Real-Time Shader Programming (The Morgan Kaufmann Series in Computer Graphics)

B

backscattering, 54

base two exponent, computing for a scalar value, 301-302

base two logarithm, of a scalar, 303-304

Beckmann distribution function, 75-76

behavior flags, for vertex processing, 115

bem (bump environment map) instruction, 290-291

_bias modifier, 357-358

bias times two modifier. See _bx2 modifier

bidirectional reflectance distribution function. See BRDF

binary tokens

converting ASCII strings to, 130-131

generating, 130

blend indices vector component, 199

blend weight vector component, 199

blending operations, in DirectX, 167-168

Blinn, model for specular reflection, 77-78

Blinn-Phong specular lighting, 162-164

Blinn's simplification

implementing to Phong's lighting equation, 162

of Phong's equation, 48

boolean array, setting for the DirectX 9 style vertex shader, 134-135

boolean constants, setting the value of vertex shader, 213

BRDF (bidirectional reflectance distribution function), 76-80

BRDF parameters, implementing, 77-78

BRDF specular function, 78

BRDF texture, 78, 79

Brewster's angle, 68-69

bright areas, eliminating in a scene, 30

brightness, increasing on one particular light or texture, 26

brush-applied media, simulating the results from, 81

bump environment map transform, applying a fake, 290-291

bump mapping, most commonly used style of, 184-186

_bx2 modifier

adding to a register, 358-359

cannot be used with texbem, 328

cannot be used with texbeml, 330

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