Index O

[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]

object clipping  2nd 
object culling  2nd  3rd 
object tracking.  [See eye contact]
object-oriented bounding boxes (OOBBs) 
object-oriented programming (OOP) 
    evolution of programming languages 
objects
    point-in-object tests  2nd  3rd  4th 
    ray-object intersection tests 
objects.  [See also convex objects]
occlusion testing
    BSP trees  2nd  3rd  4th 
    hardware-assisted occlusion testing  2nd  3rd 
    HOM (hierarchical occlusion maps)  2nd 
    indoors rendering  2nd  3rd 
occlusion testing (3D pipelines)  2nd  3rd 
occlusions
    in outdoors rendering 
oceans
    rendering  2nd 
        appearance characteristics  2nd 
        caustics  2nd  3rd  4th  5th 
        realistic geometry  2nd 
octree-based spatial index design pattern  2nd  3rd 
octrees  2nd  3rd 
omnidirectional lights
    OpenGL 
online games.  [See also networking]
OOB (Out-Of-Band) data 
OOBBs (object-oriented bounding boxes) 
OOP (object-oriented programming) 
    evolution of programming languages 
open standard
    OpenGL as 
OpenGL  2nd  3rd 
    camera model  2nd  3rd 
    colors 
    data types 
    display lists  2nd  3rd 
    extensions  2nd 
    immediate mode rendering  2nd  3rd  4th 
    light mapping  2nd 
    lighting  2nd  3rd  4th  5th  6th 
    performance tuning 
        discarding triangles 
        geometry rendering  2nd 
        geometry representation  2nd 
        state changes  2nd 
    primitives
        batching 
        list of  2nd 
    RGBA mode  2nd  3rd 
    symbolic constants
        for texture blending 
    syntax  2nd  3rd  4th 
    textures  2nd  3rd  4th  5th 
    transformations  2nd  3rd  4th 
        concatenation of  2nd 
        hierarchical transforms  2nd 
    vertex arrays  2nd 
        compiled 
        regular  2nd 
        server-side  2nd  3rd  4th  5th  6th  7th 
optical effects
    portal rendering  2nd  3rd 
optimal behavior (AI systems)
    versus realistic behavior (AI systems)  2nd  3rd 
optimization.  [See memory usage, performance]2nd  [See performance tips]3rd  [See performance tuning]
ordered binary trees 
ordered traversal (trees) 
Oren-Nayar model 
organic rendering  2nd 
    clouds  2nd 
        volumetric cloud systems  2nd 
        with billboards 
        with skyboxes  2nd 
    complexity of nature  2nd 
    grass  2nd 
        statistical distribution algorithms  2nd  3rd 
        volume rendering  2nd  3rd 
    oceans  2nd 
        appearance characteristics  2nd 
        caustics  2nd  3rd  4th  5th 
        realistic geometry  2nd 
    trees  2nd 
        Image-Based Rendering (IBR)  2nd 
        Orthogonal IBR method  2nd  3rd  4th 
        Parallel IBR method  2nd  3rd  4th 
        with billboards  2nd  3rd  4th 
organic rendering.  [See also outdoors rendering]
Orthogonal IBR method
    tree rendering  2nd  3rd  4th 
Othello
    history of game programming 
Out-Of-Band (OOB) data 
outdoors rendering 
    challenges and restrictions
        solutions for  2nd 
    chunked LODs  2nd  3rd  4th  5th 
    data structures  2nd 
        BTT (binary triangle tree)  2nd  3rd 
        heightfields  2nd  3rd 
        quadtrees  2nd  3rd 
    geomipmapping  2nd  3rd  4th  5th 
    GPU processing  2nd  3rd 
    ROAM  2nd 
        mesh reconstruction  2nd  3rd  4th  5th 
        optimization  2nd  3rd 
        variance tree construction  2nd  3rd 
    versus indoors rendering  2nd 
outdoors rendering.  [See also organic rendering]
outlined drawing  2nd 
overdraw.  [See occlusion testing]2nd  [See rasterization bottlenecks]



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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