Core Techniques and Algorithms in Game Programming2003

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Lafortune's Generalized Cosine Lobes model 

Lambertian diffuse lighting coefficient 

laptop computers

    history of game programming 

last in, first out (LIFO) 

last-recently used (LRU) policy 

layered grass rendering  2nd  3rd 

leaf nodes

    binary trees 

leafy-BSPs  2nd  3rd  4th 

level-of-detail (LOD)

    chunked LODs

        outdoors rendering  2nd  3rd  4th  5th 

    complexity of nature  2nd 

    continuous LOD policies  2nd  3rd 

    discrete LOD policies  2nd  3rd 

    geomipmapping  2nd  3rd 

    in outdoors rendering 

    indoors rendering 

    outdoors rendering 

level-of-detail (LOD) particle systems  2nd  3rd 

Lex (lexical scanner) 

lexical scanners 

LIFO (last in, first out) 

light

    caustics  2nd  3rd  4th  5th 

light mapping  2nd  3rd 

    computation  2nd 

        Phong algorithm  2nd 

        radiosity  2nd  3rd  4th 

        ray tracing  2nd  3rd  4th  5th 

    diffuse light mapping 

    DirectX  2nd 

    global illumination 

    OpenGL  2nd 

    packing light maps  2nd  3rd  4th  5th 

    specular light mapping  2nd 

light source shaders (Renderman) 

lighting

    ambient light 

    attenuation 

    BRDF  2nd  3rd  4th  5th  6th 

        average vector  2nd 

    diffuse light 

    Direct3D  2nd  3rd  4th 

    light mapping  2nd  3rd 

        computation  2nd 

        diffuse light mapping 

        DirectX  2nd 

        global illumination 

        OpenGL  2nd 

        packing light maps  2nd  3rd  4th  5th 

        Phong algorithm  2nd 

        radiosity  2nd  3rd  4th 

        ray tracing  2nd  3rd  4th  5th 

        specular light mapping  2nd 

    NPR (nonphotorealistic rendering)  2nd 

        cel shading  2nd 

        outlined drawing  2nd 

        painterly rendering  2nd 

        pencil rendering  2nd  3rd 

        stroked outlines  2nd 

    OpenGL  2nd  3rd  4th  5th  6th 

    overview  2nd 

    per-vertex lighting

        versus per-pixel lighting  2nd  3rd 

    rendering equation example  2nd  3rd  4th  5th 

    shaders  2nd  3rd  4th 

    shadows  2nd 

        shadow mapping  2nd  3rd  4th  5th 

        stencil shadows  2nd  3rd  4th  5th 

    specular light 

    speed of light 

lighting bottlenecks  2nd  3rd 

lighting stage (3D pipelines)  2nd 

lighting.  [See also cinematography]

lightmapping 

limb slicing (character animation)  2nd 

linear cost (search speed) 

linear interpolation 

    animation 

    keyframe animation 

linedefs

    in Doom 

lines

    distance between  2nd 

    distance to point  2nd 

linked lists  2nd  3rd 

lip-synching (facial animation) 

list-based spatial index design pattern  2nd 

lists (STL containers)  2nd  3rd 

lists.  [See data structures]

local particle systems  2nd 

local path finding algorithms 

LOD (level-of-detail)

    chunked LODs

        outdoors rendering  2nd  3rd  4th  5th 

    complexity of nature  2nd 

    continuous LOD policies  2nd  3rd 

    discrete LOD policies  2nd  3rd 

    geomipmapping  2nd  3rd 

    in outdoors rendering 

    indoors rendering 

    outdoors rendering 

LOD (level-of-detail) particle systems  2nd  3rd 

logarithmic cost (search speed) 

logic systems

    updating 

Loom

    history of game programming 

loops

    real-time software  2nd  3rd  4th  5th  6th  7th 

Loral

    history of game programming 

LRU (last-recently used) policy 

Lua  2nd 

    examples of  2nd 

    integration  2nd  3rd 

    programming  2nd 

    user-defined functions  2nd 

LucasArts

    history of game programming 

luminance values

    3D pipelines 

lumps (WAD files)

    history of game programming  2nd 

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