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]
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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