Index
A
- area filtering
- attenuation
- per-fragment point light, implementing with / Getting started, How to do it…, How it works…
- Autodesk® 3ds
- about / Introduction
- Autodesk® FBX (.fbx) / Implementing EZMesh model loading
- Axially Aligned Bounding Box (AABB)
- about / How to do it…
B
- bi-directional reflectance distribution function (BRDF) / Implementing global illumination using spherical harmonics lighting
- Bisection function
- about / How to do it…
- blend weights
- Blinn Phong lighting model
- about / How it works…
- blurring effect / How it works...
C
- C3dsLoader**Load3DS function / How to do it…, How it works…
- C3dsLoader class / How to do it…
- CAbstractCamera class / Implementing a vector-based camera with FPS style input support
- CFreeCamera class
- cloth
- modelling, transform feedback used / Modeling cloth using transform feedback, Getting ready, How to do it…, How it works…
- COLLADA / Getting ready
- Collada (.dae) / Implementing EZMesh model loading
- collision detection
- color
- used, for implementing object picking / Implementing object picking using color, How it works…
- colored triangle
- rendering, shaders used / Rendering a simple colored triangle using shaders, How to do it…, How it works…, There's more…
- convolution
- area filtering, applying on image / Implementing area filtering (sharpening/blurring/embossing) on an image using convolution, How to do it…, How it works...
- CreateTexture function / How to do it…
- CTargetCamera class
D
- 2D image
- drawing, fragment shader used / Drawing a 2D image in a window using the fragment shader and the SOIL image loading library, How to do it…, How it works…, There's more…
- drawing, SOIL image loading library used / Drawing a 2D image in a window using the fragment shader and the SOIL image loading library, How to do it…, How it works…, There's more…
- 3D graphics programming
- 3ds file format
- URL / See also
- 3ds file loader
- URL / See also
- 3ds Max
- about / Introduction
- 3DS model loading
- implementing, separate buffers used / Implementing 3ds model loading using separate buffers, How to do it…, How it works…
- 3D texture slicing
- about / Implementing volume rendering using 3D texture slicing
- used, for implementing volume rendering / Implementing volume rendering using 3D texture slicing, How to do it…, How it works…, There's more…
- depth buffer
- used, for implementing object picking / Implementing object picking using the depth buffer, How it works…
- dual depth peeling / There's more…
- used, for implementing order independent transparency / Implementing order-independent transparency using dual depth peeling, How to do it…, How it works…
- dual quaternion skinning
- used, for implementing skeletal animation / Implementing skeletal animation using dual quaternion skinning, How to do it…, How it works…, There's more…
- dynamic cube mapping
- used, for rendering reflective object / Rendering a reflective object using dynamic cube mapping, How to do it…, How it works…
E
- emboss north-east direction effect / How it works...
- emboss north-west direction effect / How it works...
- emboss south-east direction effect / How it works...
- emboss south-west direction effect / How it works...
- EmitVertex() function / How it works…
- EndPrimitive() function / How it works…
- EZMesh (.ezm) / Implementing EZMesh model loading
- EZMesh format / Getting ready
- EZMesh model
- implementing / Implementing EZMesh model loading, How to do it..., How it works…
- EzmLoader**Load function / How to do it…
F
- FBO
- used, for implementing mirror object / Implementing a mirror with render-to-texture using FBO, How to do it…, How it works…
- shadow mapping, implementing with / Getting started, How to do it…, How it works…
- FBX / Getting ready
- FPS style input support
- used, for implementing vector-based camera / Implementing a vector-based camera with FPS style input support, Getting ready, How to do it…, There's more…
- fragment shader
- about / Designing a GLSL shader class
- used, for drawing 2D image / Drawing a 2D image in a window using the fragment shader and the SOIL image loading library, How to do it…, How it works…, There's more…
- used, for implementing twirl filter / Implementing the twirl filter using the fragment shader, How to do it…, How it works…, There's more...
- frame-by-frame animations
- about / Introduction
- Framebuffer objects (FBOs) / Introduction
- free camera
- about / Implementing the free camera
- implementing / Getting ready, How to do it…, There's more…
- freeglut libraries
- OpenGL v3.3 core profile, setting up on Visual Studio 2010 / Setting up the OpenGL v3.3 core profile on Visual Studio 2010 using the GLEW and freeglut libraries , How to do it...
- URL, for downloading / Setting up the OpenGL v3.3 core profile on Visual Studio 2010 using the GLEW and freeglut libraries
- front-to-back peeling
- used, for implementing order independent transparency / Implementing order-independent transparency using front-to-back peeling, How to do it…, How it works…
G
- geometry shader
- about / Designing a GLSL shader class
- used, for subdividing plane / Dynamically subdividing a plane using the geometry shader, Getting ready, How to do it…, How it works…, There's more…
- URL, for tutorial / See also
- plane, subdividing with instanced rendering / Dynamically subdividing a plane using the geometry shader with instanced rendering, How to do it…, How it works…
- glBindBufferBase function / Modeling cloth using transform feedback
- glBufferData function / How to do it…
- glClearDepth function / There's more…
- glDepthFunc function / There's more…
- glDrawElements function / How to do it…
- GLEW
- OpenGL v3.3 core profile, setting up on Visual Studio 2010 / Setting up the OpenGL v3.3 core profile on Visual Studio 2010 using the GLEW and freeglut libraries , How to do it...
- GLEW library
- glFramebufferRenderbuffer function / Implementing a mirror with render-to-texture using FBO
- glFramebufferTexture2D function / Implementing a mirror with render-to-texture using FBO
- glGetTransformFeedbacks function / Modeling cloth using transform feedback
- glMapBuffer function / How to do it…
- glm library
- global illumination
- implementing, spherical harmonics lighting used / Implementing global illumination using spherical harmonics lighting, How it works…, There's more…
- global illumination methods
- about / Introduction
- global transform / How it works…
- glow effect
- implementing / Implementing the glow effect, How to do it…, How it works…
- GLSLShader**CreateAndLinkProgram function / There's more…
- GLSLShader**operator() function / There's more…
- GLSL shader class
- glTexImage3D function
- about / How it works…
- glTransformFeedbackVaryings function / Modeling cloth using transform feedback
- glutCloseFunc method / How to do it...
- glutMainLoop() function / How to do it...
- glutSwapBuffer function / There's more…
- glutSwapBuffers function / There's more…
- glVertexAttribIPointer function / How it works…
- Gouraud shading
- GPU-based path tracing
- implementing / Implementing GPU-based path tracing, How to do it…, How it works…, There's more…
- GPU-based ray tracing
- implementing / Implementing GPU-based ray tracing, How to do it…, How it works…
H
- half angle slicing
- used, for implementing volumetric lighting / Implementing volumetric lighting using the half-angle slicing, How to do it…, How it works…, There's more…
- height map
- used, for implementing terrains / Implementing terrains using the height map, How to do it…, How it works…
I
- image
- area filtering, applying on / Implementing area filtering (sharpening/blurring/embossing) on an image using convolution, How to do it…, How it works...
- interleaved buffers
- used, for implementing Wavefront ® Obj model / Implementing OBJ model loading using interleaved buffers, How to do it…, How it works…
- intersectBox function / There's more…
L
- level of detail (LOD)
- about / How to do it…
- Lib3ds
- URL / See also
- Lift function
- about / There's more…
- Lighthouse 3D view frustum culling
- URL, for tutorial / See also
- linear blend skinning (LBS)
- local transform / How it works…
M
- main() function / How to do it...
- Marching Cubes / There's more…
- Marching Tetrahedra (MT) algorithm
- used, for implementing polygonal isosurface extraction / Implementing polygonal isosurface extraction using the Marching Tetrahedra algorithm, How to do it…, How it works…, There's more…
- about / Implementing polygonal isosurface extraction using the Marching Tetrahedra algorithm
- matrix palette skinning
- used, for implementing skeletal animation / Implementing skeletal animation using matrix palette skinning, Getting ready, How to do it…, How it works…
- about / Implementing skeletal animation using matrix palette skinning
- Maya
- about / Introduction
- MeshImport library
- URL / See also
- MeshSystem**mSkeletons array / How to do it…
- mirror, with render-to-texture
- implementing, FBO used / Implementing a mirror with render-to-texture using FBO, How to do it…, How it works…
- modelview projection (MVP) / How to do it…
- Move function / There's more…
N
- NVIDIA PhysX sdk / Getting ready
O
- object picking
- implementing, depth buffer used / Implementing object picking using the depth buffer, How it works…
- implementing, color used / Implementing object picking using color, How it works…
- implementing, scene intersection queries used / Implementing object picking using scene intersection queries, How it works…
- OBJ file specification
- URL / See also
- ObjLoader**Load function / How to do it…
- ObjLoader object / How to do it…
- offscreen rendering functionality / Introduction
- OnInit() function / How to do it...
- OnMouseMove function / There's more
- OnRender() function / How to do it..., There's more…
- OnResize() function / How to do it...
- OnShutdown() function / How to do it..., There's more…, There's more, There's more…
- OpenGL 4.3
- about / Introduction
- OpenGL API
- about / Introduction
- OpenGL shading language (GLSL)
- about / Introduction
- OpenGL v2.0
- about / Introduction
- OpenGL v3.0
- about / Introduction
- OpenGL v3.3
- about / Introduction, Introduction
- OpenGL v3.3 core profile
- setting up, on Visual Studio 2010 / Setting up the OpenGL v3.3 core profile on Visual Studio 2010 using the GLEW and freeglut libraries , How to do it...
- order independent transparency
- implementing, front-to-back peeling used / Implementing order-independent transparency using front-to-back peeling, How to do it…, How it works…
- implementing, dual depth peeling used / Implementing order-independent transparency using dual depth peeling, How to do it…, How it works…
P
- Pan function / There's more…
- particle system
- about / Implementing simple particle system
- implementing / Getting started, How to do it…, How it works…, There's more…
- implementing, transform feedback used / Implementing a particle system using transform feedback, How to do it…, How it works…, There's more…
- per-fragment directional light
- about / Implementing per-fragment directional light
- implementing / Getting started, How it works…
- per-fragment point light
- implementing, with attenuation / Getting started, How to do it…, How it works…
- per-fragment point lighting
- implementing / Getting started, How to do it…, How it works…
- per-fragment spot light
- about / Implementing per-fragment spot light
- implementing / Getting started, How it works…
- per-vertex point lighting
- implementing / Getting started, How to do it…, How it works…
- percentage closer filtering (PCF)
- about / Implemeting shadow mapping with percentage closer filtering (PCF)
- shadow mapping, implementing with / Getting started, How it works…, There's more…
- Phong shading
- physically based animations
- about / Introduction
- plane
- subdividing, geometry shader used / Dynamically subdividing a plane using the geometry shader, Getting ready, How to do it…, How it works…, There's more…
- polygonal isosurface extraction
- implementing, Marching Tetrahedra algorithm used / Implementing polygonal isosurface extraction using the Marching Tetrahedra algorithm, How to do it…, How it works…, There's more…
- pseudo isosurface rendering
- implementing, in single-pass GPU ray casting / Implementing pseudo-isosurface rendering in single-pass GPU ray casting, Getting ready, How to do it…, How it works…
Q
- Quake's md2 (.md2) / Implementing EZMesh model loading
- Quaternions
R
- reflective object
- rendering, dynamic cube mapping used / Rendering a reflective object using dynamic cube mapping, How to do it…, How it works…
- response on cloth model
- ripple mesh deformer
- implementing, vertex shader used / Doing a ripple mesh deformer using the vertex shader, How to do it…, How it works…, There's more
S
- SampleVoxel function / How to do it…
- scene intersection queries
- used, for implementing object picking / Implementing object picking using scene intersection queries, How it works…
- screen space ambient occlusion (SSAO)
- about / Implementing screen space ambient occlusion (SSAO)
- implementing / Getting ready, How to do it…, How it works…, There's more…
- separate buffers
- used, for implementing 3DS model loading / Implementing 3ds model loading using separate buffers, How to do it…, How it works…
- shader binding
- about / There's more…
- shaders
- used, for rendering colored triangle / Rendering a simple colored triangle using shaders, How to do it…, How it works…, There's more…
- shadow mapping
- implementing, with FBO / Getting started, How to do it…, How it works…
- implementing, with percentage closer filtering (PCF) / Getting started, How it works…, There's more…
- sharpening effect / How it works...
- single-pass GPU ray casting
- used, for implementing volume rendering / Implementing volume rendering using single-pass GPU ray casting, How to do it…, How it works…, There's more…
- pseudo isosurface rendering, implementing / Implementing pseudo-isosurface rendering in single-pass GPU ray casting, Getting ready, How to do it…, How it works…
- skeletal animation
- about / Introduction, Implementing skeletal animation using matrix palette skinning
- implementing, matrix palette skinning used / Implementing skeletal animation using matrix palette skinning, Getting ready, How to do it…, How it works…
- implementing, dual quaternion skinning used / Implementing skeletal animation using dual quaternion skinning, How to do it…, How it works…, There's more…
- skinning
- skinning matrix / How it works…
- skybox
- rendering, static cube mapping used / Rendering a skybox using static cube mapping, How to do it…, How it works…
- SliceVolume function
- about / How it works…
- smooth mouse filtering
- URL / See also
- SOIL image loading library
- URL, for downloading / Setting up the OpenGL v3.3 core profile on Visual Studio 2010 using the GLEW and freeglut libraries
- used, for drawing 2D image / Drawing a 2D image in a window using the fragment shader and the SOIL image loading library, How to do it…, How it works…, There's more…
- spherical harmonics lighting
- used, for implementing global illumination / Implementing global illumination using spherical harmonics lighting, How it works…, There's more…
- splatting
- used, for implementing volume rendering / Implementing volume rendering using splatting, How to do it…, How it works…, There's more…
- static cube mapping
- used, for rendering skybox / Rendering a skybox using static cube mapping, How to do it…, How it works…
- Strafe function
- about / There's more…
T
- target camera
- about / Implementing the target camera
- implementing / Getting ready, How to do it…, There's more…
- Terragen
- about / There's more…
- terrain height map generation
- tools / There's more…
- terrain rendering / How it works…
- terrains
- implementing, height map used / Implementing terrains using the height map, How to do it…, How it works…
- TERRAIN_DEPTH parameter / How to do it…
- TERRAIN_WIDTH parameter / How to do it…
- tessellation control shader
- about / Designing a GLSL shader class
- tessellation evaluation shader
- about / Designing a GLSL shader class
- texelFetchBuffer function / How to do it…
- transfer function
- implementing, for volume classification / Implementing transfer function for volume classification, How to do it…, How it works…
- transform
- about / How it works…
- transform feedback
- about / Modeling cloth using transform feedback
- used, for modelling cloth / Modeling cloth using transform feedback, Getting ready, How to do it…, How it works…
- used, for implementing particle system / Implementing a particle system using transform feedback, How to do it…, How it works…, There's more…
- twirl filter
- implementing, fragment shader used / Implementing the twirl filter using the fragment shader, How to do it…, How it works…, There's more...
U
- unweighted smoothing effect / How it works...
V
- variance shadow mapping
- about / Implementing variance shadow mapping
- implementing / Getting started, How to do it…, How it works…, There's more…
- varying attributes / How it works…
- vector-based camera
- implementing, with FPS style input support / Implementing a vector-based camera with FPS style input support, Getting ready, How to do it…, There's more…
- vertex array object (VAO) / There's more…, How to do it…
- vertex array objects (VAO) / How to do it…
- vertex buffer object (VBO) / How to do it…
- vertex shader
- about / Designing a GLSL shader class
- used, for implementing ripple mesh deformer / Doing a ripple mesh deformer using the vertex shader, How to do it…, How it works…, There's more
- view frustum culling
- about / Implementing view frustum culling
- implementing / Implementing view frustum culling, How to do it…, How it works…
- virtual terrain project
- URL / There's more…
- about / There's more…
- volume classification
- transfer function, implementing for / Implementing transfer function for volume classification, How to do it…, How it works…
- volume rendering
- about / Introduction, Implementing volume rendering using 3D texture slicing
- implementing, 3D texture slicing used / Implementing volume rendering using 3D texture slicing, How to do it…, How it works…, There's more…
- implementing, single-pass GPU ray casting used / Implementing volume rendering using single-pass GPU ray casting, How to do it…, How it works…, There's more…
- implementing, splatting used / Implementing volume rendering using splatting, How to do it…, How it works…, There's more…
- volumetric lighting
- implementing, half angle slicing used / Implementing volumetric lighting using the half-angle slicing, How to do it…, How it works…, There's more…
W
- Walk function
- about / There's more…
- Wavefront® OBJ
- about / Introduction
- Wavefront ® Obj model
- implementing, interleaved buffers used / Implementing OBJ model loading using interleaved buffers, How to do it…, How it works…
- world machine
- URL / There's more…
- about / There's more…
- world space position / Doing a ripple mesh deformer using the vertex shader
X
- 3 x 3 Gaussian blur effect / How it works...
Z
- Zoom function / There's more…