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half-angle vector, in Blinn's simplification, 48
"half" vector, between the light and view vectors, 48
halftoning, 82
hard shading, 84
hardware-accelerated lighting models, traditional 3D, 38-58
hardware API, exposed by pixel shaders, 109
hardware bugs, checking for, 114
hardware FFP, number of light sources supported by, 40
hardware pipeline, fitting vertex and pixel shaders into, 91-92
hardware rasterization, 115
hardware rasterization and shading, specifying, 114
hardware vertex processing, specifying, 115
hatching style, 82, 83
high-level shading-language. See HLSL
higher level language shaders, 90
higher order primitive section, of the FFP, 92
HLSL (high-level-shading-language), introduced in DirectX 9, 273
HSV (hue, saturation, and value) color space, 23
human eye. See eye
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