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

H

half-angle vector, in Blinn's simplification, 48

"half" vector, between the light and view vectors, 48

halftoning, 82

hard shading, 84

hardware-accelerated lighting models, traditional 3D, 38-58

hardware API, exposed by pixel shaders, 109

hardware bugs, checking for, 114

hardware FFP, number of light sources supported by, 40

hardware pipeline, fitting vertex and pixel shaders into, 91-92

hardware rasterization, 115

hardware rasterization and shading, specifying, 114

hardware vertex processing, specifying, 115

hatching style, 82, 83

high-level shading-language. See HLSL

higher level language shaders, 90

higher order primitive section, of the FFP, 92

HLSL (high-level-shading-language), introduced in DirectX 9, 273

HSV (hue, saturation, and value) color space, 23

human eye. See eye

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