[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]
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