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sample3D data type
sampler data type
sampler1D data type 2nd 3rd 4th 5th
sampler1DShadow data type 2nd
sampler1DShadow sampler
sampler2D data type 2nd 3rd 4th 5th
sampler2DShadow data type 2nd
sampler2DShadow sampler
sampler3D data type 2nd
samplerCube data type 2nd 3rd
Samplers 2nd 3rd 4th 5th
samplerShadow1D data type
samplerShadow2D data type
SamplesPerCell variable
Saturation
Sawtooth wave
Scalar Booleans 2nd
Scalar components
Scalar constants
Scalars
     binary operation
     data types
Scale-and-bias
ScaleFactor variable
Scaling modeling coordinates
Scanning
Scene graphs 2nd
Scenes
     global ambient lighting value
Schlick, Christophe
Scissor test 2nd
Scope of variables
SCREEN blend mode
Secondary color
Segal, Mark
Selection
Selection of flat or smooth shading
Selection operator (?:) 2nd
Self-shadows
Semantic analysis 2nd
Sequence operator (,) 2nd
Server-side stack
Server-side state
setNoiseFrequency function
SGI (Silicon Graphics, Inc.) 2nd
SGI OpenGL Web site
SGI prefix for extensions
Shader development
     analyzing algorithm
     built-in function
     general principles
     modularity
     person writing
     progressively adding complexity
     reducing complexity
     reviewing information logs
     set of parameters
     simplicity
     testing
     textures to encode complex functions
     understanding problem
     vectors
Shader development tools
     OpenGL Shading Language compiler front end
     RenderMonkey
Shader languages
     Cg 2nd
     HLSL
     OpenGL Shader
     OpenGL Shading Language
     Stanford Real-Time Shading Language
Shader objects 2nd
     attaching to program objects 2nd 3rd 4th
     compiling 2nd
     container for
     creation of 2nd
     deleting 2nd
     detaching from program objects 2nd
     empty 2nd
     GL_COMPILE_STATUS parameter
     handles of attached for program objects
     information about
     information log 2nd 3rd
     linking
     names 2nd
     obtaining current shader string from
     parameters
     queriable parameters
     querying
     replacing source code
     source code string
     support for multiple
ShaderGen
Shaders 2nd 3rd
     accessing current
     accessing state
     accessing texture maps
     algorithm defining
     analyzing code
     animation effect
     bump-mapping
     classification of
     common interfaces
     compiling and annotating
     compiling to machine code
     computational frequency
     computations done once on CPU
     debugging
     declaring OpenGL Shading Language version
     defining source code
     description of effect
     developing
     diagnostic messages returned from compiling
     easier to understand and maintain
     example pair
     failing compilation
     first pass of volume shadow algorithm
     getting information into and out of
     highly customized
     implementing as collection
     improving performance
     inability to manipulate sampler values
     information log
     interface
     length
     linking
     lookup table operations
     managing input and output
     modifying attributes
     modifying behavior
     noise
     overriding built-in function
     parameterized with uniform variables
     passing to OpenGL as strings
     passing to renderer through RenderMan interface
     performance considerations
     programmable
     qualifiers
     range of effects possible with
     reading and writing variables
     reasons for using
     receiving samplers
     referring to existing state
     rendering procedural brick pattern
     runtime checking
     saving instruction space
     second pass volume shadow algorithm
     sharing same array
     simpler to develop
     source code
     source strings
     two-dimensional images
     uniform variables
     unpacking noise texture sample into function value
     usage
Shading effects
Shading languages
     chronology of
     compiler
     HLSL (High-Level Shader Language)
     OpenGL Shader
Shading planets
Shadow Map Antialiasing,
Shadow mapping
     aliasing artifacts
     depth comparison
     lights capable of casting shadows
     matrix transforming vertex positions for light source
     modeling matrix
     projection matrix
     rendering passes for light sources
     scale and bias matrix
     view matrix
Shadow mapping algorithm
Shadow maps 2nd
     application setup
     bias depth values
     depth precision problems with illuminated faces
     depth texture
     fragment shader
     lookup
     per-light passes
     precision problems on surfaces facing away from light
     sampling multiple times
     vertex shader
shadow texture
Shadow volume
shadow1D function 2nd 3rd
shadow1DLod function
shadow1DProj function
shadow1DProjLod function
shadow2D function 2nd 3rd 4th
shadow2DLod function
shadow2DProj function 2nd
shadow2DProjLod function
Shadowing algorithm
Shadows 2nd
     aliasing artifacts
     artifact-free
     comparison functions
     complex
     compositing
     from light sources
     object-generated
     soft
     soft with deferred shading
     storing depth values
     uses for
     well-defined
Sharpening images
Sharpness
Shirley, Peter
sign function 2nd
sin function 2nd
Sine
sine function 2nd
Sine functions
Sine noise
Single-buffered windows
sizeof operator
Sky
     color texture map lookup in fragment shader
     optical depth
     reflected in ocean
     shading
Sliders
Smoke
Smooth shading 2nd
Smoothing
     blending modes
     general convolution shader
     images
     neighborhood averaging
Smoothing filters
smoothstep function 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th
Snell's law
Snow planet 2nd
Soft fill light
SOFT LIGHT blend mode
Source code
Source image interpolation
Source strings
Special input variables 2nd
Special operations
Special output variables 2nd
Specular color component
Specular component 2nd
Specular contribution, computing separately
Specular glint
Specular highlights 2nd 3rd
     applied after texturing
     Gooch shading
Specular lighting effects
Specular reflection 2nd 3rd 4th
Specular variable
SpecularColor variable
specularContribution constant
SpecularFactor variable 2nd
sphere
Sphere map computations
Sphere mapping 2nd
Sphere morph vertex shader
Spherical harmonics lighting 2nd
Spline function
SpotLight function
Spotlights 2nd
sqrt function 2nd
Stam, Jos
Standard attributes 2nd
Stanford Real-Time Shading Language
Stanford Shading Language
Star Trek II: The Wrath of Khan,
Star Wars Episode 1: The Phantom Menace,
StartRad variable
StartTime variable
State of the Art in Hardware Shading,
static variables
STDGL pragma
STDGL token
Steep slopes and textures
Stencil buffer 2nd 3rd 4th
Stencil components, initializing
Stencil functionality
Stencil test 2nd
Stencil wrapping behavior
step function 2nd 3rd 4th 5th 6th 7th
Stereo viewing
Stöckli, Reto
Stored texture shader
Stored textures
Stream processing
Strings
Strings of characters, concatenating
Stripe patterns
     colors smoothly "fuzzed" boundary in transition region
     noise
Stripe shader
Stripes fragment shader
Stripes vertex shader
Structure field operator (.)
Structure variables
Structures
     bit fields
     constructors
     grouping collection of parameters
SUBTRACT blend mode
Subtraction operator (-) 2nd
Sun Microsystems
Sun surface fragment shader
Superellipse function
Superellipses 2nd
superEllipseShape
Supersampling
Surface normals 2nd 3rd 4th
     eye space
     transforming
Surface shaders 2nd 3rd
Surface-local
     coordinates
     eye direction
     light direction
     transformation matrix
Surface-local coordinate space 2nd
SurfaceColor variable 2nd
Surfaces
     computing color
     computing reflection
     reconstructing color under varying lighting
     rendering with evaluators
switch keyword
Swizzle
Swizzle operator (.) 2nd
Swizzling
Symbolic constants
Syntactic analysis 2nd
System
     driver model
     overview


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