[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 |