definitions (6122B)
1 (bi)linear filtering 2 2D array textures 3 3D modeling tools 4 AO 5 Ambient lighting 6 Application Programming Interface 7 BRDF 8 BRDF integration 9 Bitangent 10 Blending 11 Blinn-Phong 12 Bloom 13 Breakout 14 Cook-Torrance BRDF 15 Deferred shading 16 Definition 17 Diffuse lighting 18 Framebuffers 19 Fresnel 20 Fresnel-Schlick 21 G-buffer 22 GLSL 23 GLSL lang validator 24 GameState 25 Gaussian blur 26 Gimbal lock 27 Gouraud shading 28 Gram-Schmidt process 29 Gramm-Schmidt process 30 Hammersley Sequence 31 Lambertian diffuse 32 LookAt 33 Monte Carlo integration 34 Multiple Render Targets (MRT) 35 N-dimensional 36 Normal 37 OIT 38 OpenGL Shading Language 39 Parallax Mapping with Offset Limiting 40 Parallax Occlusion Mapping 41 Percentage-closer filtering 42 Phong lighting model 43 Phong shading 44 Pythagoras theorem 45 Quasi-Monte Carlo integration 46 Reinhard tone mapping 47 Relief Parallax Mapping 48 Renderbuffer objects 49 Riemann sum 50 Smith's method 51 Specular lighting 52 SpriteRenderer 53 TBN 54 Tangent 55 Translation 56 Uniforms 57 VAO 58 VBO 59 Van Der Corput 60 accum 61 albedo 62 aliasing 63 aligned offset 64 alpha 65 alpha test 66 ambient lighting 67 ambient occlusion 68 angle 69 anti-aliasing 70 approximate 71 attachment 72 attenuation 73 attribute divisor 74 automatic exposure adjustment 75 axis-aligned bounding box 76 back facing 77 back-facing 78 banding 79 base alignment 80 base reflectivity 81 baseline 82 batched 83 biased 84 bidirectional reflective distribution function 85 binding points 86 bitmap font 87 blend 88 blend equation 89 blending 90 blends 91 blitting 92 block name 93 bloom 94 blur 95 brick 96 buffer target 97 built-in 98 built-in variables 99 bump mapping 100 camera 101 camera space 102 capture 103 clamp 104 clamps 105 clip coordinates 106 clip space 107 clipped 108 clipping 109 clipping volume 110 clockwise 111 collision detection 112 collision resolution 113 collision shapes 114 color buffer 115 column-major ordering 116 commutative 117 complete 118 component-wise 119 composite 120 conductor 121 constant 122 context 123 converge 124 convoluting 125 convolution 126 core-profile 127 counter-clockwise 128 cross product 129 cube map 130 cull 131 cutoff 132 data oriented design 133 debug output 134 default framebuffer 135 deferred lighting 136 deferred rendering 137 deltatime 138 depth buffer 139 depth condition 140 depth map 141 depth testing 142 depth values 143 destination factor 144 dielectric 145 dielectrics 146 diffuse map 147 dimensions 148 direction 149 direction vector 150 directional light 151 directional shadow mapping 152 discard 153 displacement mapping 154 dot product 155 dynamic environment mapping 156 early depth testing 157 edge-detection 158 element 159 element buffer objects 160 emission map 161 energy conservation 162 environment mapping 163 epsilon 164 equirectangular map 165 exact 166 exit condition 167 explode 168 extension 169 eye adaptation 170 eye space 171 face 172 face culling 173 far 174 faster rate of convergence 175 field of view 176 fixed function pipeline 177 floating point framebuffer 178 format 179 forward rendering 180 forward shading 181 fov 182 fragment interpolation 183 fragment shader 184 frame 185 framebuffer 186 front facing 187 front-facing 188 frustum 189 functions 190 fur 191 game object 192 gamma 193 gamma correction 194 geometry pass 195 geometry shader 196 global 197 global illumination 198 glow effect 199 glyphs 200 graphics pipeline 201 halfway vector 202 height map 203 hemisphere 204 high dynamic range 205 homogeneous coordinate 206 identity matrix 207 image based lighting 208 immediate mode 209 importance sampling 210 incident 211 indexed drawing 212 inner 213 instance count 214 instance name 215 instanced arrays 216 instances 217 instancing 218 integral 219 interface block 220 interface blocks 221 interleaved 222 internalformat 223 interpolates 224 inverse-square law 225 invocation count 226 irradiance 227 irradiance map 228 jagged edges 229 kernel 230 kill 231 law of large numbers 232 layered rendering 233 light caster 234 light volumes 235 lighting pass 236 linear 237 linear depth buffer 238 link 239 local coordinates 240 local memory limited occupancy 241 local space 242 low dynamic range 243 low-discrepancy sequences 244 magnifying 245 magnitude 246 material 247 matrix 248 mesh 249 metallic 250 metallic workflow 251 metalness 252 microfacets 253 minifying 254 mipmaps 255 model 256 multiple render targets 257 multisample anti-aliasing 258 multisample buffer 259 near 260 nearest neighbor 261 noise pattern 262 non-uniform 263 normal distribution function 264 normal incidence 265 normal map 266 normal mapping 267 normal matrix 268 normal vector 269 normal-oriented hemisphere 270 normal/bump maps 271 normalized device coordinates 272 normalizing 273 object 274 object outlining 275 objects 276 occlusion factor 277 off-screen rendering 278 offset 279 omnidirectional shadow maps 280 opaque type 281 order independent transparency 282 order-independent transparency 283 ordered transparency 284 origin of rotation 285 orthogonal 286 orthographic 287 outer 288 parallax mapping 289 parallel 290 particle 291 particle emitter 292 particle generator 293 pass-through 294 percentage-closer filtering 295 perspective 296 perspective division 297 perspective projection 298 perspective projection matrix 299 peter panning 300 physically based rendering 301 pitch 302 point 303 point lights 304 position vector 305 post-processing 306 pre-compute 307 pre-filtered environment map 308 preprocessor directives 309 primitive assembly 310 primitives 311 probability density function 312 projection 313 projection matrix 314 projects 315 quadratic 316 quaternions 317 radiance 318 radiometry 319 rasterization stage 320 rate of convergence 321 ray 322 re-orthogonalize 323 read-only 324 recursively 325 reflectance equation 326 reflected 327 reflection 328 reflection maps 329 reflection probes 330 reflection vector 331 reflects 332 refraction 333 refractive indices 334 render loop 335 renderbuffer 336 resolve 337 resource manager 338 revealage 339 right-angle 340 roll 341 rotation axis 342 roughness 343 sRGB 344 sample point 345 sampler 346 sampling 347 scalar 348 scatter 349 scattering 350 scene graph 351 screen coordinates 352 screen-space ambient occlusion 353 screen-space coordinates 354 separating axis theorem 355 shader program 356 shaders 357 shadow acne 358 shadow bias 359 shadow map 360 shadow mapping 361 shadow volumes 362 shared 363 sharpen 364 shininess 365 signed distance field fonts 366 single responsibility principle 367 skybox 368 smoothness 369 solid angle 370 source 371 space partitioning algorithms 372 spacing 373 spawns 374 specular lobe 375 split sum approximation 376 spotlight 377 sprite 378 state-changing 379 state-using 380 std140 381 stencil buffer 382 stencil test 383 stencil value 384 sticky paddle 385 strafe 386 stride 387 stuck 388 subsamples 389 subsurface scattering 390 super sample anti-aliasing 391 swizzling 392 tangent space 393 target 394 texel 395 texture 396 texture coordinate 397 texture filtering 398 texture unit 399 tightly packed 400 tile-based deferred shading 401 tone mapping 402 transform 403 transparency 404 triangle_strip 405 tuple 406 two-pass Gaussian blur 407 uber 408 unbiased 409 uniform block 410 uniform block index 411 uniform block layout 412 uniform buffer objects 413 uniform scale 414 unit vector 415 uv-mapping 416 vertex 417 vertex array object 418 vertex attribute 419 vertex attributes 420 vertex buffer objects 421 vertex shader 422 view 423 view coordinates 424 view matrix 425 viewport transform 426 winding order 427 wireframe mode 428 world coordinates 429 yaw 430 z-buffer 431 z-fighting