Index L

[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]

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 



Core Techniques and Algorithms in Game Programming2003
Core Techniques and Algorithms in Game Programming2003
ISBN: N/A
EAN: N/A
Year: 2004
Pages: 261

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