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[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
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