[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] |