
screen-aligned, 553
spherical, 559
binary space partitioning tree, see spatial data structure, BSP tree,
binary tree, 820
bindless texture, 192
binormal vector, 209
biquadratic surface, 736
blend shapes, see transform, morph targets blending, 25
implicit surface, 752
multi-layer alpha, 156
operations, see texturing,
surfaces, see surfaces, implicit,
Blinn lighting equation, 314
blocking, 809
blue-screening, 160
Boost,, 793
border, 174
bottleneck, 12, 783 , 786–788, 1023
boundary representation, 581
bounded Bezier curve, see curves, bounded Bezier,
hierarchy, see under spatial data structure temporal, 821
bounding volume/object intersection, see intersection testing,
bowtie, 684
box/object intersection, see specific objects under intersection testing,
anisotropic, 314
Ashikhmin, 357
Banks, 359
Blinn-Phong, 314
clear coat, 364
Cook-Torrance, 314
Disney principled, 324, 340, 345, 353, 364
Hapke model, 314
isotropic, 310
Kajiya-Kay, 359
Lommel-Seeliger model, 314
lunar, 314
Oren-Nayar, 354
specular lobe, 315 , 338, 416, 418
Torrance-Sparrow, 334
Ward, 314
Brutal Legend,, 572
BSP tree, see under spatial data structure,
BSSRDF, 634
buffer,
A-buffer, 155
accumulation,
antialiasing, 139
depth of field, 529
motion blur, 537
soft shadow, 228
cache, 1007
compression, 1007 ߝ 1009 , 1032–1033
deep, 884
dynamic, 793
framebuffer, 25
interleaved, 702
pending, 1013
static, 794
projection shadow, 227
triple, 1013
z-buffer, 24, 53, 152, 1014–1016, 1048
hierarchical, see under culling,
filtering,
CLEAN, 370
LEAN, 370
Toksvig, 369
normal map, 195, 211–214, 366, 710
offset vector, 211
bus bandwidth, 1006
BV, see bounding volume,
BVH, see spatial data structure, bounding volume hierarchy,
C0-continuity, see continuity,
C1-continuity, see continuity,
cache,
hierarchy, 1038
memory, 792
pre-transform, 705
cache-oblivious mesh, see mesh, cache-oblivious CAD, 546
Call of Duty: Advanced Warfare,, 286, 542, 718
Call of Duty: Black Ops,, 340, 370
Call of Duty: Infinite Warfare,, 325, 363–365, 420, 902
Call of Duty: WWII,, 476
camera space, 15
candela, 271
capsule, 946
cartoon rendering, see shading, toon,
cathode-ray tube, see CRT,
Catmull-Clark subdivision, see surfaces,
subdivision, Catmull-Clark,
Catmull-Rom spline, 731
cel rendering, see shading, toon cell, see culling, portal cell-based visibility, 842
CFAA, see antialiasing, custom filter,
character animation, see transform, vertex,
blending,
charcoal, 652
chart, 909
checkerboard rendering, 146, 930
chroma subsampling, 804
chroma-keying, 160
chromatic aberration, 521, 628, 921
chromaticity, 273
chrominance, 197
Chromium,, 1020
CIE chromaticity diagram, 274–278
CIECAM02, 278
CIELAB, 276
CIELUV, 276
ciliary corona, 524
circle of confusion, 531
Civilization V,, 879
clamp, 174
Claybook,, 1045
CLEAN mapping, 370
ClearType, 675
clip coordinates, 18
clipmap, 867
guard-band, 998
plane, 19
clock gating, 1028
clock rate, 789
CLOD, see level of detail, continuous closed model, 693
clouds, 257, 556, 563–564, 598, 613, 616–620, 622–623
clustered deferred shading, 904
clustered forward shading, 904, 907, 908, 914
C n -continuity, 728
code optimization, see optimization, code,
CodeAnalyst,, 792
coherence,
frame-to-frame, 866
length, 362
spatial, 837
temporal, 866
collision detection, 14
ambient, 392
buffer, see buffer, color grading, 289–290
mode, 1009
deep color, 1010
perception, 278
color appearance model, 278
color space,
ACEScg, 278
Adobe 1998, 277
DCI-P3, 277
working, 278
color-matching functions, 272–273
common-shader core, 35
communication, 1023
compositing, 159
compression,
asymmetry, 196
buffer, see buffer, compression,
texture, see texturing, compression,
vertex, see vertex, compression,
computational photography, 549, 573
compute shader, 14, 40, 41, 51, 54, 245, 256, 259, 288, 514, 518, 535, 536, 569, 578, 582, 611, 677, 778, 784, 795, 798, 812, 851, 879, 888, 893, 895, 896, 901, 903, 907, 911, 912, 914, 986, 1043
concatenation, see transform, concatenation of cone tracing, 455, 467, 584
conservation of energy, 312
conservative depth, 1016
conservative rasterization, see rasterization,
conservative,
constructive interference, see light, interference, constructive,
constructive solid geometry, 750
continuity, see also curves and surfaces,
Cn, 728
Gn,, 728
continuous signal, 131
contour, 686
halo, 659
line, 655
loop, 667
contouring artifacts, see banding artifacts,
control cage, 756
control mesh, 756
control points, 720
control polygon, 754
convex hull, 950
Bezier curve, 723
Bezier patch, 738
Bezier triangle, 741
Loop, 761
convex partitioning, 684
convex region, 685
convolution, 135
Cook-Torrance model, 314
coordinate system,
right-handed, 92
corner cutting, 753
counterclockwise vertex order, 63, 692
coverage, 995
coverage mask, A-buffer, 155
CPU-limited, 786
Bezier triangle, 747
fractional tessellation, 769
quadtree, 774
tessellation, 771
crawlies, 130
crease, 763
critical angle, 326
cross product, 7
CrossFire X, 1013
CRT, 161
Crysis 3, 631
CSAA, see antialiasing, coverage sampling,
CSG, 750
CSM, see shadow, map, cascaded,
cube mapping, see environment mapping, cubic,
cube texture, 190
CubeMapGen, 415
cubic convolution, 178
cubic curve, see curves, cubic,
cuculoris, 434
orientation consistency, 63
early-z, 53, 801, 849, 851, 1016
frontface, 832
hierarchical z-buffering, 846–850
hierarchical view frustum, 807, 835–837, 981
ob ject-space, 843
ray-space, 843
view frustum, 807, 835 ߝ 837 , 981
z, 846
zmax, 1015
zmin, 1015
curved surfaces, see surfaces,
curves,
B-spline, 732 ߝ 734 , 754, 756
Catmull-Rom spline, 731
degree, 721
piecewise, 726
quartic, 721
tension parameter, 730
D65, see illuminant D65,
DAG, see directed acyclic graph,
dart, 763
data race condition, 51
data reduction, see simplification,
data-level parallelism, 1003
data-oriented design, 791
de Casteljau,
Bezier curves, 721
Bezier patches, 736
Bezier triangles, 740
DEAA, see antialiasing, distance-to-edge decals, 202, 888–890, 901
decimation, see simplification deep color mode, 1010
deferred context, 813
deferred lighting, 892
deferred shading, 547, 883 ߝ 890 , 1022, 1028
denoising, 519
dependent texture read, see texture, dependent read,
depth,
buffer, see buffer, z-buffer reversed, 100
peeling, 152, 154–155, 252, 625, 893
sprite, see under impostor,
depth of field, 523, 525, 527 ߝ 536 , 835
derivative, see gradient of pixel,
Destiny: The Taken King,, 128
destructive interference, see light, interference, destructive,
determinant of a matrix, 7
Deus Ex: Mankind Divided,, 908
dielectric, 321
difference of Gaussians, 665
diffuse term, 306
diffusion, 634
normal-map, 635
texture-space, 635
digital differential analyzer, 506
digital visual interface, 1011
dimension reduction, 955
direct memory access, see DMA,
Direct3D, 21n
DirectCompute, 40
directed acyclic graph, 586, 829
direction, principal, 672
directional occlusion, 465
precomputed, 466
discrete geometry LOD, see level of detail, discrete geometry,
discrete ordinate methods, 493
discrete oriented polytope, see k-DOP discretized signal, 131
Disney Infinity 3.0, 372
displaced subdivision, see surfaces, subdivision, displaced,
displacement mapping, 167, 219, 765, 770
display,
engine, 1011
flare, 285
head-mounted, 916
interface, 1011
list, 812
primary, 276
varifocal, 923
display rate, 1
display-referred, 283
DisplayPort, 1011
distance field, 677
distortion, lens, 921
distribution of normals, see NDF,
distribution of visible normals, 333
dithering, 1010
DLAA, see antialiasing, directionally localized DMA, 1034
Dolby Vision, 282
DOM, see discrete ordinate methods,
domain, 719
rectangular, 736
triangular, 740
domain shader, 44
DOOM (2016), 246, 540, 629, 823, 869, 883, 901
dot product, 7
dots per inch, 817
double buffer, see buffer, double,
DRAM, 791
draw call, 35
driver, see graphics driver,
dual paraboloid mapping, see environment mapping, parabolic,
dual source-color blending, 53
dueling frusta, 242
Dust 514, 493
DVI, 1011
DXR, 1044
DXTC, see under texturing, compression dynamic buffer, 793
dynamic super resolution, 139
EAC, 194
ear clipping, 685
early-z culling, see under culling,
border, 654
bridge, 686
collapse, see under simplification,
feature, 654
hard, 654
join, 686
keyholed, 686
material, 654
preservation, 695
stitching, 689
suggestive contour, 655
effective surface, 350
electrical optical transfer function, 161, 283
EM, see environment mapping energy efficiency, 1024
Enlighten,, 482
enveloping, see transform, vertex blending environment mapping, 404–433
octahedral, 413
parabolic, 413
prefiltered, 415–420, 471, 502, 503
EOTF, see electrical optical transfer function,
EQAA, see antialiasing, enhanced quality Ericsson texture compression, see texturing, compression, ETC,
ESM, see shadow, map, exponential ETC, see under texturing, compression Euler angles, 59, 70 , 73, 82
Euler transform, see transform, Euler Euler-Mascheroni constant, 802
Euler-Poincare formula, 699, 706
EVS, see exact visible set EVSM, see shadow, map, exponential EWA, 189
exact visible set, 831
execution unit, 1003
explicit surface, see surfaces, explicit exposure, 285, 288–289
extraordinary vertex, 758
eye space, 15
eye-dome lighting, 575
faceter, 682
fairness, 761
fan, see triangle, fan,
Feline, 189
fence, 938
FIFA, 616
fill rate, 788
film frame rate, 536
bright-pass, 527
cross bilateral, see filter, joint bilateral disk, 518
edge-preserving, 520
Gaussian, 136, 189, 515 , 517, 572, 665
kernel, 517
nearest neighbor, 134
rotation-invariant, 515
running-average, 523
steerable, 525
support, 517
tent, 134
triangle, 134
Final Fantasy XV,, 620
fireflies, see under aliasing,
Firewatch,, 104
first principal direction, 672
fixed-function pipeline, 27
flat shading, 120
FLIPQUAD, 146
floor, 769
flow control, 36
dynamic, 36
static, 36
flush, 1005
force feedback, 14
form factor, 442
forward mapping, 531
forward shading, 883
forward+ shading, see tiled, forward shading,
constant, 865
frame-to-frame coherence, 866
framebuffer, 25
frames per second, 13
FreeSync, 1011
FreeType, 676
Fresnel effect, 319
Fresnel equations, 316
Fresnel reflectance, 316 ߝ 327 , 330, 331, 348, 351, 405, 420, 421, 426, 498, 626, 631, 632, 643, 892
Schlick approximation, 320, 321, 326, 347, 351, 598
front buffer, see buffer, front,
front plane, 93n
Frostbite game engine, 111, 113, 115, 116, 287, 290, 312, 325, 616, 804, 811, 851, 878, 890, 893, 903
froxel, 611
tracing, 261
frustum/object intersection, see specific objects under intersection testing,
FSAA, see antialiasing, full-scene,
full screen pass, 514
FX Composer,, 44
FXAA, see antialiasing, fast approximate,
G-sync, 1011
G1-continuity, see continuity,
gamma correction, 160 ߝ 165 , 184
sRGB, 323
gas, ideal, 297
gather operation, 532
Gauss map, 667
Gaussian, anisotropic spherical, 398, 498
GBAA, see antialiasing, geometry buffer GCN, see under hardware,
genus, 699
geodesic curve, 81
geometric mean, 864
geometry,
patch, 775
processing, see under pipeline,
shader, 18–19, 47–48, 647, 668, 677, 702, 786, 798
stage, see pipeline, geometry processing,
geomorph LOD, see level of detail, geomorph,
GigaThread engine, 1032
gimbal lock, 73
glare effects, 524
glPolygonOffset, 236, 657, 673
gluLookAt, 67
gluPerspective, 99
Gn-continuity, 728
golden thread, 547
Gouraud shading, 118
GPA,, 785
computing, 54
GPU Boost, 789
GPU PerfStudio,, 785
GPUView,, 785
graftals, 672
Grand Theft Auto V,, 525
graphics driver, 786, 793, 1012
graphics processing unit, see GPU,
grayscale, conversion to, 278
great arc, 81
great circle, 81
green-screening, 160
GRID2, 258
GTX 1080, see under hardware,
guard-band clipping, 998
H -basis, 404
half vector, 336
half-edge, 692
Half-Life 2, 402, 403, 476, 478, 499
Half-Life 2 basis, 403
halo, 524
Halo 3, 475
haloing, 675
Halton sequence, 144
hard real time, 865
hardware,
GameCube, 867
GeForce 256, 29
GeForce3, 38
Mali architecture, 1020, 1024–1029
PixelFlow, 1022
PLAYSTATION, 936
PLAYSTATION 4, 867, 1007, 1035
Pomegranate, 1022
Voodoo 1, 1
Xbox, 1035
Xbox 360, 39
Xbox One, 867
harmonic series, 802
H-basis, 475
HDMI, 1011
display, 1011
HDR10, 281
heads-up display, 561, 917, 932, 933
heat diffusion, 535
terrain, 877
Hellgate: London,, 609
Helmholtz reciprocity, 312 , 351
hemisphere lighting, 431
hemispherical basis, see basis, hemispherical hemispherical harmonics, 404
Henyey-Greenstein phase function, 598 ߝ 599 , 620
Hermite curves, see curves, Hermite Hermite interpolation, see interpolation, Hermite,
Hertz, 13
hidden line rendering, see line, hidden,
hierarchical image caching, see impostor,
hierarchical spatial data structure, see spatial,
data structure,
hierarchical view frustum culling, see culling,
hierarchical view frustum,
hierarchical z-buffering, see under culling,
high color mode, see color, mode, high color,
high dynamic range, see HDR,
high-definition multimedia interface, 1011
High-Level Shading Language, see HLSL highlight, 119
highlight selection, 673
histogram, 245
histogram renormalization, 196
hither, 93n
HLG, 281
homogeneous notation, 6, 58, 62, 173
horizon angle, 460
hourglass, 684
HRAA, see antialiasing, hybrid reconstruction,
HTC Vive, see Vive,
HTILE, 1038
hue, 276
hull shader, 44
Hunt effect, 285
Huygens-Fresnel principle, 360
Hybrid Log-Gamma, see HLG,
hysteresis, 861
HZB culling, see culling, hierarchical z -buffering,
IBR, see image-based rendering,
image,
state, 283
image-based lighting, 406, 414–424, 435
image-based rendering, 269, 545
immediate context, 813
implicit surface, see surfaces, implicit importance sampling, 385, 445, 451, 503
layered depth image, 565
index of refraction, 298
complex, 298
indirect draw command, 851
inflection, 728
inner product, 398
input assembler, 42
inside test, 996
instruction set architecture, 35
instruction-level parallelism, 1003
integral,
triple product, 470
intensity, 269
interactivity, 1
interface, see hardware,
interference, see under light,
interleaved sampling, 145
intermediate language, 35
barycentric, 963
bicubic, 178
bilinear, 178 ߝ 180 , 182, 735–736
centroid, 141
linear, 720
perspective-correct, 22, 49, 1000
quadrilinear, 189
repeated, 740
bilinear, 736
trilinear, 186
interpupillary distance, 923
convex polyhedron/ray, 961
dimension reduction, 955
frustum/ray, 961
interval overlap method, 972–974
k-DOP/ray, 961
picking, 942
plane/ray, 966
plane/sphere, 970
polyhedron/polyhedron, 987
rejection test, 948
separating axis, 946
separating axis test, 947 , 974, 979, 980, 986–987
three planes, 990
interval overlap method, see under intersection,
testing,
intrinsic functions, 36
inverse displacement mapping, see texturing, parallax occlusion mapping,
inverse z, 100
IOR, see index of refraction,
precomputed, 474
spherical harmonics, 475
volume, 487
irradiance mapping, see environment mapping, irradiance,
irregular vertex, 758
isocube, 412
isotropic scaling, 62
Jz az bz , 276
jaggies, see under aliasing,
jittering, see under antialiasing,
Jordan curve theorem, 967
judder, 935
k-ary tree, 820
k-d tree, see under spatial data structure,
creation, 949
Kentucky Route Zero,, 121
Killzone: Shadow Fall,, 116, 523
Kil lzone 2, 885
Kite,, 493
Kochanek-Bartels curves, see curves,
Kochanek-Bartels,
LAB, 276
Lambertian shading, see BRDF, Lambertian,
The Last of Us,, 476
late depth test, 1016
late latching, 938
latency, 1, 30, 791, 807–810, 920–921, 935, 1004 ߝ 1006 , 1013
occlusion query, 845
Latin hypercube sampling, 143
layered depth image, see under impostor,
LCD, 676
LDI, see impostor, layered depth image LEAN mapping, 370
left-handed, see under coordinate system lens flare, 524–526
level of detail, 44, 580, 706, 717, 807, 852 ߝ 866
bias, 186,
blend, 856
fractional tessellation, 768
generation, 853
hysteresis, 861
PN triangle, 747
simplification, 710
subdivision surface, 756
level set, 583
LIDAR, 573
light,
attenuation mask, 230
baking, 798
bandwidth, 362
bleeding, 255
field, 269
interference,
destructive, 296
inverse-square attenuation, 111
map, 484
meter, 271
monochromatic, 293
polarized, linearly, 293
polychromatic, 293
prepass, 892
propagation volumes, 493
cascaded, 494
scattering, see scattering,
area, 116–117, 224 , 228, 377–391
fill, 431
omni, see light, source, point planar, 388
polygonal, 389
spherical, 381–384, 386, 387, 430
tube, 387
volume, 224
transport,
meshless, 484
modular, 484
unpolarized, 294
velocity, phase, 294
visible, 268
light map, 227
light-field rendering, 549
lightcuts, 431
lighting probe, 490
limit,
surface, 760
haloing, 675
integral convolution, 538
triangle edge rendering, 673–674
line/line intersection, see intersection testing,
line/line,
linear blend skinning, 84
linear interpolation, 720
linear speedup, 810
linear transform, see transform, linear linearly transformed cosines, 390
LiSPSM, see shadow, map, light space,
perspective,
LittleBigPlanet, 488
load balance, 1023
lobe,
local frame, 343
local illumination, 315
local lighting model, 438
LOD, see level of detail log, 8
lookup table, 173
loop, 686
Loop subdivision, see surfaces, subdivision,
Loop,
loose octree, see under spatial data structure lossy compression, 194
Lost Planet, 647
lozenge, 946
LPV, see light, propagation volumes,
Lumigraph, 549
LUT, see lookup table,
LUV, 276
MObius strips, 693
Mach banding, 1010
magnification, see under texturing main axes, 8
Mali, see hardware, Mali architecture,
manifold, 694
Mantle, 40
marching tetrahedra, 753
mask, 759
masked hierarchical depth buffer, 849
masking,
function, 333
perceptual, 278
masking-shadowing function, 334, 335
material, 125
instance, 126
template, 126
matrix, see also transform,
adjoint, 68
column-major, 60
determinant, 63
rotation, 70
matte, 159
mean width, 954
media, 310
mediated reality, 917
medium,
absorptive, 298
homogeneous, 298
megatexture, 867
memory,
allocation, 793
bandwidth, 1006
controller, 1038
dynamic random access, 791
hierarchy, 791
optimization, see optimization, memory UMA, 1007
unified, 1007
wall, 791
mesh,
parameterization, 173
segmentation, 683
message-passing architecture, see,
multiprocessing, message-passing,
metal, 323
Metal Gear Solid V,
Ground Zeroes,, 289
metameric failure, 280
metamers, 273
masking, 328
shadowing, 328
micropolygon, 26
Mie scattering, see scattering, Mie,
minification, see under texturing,
mipmap chain, 184
mipmapping, see under texturing, minification mirror transform, see transform, reflection,
Mirror's Edge Catalyst,, 616
mixed reality, 917
MLAA, see antialiasing, morphological MMU, 1024
model space, 15
solid, 682
surface, 683
modified butterfly subdivision, see surfaces, subdivision,
modified Gram-Schmidt, 344
Monte Carlo integration, 385, 418, 419, 423, 444, 451, 459, 507
Moore's Law, 1042
morph targets, see under transform,
morphing, see under transform,
Morton sequence, 1018
mosaicing, see texturing, tiling,
MPEG-4, 712
MRT, 50
MSAA, see antialiasing, multisampling multi-view, 928
multicore, 806
multiprocessing, 805–814, 1023
dynamic assignment, 810
message-passing, 806
static assignment, 810
symmetric, 806
task-based, 806
multiprocessor, 1003
streaming, see streaming, multiprocessor,
multisampling, see under antialiasing,
multitexturing, see texturing multum in parvo, 183
N-patch, see surfaces, PN triangle,
N -rooks sampling, 143
nailboard, see impostor, depth sprite,
nanogeometry, 359
Beckmann, 338
generalized Trowbridge-Reitz, see NDF,
GTR,
GTR, 342
shape-invariance, 339
Trowbridge-Reitz, see NDF, GGX,
nearest neighbor, see under filter and texturing, magnification and texturing, minification,
Need for Speed,, 616
Newell's formula, 685
internal, 819
leaf, 819
root, 819
node hierarchy, 828
noise, 872
noise function, see texturing, noise,
non-photorealistic rendering, 651–673
normal,
incidence, 317
map, see under bump mapping transform, see transform, normal,
normal distribution function, see NDF normal-masking independence, 334
normalized device coordinates, 19, 94, 98, 100
NPR, see non-photorealistic rendering NSight, 785
NURBS, 781
NVIDIA Pascal, see under hardware Nyquist limit, see under sampling,
OBB/object intersection, see specific objects under intersection testing,
obscurance, 449, 450, 454, 457
volumetric, 459
occluder, 844
occluding power, 844
occlusion culling, see culling, occlusion occupancy, 32, 127, 801, 886, 898, 1005
occupancy function, 459
octahedral mapping, 413
octave, 198
octree, see under spatial data structure,
octree texture, 190
Oculus Rift, 915, 916, 923, 935
OETF, see optical electric transfer function,
Okami, 653
opacity, 149
Open3DGC, 712
OpenCL, 54
OpenCTM, 712
extensions, 40
OpenGL Shading Language, 35
optical electric transfer function, 161
optics,
geometrical, 303
physical, 359
wave, 359
optimization,
merging, 805
mobile, 814
pixel shader, 803
rasterization, 800
The Orange Box, 288
The Order, 1886, 91, 357, 365, 370, 477, 498, 896
ordinary vertex, 758
Oren and Nayar model, 354
orientation, see under polygon,
oriented bounding box, see OBB,
orienting the camera, 67
overblurring, 186
overclock, 787
overdraw, see under pixel,
packed pixel format, 1010
padding, 792
painterly rendering, 652
pan, 538
parabola, 721
parabolic mapping, 413
parallax, 548
occlusion mapping, see under texturing,
parallel,
architectures, 1020
graphics, 1019
processing, see multiprocessing, parallel,
projection, see projection, orthographic,
parallelism, 810
spatial, 806
temporal, 806
parametric curves, see curves, parametric,
parametric surfaces, see surfaces, parametric participating media, 310
absorption, 590
extinction, 590 , 593, 595, 610, 616, 624, 639, 643
phase function, 590, 623, 626, 638, 644
geometric, see scattering, geometric,
Mie, see scattering, Mie,
Rayleigh, see scattering, Rayleigh,
particle,
Pascal, see hardware, NVIDIA Pascal patch, 736
path tracing, 26, 444, 510, 1043, 1044
PCF, see percentage-closer filtering,
PCI Express, 1006
Pearl Harbor, 446
pen and ink, 652
pending buffer, 1013
penumbra, see under shadow,
per-triangle operations, 14
per-vertex operations, 14
percentage-closer filtering, 247–250, 849
perceptual quantizer, see PQ,
performance measurement, 788–790
persistence, 935
perspective,
division, 19
projection, see projection, perspective warping, 241
perspective-correct interpolation, see interpolation,
Peter Panning, 238
Phong lighting equation, see BRDF, Phong,
Phong shading, 118
Phong tessellation, see under surfaces,
photometric curve, 271, 273, 278
photometry, 271
photopic, 271
photorealistic rendering, 545, 651
PhyreEngine, 893
pick window, see intersection testing, picking picking, 942, 943, 957
piecewise Bezier curves, see curves, piecewise ping-pong buffers, 520 , 525
application stage, 12, 13–14, 783
fixed-function, 27
flush, 1005
functional stages, 13
geometry processing, 12, 14 ߝ 21 , 783
parallelism, 1003
pixel processing, 12, 22 ߝ 25 , 783
rasterization, 12, 21 ߝ 22 , 783, 993–998
software, 806
speedup, 12
Pirates of the Caribbean,, 454
PIX, 785
pixel, 21
local storage, 1027
processing, see under pipeline shader, 23, 49–52
synchronization, 156
Pixel-Planes, see under hardware,
pixelation, 178
PixelFlow, 1022
pixels per inch, 817
pixels per second, 788
plane, 6
axis-aligned, 8
coordinate, 8
plane masking, 836
plane/object intersection, see specific objects under intersection testing,
PLAYSTATION, see under hardware,
point-based visibility, 842
pointer indirection, 792
Poisson disk, 249
Pokemon GO,, 917
polycube maps, 171
polygon,
bowtie, 684
consolidation, 691
contour, 686
convex, 685
edge cracking, see cracking, polygon edge,
edge stitching, 689
hourglass, 684
loop, 686
merging, 691
mesh, 691
sorting, 824
soup, 691
star-shaped, 686
polygon-aligned BSP tree, see spatial data structure, BSP tree,
polygonal techniques, 853
polymorph engine, 1031
polypostor, 562
POM, 217
popping, see under level of detail,
port, 1006
portal culling, see culling, portal,
post-processing, 514
potentially visible set, 831
power form, 724
power gating, 1028
PowerTune, 789
PowerVR, 196
PQ, 281
pre-lighting, 892
pre-order traversal, 835
depth, 236
floating point, 713
mobile, 814
subpixel, 689
precomputed radiance transfer, 471, 478, 479, 481
local deformable, 481
predictive rendering, 280
prefilter, 414
primitive generator, 44
primitive shader, 1037
Prince of Persia, 658
principal component analysis, 480, 484
probability, geometric, 953–954
procedural modeling, 222, 672, 682
procedural texturing, see texturing, procedural,
processor,
pixel, see pixel, shader,
vertex, see vertex, shader,
progressive refinement, 510, 547
3D polygon to 2D, 966
D triangle to 2D, 962
cylindrical, 172
orthographic, 17–18, 59, 93 ߝ 95
parallel, see projection, orthographic perspective, 17, 59, 96 ߝ 102 , 1014
planar, 172
spherical, 172
projective texturing, see texturing, projective proxy ob ject, 819
PRT, see precomputed radiance transfer PSM, see shadow, map, perspective Ptex, 191
purple fringing, 628
purple line, 274
PVRTC, see under texturing, compression PVS, see potentially visible set PxrSurface,, 343, 359, 363, 364
QEM, 708
quad overshading, 787, 853, 863, 910, 994
quadratic curve, see curves, quadratic quadratic equation, 957
quadric error metric, 708
quadtree, see under spatial data structure Quake,, 37, 474
Quake II,, 474
quantization, scalar, 714
Quantum Break,, 496
quartic curve, see curves, quartic quaternion, 72, 76–84
addition, 77
definition, 76
dual, 87
identity, 77
imaginary units, 76
inverse, 77
laws of multiplication, 78
logarithm, 78
multiplication, 77
power, 78
spherical linear interpolation, 81–82
Quickhull, 950
Quincunx, see antialiasing, Quincunx,
quintic curve, 181
radiance, 269 ߝ 270 , 273, 425
distribution, 269
incoming, 315
radiant,
exitance, see exitance flux, 268
intensity, 269
radiometry, 267
progressive, 483
RAGE,, 867
Rainbow Six Siege,, 887
range-based fog, see fog,
raster engine, 1031
raster operation, see ROP,
rasterization, see under pipeline,
conservative, 22, 139, 259, 582, 1001
inner, 1001
outer, 1001
overestimated, 1001
underestimated, 1001
rasterizer order view, 52 , 139, 156
rasterizer stage, see pipeline, rasterization Ratatouille,, 638
rational linear interpolation, 720
casting, 443
function, 437
marching, 199, 216–220, 262, 566, 570, 594, 607, 608, 614, 616, 618, 620–622, 639, 642, 648, 752, 753, 1048
tracing, 26, 259, 261, 443–445, 530, 586, 802, 953, 1006, 1044–1047
architecture, 1039
isosurface, 584
voxel, 580
ray/object intersection, see specific objects under intersection testing,
Rayleigh scattering, see scattering, Rayleigh,
reciprocity, 312
reconstruction, 131, 133 ߝ 136
reflectance,
anisotropic, 328
directional-hemispherical, 313
hemispherical-directional, 313
isotropic, 328
spectral, 279
reflectance lobe, see under BRDF,
reflection, 314, 315, 623, 626, 630
environment mapping, 413
equation, see reflectance, equation external, 317
total, 326
law of, 504
mapping, 405
probe, 499
localized, 500
proxy, 500
transform, see transform, reflection,
refraction, 149, 302, 626 ߝ 630 , 631–633, 638, 639
image-space, 630
refractive index, 298
refresh rate, 1
vertical, 1011
register combiners, 38
register pressure, 127, 801 , 904, 1005
regular vertex, 758
relief texture mapping, see texturing, relief relighting, 547
render target, 50
RenderDoc,, 785
rendering,
state, 794
repeated linear interpolation, see interpolation, repeated, linear,
reprojection, 143, 522–523, 936
resolve, 142
retopology, 712
retroreflection, 330
reverse mapping, 532
reversed z, 100
RGB, 176
color cube, 275
color mode, see color, mode, true color,
to grayscale, 278
texture, 176
RGSS, see antialiasing, rotated grid,
right-hand rule, 692
right-handed, 92
rigid-body transform, see transform, rigid-body ringing, 256, 401, 428, 570
roping, 165
rotation, see under transform,
roughness, 304
ROV, see rasterizer order view,
RSM, see shadow, map, reflective,
S3TC, 192
saccade, 931
SAH, see surface area heuristic,
sample, 22
band-limited signal, 133
centroid, 141
continuous signal, 131
discretized signal, 131
pattern, 143
stratified, 144
theorem, 133
SAT, see intersection testing, separating axis test,
saturation, 276
SBRDF, 310
scalable link interface, 1013
scaling, see under transform,
scan conversion, 21
scanline interleave, 1013
scatter operation, 531
forward, 597 , 598, 599, 607, 638
Mie, 298, 596, 597 ߝ 599 , 614, 620
multiple, 607, 615, 616, 621 ߝ 622 , 633, 643–646
Rayleigh, 298, 596 ߝ 597 , 613, 614
single, 589 , 592, 610, 614, 618, 633, 638
subsurface, see subsurface scattering,
Tyndall, 298
scene graph, see under spatial data structure,
scene-referred, 283
Schlick phase function, 599
scoreboard, 1031
scotopic, 271
screen,
coordinates, 20
mapping, 20
scRGB, 282
SDR, 281
SDSM, see shadow, map, sample distribution second-order equation, 957
sectioning, 19
segmentation, 683
semiconductor, 324
separating axis test, see under intersection testing,
separating hyperplane theorem, 946
SGI algorithm, see triangle, strip,
shade tree, 37
shader,
cores, 30
storage buffer object, see unordered access view,
unified, see unified shader architecture,
Shader Model, 38
Shadertoy, 199, 222, 753, 1048
shading, 16
clustered, see clustered shading deferred, see deferred shading equation, 16
flat, 120
forward, 883
Gouraud, 118
hard, 652
language, 35
Lambertian, 109
Phong, 118
pixel, 23,
tiled, see tiled, shading,
vertex, see vertex, shader,
acne, 236
anti-shadow, 227
buffer, 234
contact hardening, 251
depth map, 234
hard, 223
map, 230, 234 ߝ 252 , 594, 604
adaptive volumetric, 258
convolution, 255
dual, 238
imperfect, 492
light space perspective, 241
minmax, 252
moment, 256
omnidirectional, 234
parallel-split, 242
perspective, 241
sample distribution, 245
second-depth, 238
translucent, 639
trapezoidal, 241
volumetric, 644
percentage-closer soft, 250–252
screen-space, 262
soft, 224–225, 227–229, 247–252, 442
umbra, 224
shadowing-masking function, see,
masking-shadowing function,
shape blending, see transform, morph targets shared memory multiprocessor, see,
multiprocessor, shared memory shear, see under transform shell, 646
shortest arc, 81
shower door effect, 670
Shrek 2, 491
signed distance field, 454, 579, 677
signed distance function, 577, 750
spherical, 466
loop, 667
level of detail, 710
optimal placement, 707
reversibility, 706
SIMT, 1002
simulation sickness, 920
single buffer, see buffer, single,
skeleton-subspace deformation, see transform, vertex blending,
skinning, see transform, vertex blending sky, see atmosphere and clouds skybox, 547 ߝ 549 , 556, 628, 632
slab, 945
slerp, see under quaternion,
SLI, 1013
slicemap, 581
SMAA, see antialiasing, subpixel morphological small batch problem, 796
smart composition, 1028
Smith masking function, 334, 335, 339, 341–343, 355, 358
SMOOTHVISION, 145
SMP, 806
software pipelining, see multiprocessing solid, 693
solid angle, 268
differential, 311
sort, 822
space, 1020
sort-everywhere, 1022
sort-first, 1020
fragment, 1021
space subdivision, 819
space-filling curve, 1018
sparse texture, see texturing, sparse,
spatial data structure, 818–830
aspect graph, 831
bounding volume hierarchy, 510, 819 ߝ 821 , 942
hierarchical, 818
irregular, 819
regular, 819
scene graph, 828 ߝ 830 , 840, 861
LOD, 861
spatial locality, 791
spatial relationship, 438
spatialization, 830
SPD, see spectral power distribution,
spectral power distribution, 270, 272
specular,
highlight, 119
lobe, see under BRDF,
term, 306
sphere, 682
mapping, see environment mapping, sphere,
sphere/object intersection, see specific objects under intersection testing,
spherical,
basis, see basis, spherical coordinates, 407, 944
Gaussian, see basis, spherical, Gaussian harmonics, 398 ߝ 401 , 427–431, 456, 480, 488
gradients, 488
linear interpolation, see under quaternion,
SPIR-V, 40
spline curves, see curves, spline,
spline surfaces, see surfaces, spline,
Split/Second,, 898
see also impostor layered, 550–551
SRAA, see antialiasing, subpixel reconstruction sRGB, 161 , 162, 165, 196, 322, 323
SSBO, see unordered access view SSE, 977–979
stage,
stalling, 809
stalling, 809
standard dynamic range, see SDR,
Star Wars Battlefront, 647
star-shaped polygon, 686
Starcraft II, 459
starving, see under stage,
state,
changes, 794
sorting, 807
static buffer, 794
stationary subdivision, see surfaces, subdivision, stationary,
stencil, 759
stencil buffer, see buffer, stencil,
stereopsis, 922
Stevens effect, 285
stitching, 689
stream output, 19, 48–49, 571, 705
texture, see texturing, streaming,
stride, 702
strip, see triangle, strip,
stroke, 672
stylized rendering, see non-photorealistic rendering,
subdivision curves, see curves, subdivision subdivision surfaces, see surfaces, subdivision subpixel addressing, 689
subsurface scattering, 305–307, 445, 607
subtexture, see texturing,
summed-area table, see under texturing, minification,
superscalar, 14
supershader, 128
surface area heuristic, 953
surface extraction, 583
surfaces,
acne, 236
biquadratic, 736
explicit, 944
sphere, 944
blending, 751
derivatives, 751
sphere, 956
NURBS, 781
Phong tessellation, 735, 740, 748–749
PN triangle, 46, 735, 740, 744–747, 748, 749
adaptive quadtree, 718, 779–780
approximating, 758
limit position, 760
limit surface, 760
limit tangents, 760
Loop, 758 ߝ 761 , 763, 765–767
mask, 759
modified butterfly, 761
stationary, 756
stencil, 759
tensor product, 735
tessellation, 735
surfel, 573
surround, 285
SVBRDF, 310
swap buffer, see buffer, swap,
swizzling, 1018
synchronization with monitor, 790, 1012, 1013
TAM, see tonal art map,
tangent,
frame, 209
map, 344
patch, 775
space, see under basis vector, 209, 729
TBN, 209
Team Fortress, 2 , 654, 677, 678, 940
tearing, 1012
technical illustration, 651, 673
temporal,
aliasing, see aliasing, temporal coherence, 866
delay, 1
locality, 791
temporary register, 36
tensor product surfaces, 735
tessellation, 683–690, 767–780, 853
control shader, 44
domain shader, 44
evaluation shader, 44
factors, 45
hull shader, 44
levels, 45
surface, 735
tessellator, 44
uniform, 767
tetrahedralization, 489
texel, 169
Texram, 189
texture,
array, 191
atlas, 190
bandwidth, 1006
cache, see cache coordinates, 169
cube map, 190
dependent read, 38, 177, 220, 406
periodicity, 175
space, 169
volumetric, 646
texture processing cluster, 1031
texture-space shading, 910
albedo color map, 201
alpha mapping, 176, 202–208, 551
bindless, 192
border, 174
cellular, 199
charts, 485
clamp, 174
clipmap, 867
compression, 192–198, 486, 503
EAC, 194
lossy, 194
normal, 195
S3TC, 192
corresponder function, 169, 174–175
decaling, 202
detail, 180
diffuse color map, 201
image size, 177
level of detail bias, 186
light mapping, 484
bilinear interpolation, 178
cubic convolution, 178
nearest neighbor, 178
anisotropic filtering, 187–188
bilinear interpolation, 182
Elliptical Weighted Average, 189
level of detail, 185
nearest neighbor, 182
quadrilinear interpolation, 189
trilinear interpolation, 186
mipmapping, 485
mirror, 174
mirror once, 175
one-dimensional, 173
parallax occlusion mapping, 167, 216–220
relief, 216 ߝ 220 , 222, 565–566, 630, 646, 853, 854
repeat, 174
seams, 486
shells, 485
subtexture, 184
swizzling, 1018
texture coordinates, 169
tiling, 795
value transform function, 169
wrap, 174
TFAN, 712
That Dragon, Cancer,, 121
thin-film interference, see light, interference, thin-film,
thread,
shader, 31
thread-level parallelism, 1003
Threading Building Blocks, 812
three plane intersection, see intersection testing, three planes,
three-dimensional printing, see 3D printing three.js, 41, 50, 189, 407, 485, 568, 628, 1048
thresholding, 656
tile, 995
local storage, 156
table, 1008
texture, 795
tiled,
caching, 1033
deferred shading, 894, 896, 904, 914
forward shading, 895–896, 903, 904, 914
rasterization, see pipeline, rasterization shading, 893–898
triangle traversal, 996
tiling, 795
time-critical rendering, 865
timer query, 785
timing, 955
Toksvig mapping, 369
Tom Clancy's The Division, 478
Tomorrow Children, The, 496, 497
tonal art map, 671
global, 285
local, 285
toon rendering, see shading, toon,
top-left rule, 995
topology, 712
Torrance-Sparrow model, 334
transaction elimination, 1028
transcoding, see under texturing,
volume, 605
transform, 57,
angle-preserving, 66
constraining, 73
gimbal lock, 73
feedback, 49
inverse, 59, 61–64, 66, 69, 75
adjoint method, 69
Gaussian elimination, 69
LU decomposition, 69
length-preserving, 66
mirror, see transform, reflection model, 15–16
orthographic, see under projection perspective, see under projection,
quaternion, 80
about an arbitrary axis, 74–76
from one vector to another, 83–84
around a point, 61
anisotropic, 62
isotropic, 62
nonuniform, 62
uniform, 62
translation, 59
vertex blending, 84 ߝ 87 , 90, 102, 1006
volume-preserving, 64
translation, 59
stochastic, 149
weighted sum, 157
transparency adaptive antialiasing, 207
tree,
balanced, 820
binary, 820
k-ary tree, 820
triangle,
list, 696
indexed, 703
soup, 691
indexed, 703
sequential, 698
tiled, 996
triangle/object intersection, see specific objectsunder intersection testing,
triangulated irregular network, 705, 877
Delaunay, 684
trilight, 432
trilinear interpolation, 186
triple buffer, 1013
tristimulus values, 273
true color mode, see color, mode, true color TSM, see shadow, map, trapezoidal turbulence, 198
T-vertex, see under polygon,
TXAA, 142
Tyndall scattering, 298
UAV, see unordered access view,
ubershader, 128
UBO, 795
UMA, see unified memory architecture umbra, 224
Uncharted, 4, 290, 356–359, 492
Uncharted,
Drake's Fortune,, 893
under operator, 153
underclock, 787
unified memory architecture, 1007
unified shader architecture, 35, 786
uniform buffer object, 795
uniform tessellation, 767
Unity engine, 128, 287, 476, 482, 489, 740, 930
unordered access view, 51–52, 87, 155, 192, 896, 1016
Unreal Engine, 104, 113, 114, 116, 126, 128–130, 143, 287, 325, 364, 383, 493, 495, 556, 572, 611, 740, 899, 930, 1048
up direction, 70
upsampling, 136
Valgrind,, 792
VAO, 703
variance mapping, 370
VDC, see video display controller,
vector irradiance, 379–380, 389
vector norm, 7
Vega, see under hardware,
vertex,
array, see vertex, buffer array object, 703
blending, see under transform buffer, 701–705, 793
cache, see cache, vertex clustering, 709
correspondence, 87
pulling, 703
animation, 43
effects, 43
skinning, 87
stream, 702
vertical refresh rate, 1011
vertical retrace, see retrace, vertical vertical synchronization, see synchronization,
with monitor vertices per second, 788
VGA, 1011
video display controller, 1011
video graphics array, 1011
view frustum culling, see culling, view frustum view space, 15 , 26
view transform, see transform, view view-independent progressive meshing, 706
VIPM, 706
virtual point light, 491
virtual reality, 523, 912, 915–940
compositor, 924
visibility,
buffer, see buffer, visibility cone, 470, 471
function, 446
test, 843
visual appearance, 103
Vive, 915, 916 , 917, 922, 925, 934
von Mises-Fisher distribution, 397
Von Neumann bottleneck, 791
voxelization, 580 ߝ 582 , 610–612, 974
VPL, see virtual point light VSM, see shadow, map, variance vsync, see synchronization with monitor VTune,, 792
Wang tiles, 175
Ward model, 314
warp, 31
watertight model, 693
watt, 268
wave,
electromagnetic, 293
transverse, 293
wavelets, 199
WebGL, 41, 50, 122, 125, 129, 189, 201, 208, 407, 485, 568, 628, 631, 713, 796, 805, 829, 1048
welding vertices, 691
white point, 274
Wii, see under hardware,
winding direction, 692
winding number, 968
window coordinates, 20
The Witcher 3, 2, 263, 420, 526, 534, 873, 1049
world space, 15
wrap, see texturing, repeat,
Xbox, see under hardware,
XR, 915
Y'CbCr, 892
yaw, 70n
yon, 93n
z -buffer, see under buffer z-fighting, 1014
z-prepass, 803 , 881, 882, 901, 1016
z-pyramid, 846
Zaxxon,, 17
zmax -culling, see culling, zmax,
zmin -culling, see culling, zmin,