A
Adaptive tessellation,
319
Alias, definition,
60,
169
Alpha-blended transparency
transparency mapping,
203
Alpha test, fragment operations,
111
Ambient occlusion, global illumination,
357–359
Andrews plot, point data visualization,
536–537
Anisotropic lighting model,
337–340
artifact prevention in line renderings,
389–390
cache and memory usage optimization,
585–586
depth complexity, measuring,
589–591
state change minimization,
586
color matrix transform,
68
constant color bending,
71–72
ARB_extensions_string,
599
ARB_make_current_read,
599
ARB_point_parameters,
472,
598
ARB_shading_language,
100,
598
ARB_texture_border_clamp,
598
ARB_texture_compression,
598
ARB_texture_cube_map,
598
ARB_texture_env_add,
99,
598
ARB_texture_env_combine,
97,
99,
598
ARB_texture_mirrored_repeat,
598
ARB_transpose_matrix,
598
ARB_vertex_buffer_object,
576,
598
ARB_vertex_program,
33,
598
ATI_vertex_array_object,
576
Attenuate operator, blending for volume visualization,
552
Attenuation, positional light,
47
C
Chart, point data visualization,
537
Choropleth, scalar field visualization,
541,
543
Circle of confusion, definition,
239
Clip space, perspective divide,
22
biased representation,
54–56
final color value calculation,
46,
53
fixed-point representation,
53
floating-point representation,
53
interpolation in rasterization,
108–109
representation of color space,
35–40
resolution and dynamic range,
36–37
Color index mode, applications,
39–40
Comb function, frequency domain analysis,
60
Common-Lite profile, OpenGL ES,
133–134
Composite materials, classification for lighting,
50
alpha division operation,
190
Computer-aided design capping clipped solids,
392–393
Constructive solid geometry, model construction,
393–401
accumulation buffer utilization,
228–230
correlation and feature detection,
233,
235
extension utilization,
230
filtering using texture convolution,
490–495
smoothing and blurring,
231
Cook-Torrance lighting model,
342–343
geometric level of detail
occlusion map building,
371
surface texture management
Cyan magenta yellow black, color representation,
36
D
Data representation, transformed data,
19
Decompensation, polygon,
4–5
Deferred shading, multipass rendering,
167
Depth complexity, measuring,
589–591
Depth cuing, implementation,
511–512
Depth peeling, alpha-blended transparency,
205
perspective projection,
31
Dielectrics, material classification for lighting,
49
environment map creation,
434
limitations of OpenGL,
516
E
environment mapping between cube and sphere maps,
443,
445
sampling characteristics,
445
texture coordinate generation,
81–82
Explosions, particle system modeling,
482
EXT_point_parameters,
595,
603
EXT_texture_compression_s3tc,
76
EXT_texture_filter_anisotropic,
91
EXT_texture_rectangle,
274
Eye space, projection transform,
21–22
F
Facet normal, computation,
8–9
False coloring, scalar field visualization,
540–541,
543
Filtered noise functions, procedural texture generation,
487–489
Fire, particle system modeling,
481–482
z coordinate in computation,
32
comparison operators,
110
multisample operations,
111
Fragment programs, texture environment function,
100–102
texture image loading,
270
texture mapping of images,
79–80
Fresnel reflection lighting model,
335–336
Taylor series expansion,
612
G
computer display value,
37–38
Gaussian reflection lighting model,
336
Geometrical attenuation factor,
340
glClientActiveTexture,
96–97
glCopyConvolutionFilter, 2D,
230,
235
glDisableClientState,
96–97
glDrawPixels,
134,
194–195,
198,
212,
215,
270,
399,
513,
515,
521–522,
590,
600–601
glGetTexLevelParameter,
77,
94
glPointParameterfEXT,
603
glPointParameterfvEXT,
603
glProgramEnvParameter,
101
glProgramLocalParameter,
101
glStencilFunc,
111,
157,
195,
198,
383,
389,
391–392,
400,
408,
590
glStencilOp,
111,
157,
194–195,
198,
383,
390,
392,
400,
408,
590
glXQueryClientString,
596
glXQueryExtensionsString,
596
glXQueryServerString,
596
GL_AMBIENT_AND_DIFFUSE,
133
GL_ARB_depth_texture,
460
GL_COMPARE_R_TO_TEXTURE,
460
GL_FUNC_REVERSE_SUBTRACT,
114
GL_LINEAR,
75,
84,
91,
271,
273,
287,
301,
304,
314,
327,
329,
331,
461
GL_LUMINANCE12_ALPHA, ,
76
GL_MAX_3D_TEXTURE_SIZE,
90
GL_MODULATE,
42,
53,
98–99,
134,
160,
180,
203,
297,
323,
471,
480,
484–485,
491
GL_ONE,
114,
156,
179,
181,
189,
196,
201,
216,
311,
323,
329,
333,
473,
491,
497,
510–511,
552
GL_ONE_MINUS_CONSTANT_ALPHA,
202
GL_ONE_MINUS_CONSTANT_COLOR,
376
GL_ONE_MINUS_DST_ALPHA,
510,
519
GL_POLYGON_OFFSET_FILL,
384
GL_POLYGON_OFFSET_LINE,
384
GL_POLYGON_SMOOTH_HINT,
181
GL_POST_COLOR_MATTRIX_COLOR_TABLE,
70
GL_POST_CONVOLUTION_COLOR_TABLE,
70,
235
GL_PRIMARY_COLOR,
99,
329
GL_REPLACE,
98,
314,
162,
203,
206,
279,
295,
383,
390,
461,
508
GL_SAMPLE_ALPHA_TO_COVERAGE,
207
GL_SAMPLE_COVERAGE_VALUE,
207
GL_SEPARATE_SPECULAR_COLOR,
53
GL_SRC_ALPHA,
114,
179,
187–188,
200,
215,
333–334,
473–475,
509,
511,
552
GL_TEXTURE_BASE_LEVEL,
92,
284
GL_TEXTURE_BORDER_COLOR,
75
GL_TEXTURE_COMPARE_FUNC,
460
GL_TEXTURE_COMPARE_MODE,
460
GL_TEXTURE_CUBE_MAP,
83,
94
GL_TEXTURE_CUBE_MAP_POSITIVE,
438
GL_TEXTURE_MAG_FILTER,
273
GL_TEXTURE_MAX_LEVEL,
92,
284
GL_TEXTURE_MAX_LOD,
93,
284
GL_TEXTURE_MIN_FILTER,
273
GL_TEXTURE_MIN_LOD,
93,
284
GL_VERTEX_PROGRAM_ARB,
33
GLX buffers, off-screen rendering,
125–126
H
High dynamic range imaging,
241–245
foreground object manipulation,
369
ARB imaging subset,
69–70
point data visualization,
537
reduction implementation,
226
Hue saturation value, color representation,
36
Hyperstreamlines, tensor field visualization,
569–570
Hyperthreading, latency hiding,
148,
592
Hypotenuse, estimation,
613
I
Icons, vector field visualization,
561
nonphotorealistic lighting models
Image display, scalar field visualization,
540–541,
543
shared exponent representation,
242
rotation using texture mapping,
237
scaling using texture mapping,
236
human adaptation process modeling,
245
interpolation and extrapolation,
213–214
luminance image conversion from color image,
216
saturation manipulation,
216,
218
histogram equalization,
224
off-screen processing,
72
representation, digital,
57–60
Inverse transforms, computation,
247–249
Isosurfaces, scalar field visualization,
545–546
L
bidirectional reflectance distribution function,
46,
332
closed versus open surfaces,
44
diffuse versus specular reflection,
45
radiosity combination technique,
356–357
high dynamic range lighting,
354–355
infinite light, see directional light
light source properties,
47–49
local versus infinite viewer,
45–46
nonphotorealistic lighting models for illustrations
texture mapping applications
three-dimensional texture light maps,
330–331
two-dimensional texture light maps,
327–330
specular lighting using environment maps
spotlight effects using projective textures,
322–324
transform and lighting acceleration,
141–142
local light and spotlight attenuation,
320–321
Light points, particle system modeling,
483–484
Light position, multipass rendering,
164–165
Line integral convolution, vector field visualization,
564–568
antialiasing artifact prevention,
389–390
end caps on wide lines,
390
Logical operation, fragment operations,
114–115
Luminance image, conversion from color image,
216
M
Maximum intensity projection, blending for volume visualization,
552
material classification for lighting,
49–50
program parameters by metal type,
51–52
Minmax operation, ARB imaging subset,
70
object space transformation,
20–21
inverse transpose,
24,
249
Motion blur, temporal antialiasing,
183–184
multisample coverage,
207,
376
multipass versus micropass environments,
166–167
texture environments,
97–98
O
Object space, transformation,
20–21
depth estimation buffer building,
372
occlusion map building,
371
Common profile and fixed-point arithmetic,
133–136
Safety Critical profile,
136
Oren-Nayer lighting model,
340
Over operator, blending for volume visualization,
552
P
image paging in system memory,
285–286
three-dimensional painting,
527–529
antialiasing small particles,
472
Particle tracing, vector field visualization,
561–562
Patterning, implementation,
512–513
Pbuffers, off-screen rendering,
126
Perspective divide, clip space,
22
Perspective projection,
30–32
alternative techniques,
367
mapping from window to object coordinates,
367
object tagging in color buffer,
365–366
Pipeline balance, optimization,
142
Pipeline interleaving, performance optimization,
591–592
image representation,
57–58
mapping operations,
67–68
histograms and charts,
537
Polygon normals, generation,
Polygon offset, line renderings,
384
Polygon stipling, screen-door transparency,
206
Precipitation, particle system modeling,
478–480
Primitive setup, acceleration,
14
filtered noise functions for generation,
487–489
filtering using texture convolution,
490–495
random image warping,
498
three-dimensional noise generation,
498–500
alternative perspective projection,
608
orthogographic projection,
607
perspective projection,
607
perspective z-coordinate transformations,
608
R
framebuffer operations,
140
interpolation of texture, color, and depth,
108–109
parallel processing opportunities,
145–148
Red, green, and blue (RGB), color representation and OpenGL use,
35–36
Reflection (Environmental maps)
implementation issues,
412
object-space versus image-space techniques,
404–405
transformation matrix,
407
modeling of multiple boundaries,
430–431
image-based rendering,
63
S
Scatter plot, point data visualization,
534–535
mapping numbers to pictures,
531
histograms and charts,
537
scalar field visualization
tensor field visualization
vector field visualization
stream lines and illumination,
563–564
visual clues and perception,
531–532
SGI_texture_color_table,
555
SGIS_sharpen_texture,
313
deferred shading and multipass rendering,
167
facet normal computation,
8–9
polygon normals, generation,
vertex lighting computation,
40–41
incremental updating of volumes,
457–458
multiple light sources,
457
Singleton strip, avoidance,
13
Slicing, volume rendering
mixing volumetric and geometric objects,
554
sampling frequency considerations,
552–553
three-dimensional textures,
550
two-dimensional textures,
551
virtualizing texture memory,
554
volume image shrinking,
554
volume-cutting planes,
555
Smoke, particle system modeling,
480
Splatting, volume rendering
sRGB, color representation,
36
Stereo viewing, geometry and transformations,
249–252
vector field visualization,
563
transparency, see Multisample transparency
stochastic supersampling,
171
Surface display, scalar field visualization,
543–545
T
Taylor series expansion,
612
geometric primitives,
523
color coding and contouring,
298–300
geometric transformations,
262
transformation pipeline,
25–27
vertex to texture coordinate mapping,
263
signed intensity detail textures,
309–311
dual-paraboloid environment mapping
texture coordinate generation,
81–82
three-dimensional texture light maps,
330–331
two-dimensional texture light maps,
327–330
specular lighting using environment maps
spotlight effects using projective textures,
322–324
texture environments,
97–98
texel aspect ratio computation,
289–291
scene overlaying with texture map,
263–264
texture coordinate assignment optimization,
270–271
texture environment function
advanced functionality,
99–100
internal texture formats,
75–76
texture objects and targets,
93–95
three-dimensional textures
solid material rendering,
89–90
two-dimensional image warping,
300–302
normalized device coordinate space,
22
texture coordinates,
25–27
alpha-blended transparency
transparency mapping,
203
output color calculation,
199
singleton strip avoidance,
13
Tuples, data representation,
19
Turbulence, procedural texture modeling,
496–497
V
Vapor trails, particle system modeling,
481
stream lines and illumination,
563–564
barycentric coordinates,
607
linear interpolation,
606
spherical coordinates,
606
attribute specification,
14–15
lighting computation,
40–41
interpolation of attributes to window space
transformation of vertex coordinates,
265–266
texture coordinate generation from,
81
Viewpoint transform, normalized device coordinate space,
22–23
Virtual light, global illumination,
355–356
W
Water, dynamic mesh modeling,
485–486
W buffering, rasterization,
109
wglReleaseTexImageARB,
127
WGL_ARB_make_current_read,
126
WGL_ARB_pixel_format,
126
Winding order, polygon,
11
Window space, definition,
23,
120
address space and threads,
121
direct versus indirect,
127
Wireframe models, line renderings,
381–382