Index
[SYMBOL]
[A]
[B]
[C]
[D]
[E]
[F]
[G]
[H]
[I]
[J]
[K]
[L]
[M]
[N]
[O]
[P]
[Q]
[R]
[S]
[T]
[U]
[V]
[W]
[X]
[Y]
[Z]
Haeberli, Paul Hanrahan, Pat HARD LIGHT blend mode Hardware exposing functionality exposing new functionality graphics accelerators optimal performance on wider range vector-processing capabilities Hardware independence hardware independence Hash-based operators (#, ##, etc.) Hatching example adding character antialiasing application setup density too high generating hatching strokes hatching fragment shader imperfections noise added to stripe pattern simulating lighting softening edge uniform line sensity vertex shader Hatching fragment shader Hatching shader HDR (high dynamic range) images 2nd HDRShop HDTV standard Hemisphere lighting 2nd ambient occlusion ground color sky color vertex shader Heterofractals Hidden-surface removal HIL (high-level intermediate language) HLSL (High-Level Shader Language) 2nd 3rd 4th HLSL pixel shader HLSL shaders, problems with HLSL vertex shaders Homogeneous vertex position
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