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

N

NDC (normalized device coordinates), 99

negate modifier

for pixel shaders, 356-357

for vertex shaders, 270-271

negation, 270-271, 356

negative color values, 30

nesting, not allowed for loops, 235

night vision effect, 30

No-Operation. See nop instruction

non-orthogonal transformation matrices, vertex shader for, 105-106

Non-Photorealistic Animation and Rendering Conference (NPAR), 81

nonconductive (dielectric) medium, Fresnel equations for, 64

nonphotorealistic rendering (NPR), 81-87

nonstandard vertex format, indicating, 125

nonuniform scalings, in the world/model matrix, 104

nop (no operation) instruction, 254, 317

normal 2 vector component, FVF vertex shader register mapping order, 199

normal map texture, 184

normal transform, 150-151

normal transformations, using m3x3 during lighting calculations, 239

normal vector component, FVF vertex shader register mapping order, 199

normal vectors

calculating, 20-21

transforming, 102-106, 350

normalized vectors, 14-15

normalized view vector, placing in r2, 152-153

normalizing, all elements of a register, 254-255

normals

calculating for individual vertices, 21-22

using cross products to create, 20-22

notation, for this book, 10

NPR (nonphotorealistic rendering), 81-87

nrm (normalize) macro, 254-255, 318-319

null instruction. See nop (no operation) instruction

NVIDIA

developer site, 144

Effects Browser, 140, 141

session on hardware programming, 146

Shader Debugger, 140-141, 142

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