Showing posts with label GPU. Show all posts
Showing posts with label GPU. Show all posts
Monday, May 9, 2016
Wednesday, August 20, 2014
Harvard Extension School: Introduction to Computer Graphics and GPU Programming
CSCI E-234: Introduction to Computer Graphics and GPU Programming
3D Studio Max
3D rotations
ATI's RenderMonkey
Adaptive grids
Additive color mixing
Albrecht Durer
Ambient
Appearance modeling
Area light sources
Arnold ray tracer
Arthur Appel
Articulate model
Atmospheric effect
Attenuation
BRDF
BSP tree
Backward ray tracing
Binary space partition tree
Blinn & Torrance Variation
Blocker
Bounding box
Bounding region
Brushed metal
Bump Mapping
Bézier curves
C0, C1, C2 continuous
CIE chromaticity diagram
Caustics
Cell animation
Clip space
Clipping
Collision detection
Color and Light in Nature
Color matching
Color metamerism
Color noise
Commutable
Computational photography
Computer aided design
Conservative bounding region
Continuous stroke modulation
Cornell box
Cross product
Cube map
Data-driven appearance model
Data-driven editing
DeBevec
Density value
Depth buffer
Diffraction
Diffuse lighting
Diffuse reflection
Diffuse scattering
Diffuse shading
Diffuse surface
Diffused BRDF
Direct illumination
Direct light source
Direction vector
Dispersion
Distance fields
Distance-based antialiasing
Distributed ray tracing
Dot product
Ductile fracture
Encapsulating shading
Environment Mapping
Epsilon value
Eric Chan
Eric Haines
Euler angles
Explicit function
Extended light sources
Eye point
Eye ray
Eye space
Field of view
Forward kinematics
Forward ray tracing
Fovea and cones
Fragment shader
Fragment unit
Fresnel factor
Frustum
Gamut
Geometric primitives
Geometric view of optics
Gimbal lock
Global illumination
Global solution
Glyph rendering
Gonio-reflectometer
Greg Ward
Grid fitting
Hanspeter Pfister
Harvard Extension School
Head to tail method
Height map
Hermite spline
High-resolution geometry
Highlights
Human-computer interaction
Identity rotation
Illumination
Illumination spectra
Image generation method
Image generation program
Implicit equation
In phase
Indirect Illumination
Inter reflection
Interactive ray tracing
Interactive rendering
Interference
Introduction to Computer Graphics and GPU Programming
Inverse kinematics
Irradiance cache
KD-tree
Keyframe
Lab color space
Lagrange interpolation
Lambert's Cosine Law
Light eye matrix
Light image plane
Light perspective matrix
Light space
Light view matrix
Light's clip space
Light's view matrix
Light-Material Interactions
LightRay
Lighting
Linear algebra
Linear interpolation
Linearity of light
Local operation
MERL face scanning dome
Material simulation
Matrices
Maya
Mental Ray
Metamers
MipMapping
Mirror-like reflection
Model matrix
Model view projection
Modulation texture
Monte Carlo integration
Monte Carlo path tracing
Monte Carlo ray tracing
Motion blur
Motion capture
Motion graphs
Multi texture
Multi-perspective panorama
Multiple reflection
Normal maps
OBJ file
Object space
Object-oriented
Observer perspective projection matrix
Observer's view matrix
Octree
Offline rendering
OpenGL
OpenGL red book
OpenGL reflectance model
Overfitting
POVRay
Parameterization
Parametric cubic curves
Parametric equation
Parametric line
Parametric polynomial curves
Path tracing
Pericentric
Perspective divide
Perspective projection
Perspective ray generation
Phong Illumination Model
Phong reflectance model
Photo realistic world
Photo tourism
Photon map
Photon mapping
Photon model
Photon ray tracing
Photoreceptors
Pitch
Pixel shader
Point light sources
Point of origin
Primaries
Primary colors
Principle of superposition
Procedural animation
Procedural texture
Programmable shader
Programming
Projection matrix
Projective texture mapping
Projective texturing
Quaternion
Quaternion interpolation
RGB color space
Radiance
Raster graphic
Rasterization
Rasterizer
Ray casting
Ray tracing
Ray tree
Ray-sphere intersection
Receiver
Recursive ray tracing
Reflectance model
Reflected ray
Reflection mapping
Reflective vector
Refraction
Regular grid
Right handed coordinate system
Rigid body motion
Rods and cones
Roll
SVBRDF
Scalar product
Schlick's approximation
Screen space
Self reflection
Shading
Shadow map
Shadow ray
Siggraph
Skin reflectance database
Snell's law
Soft shadow
Spatially varying BRDF
Spatially-varying reflectance
Spectra
Spectral colors
Spectral distribution
Spectrophotometer
Specular
Specular highlight
Specular reflection
Sphere map
Spherical linear interpolation
Spline interpolation
Spotlights
Stratified sampling
Subsurface scattering
Subsurface
Subtractive color mixing
Surface normal
Synthetic character
TGA viewer
Tangent space
Tangent vector
Texels
Texture mapping
Texture space
Texture synthesis
The Cathedral
Thomas Young
Tomek Baginski
Transforming normals
Translucency variation
Transmission ray
Transmittance
Transpose
Tri-linear interpolation
Trichromatic theory
Turner Whitted
Type rendering system
Uncanny valley
Uniform BRDF
Uniform grids
Uniform sample
Unit circle
Unit vectors
Utah teapot
Vectors
Vertex shader
Vertex transformation
View matrix
View vector
Visibility testing
World space
XYZ color space
Yaw
Z-buffer
3D rotations
ATI's RenderMonkey
Adaptive grids
Additive color mixing
Albrecht Durer
Ambient
Appearance modeling
Area light sources
Arnold ray tracer
Arthur Appel
Articulate model
Atmospheric effect
Attenuation
BRDF
BSP tree
Backward ray tracing
Binary space partition tree
Blinn & Torrance Variation
Blocker
Bounding box
Bounding region
Brushed metal
Bump Mapping
Bézier curves
C0, C1, C2 continuous
CIE chromaticity diagram
Caustics
Cell animation
Clip space
Clipping
Collision detection
Color and Light in Nature
Color matching
Color metamerism
Color noise
Commutable
Computational photography
Computer aided design
Conservative bounding region
Continuous stroke modulation
Cornell box
Cross product
Cube map
Data-driven appearance model
Data-driven editing
DeBevec
Density value
Depth buffer
Diffraction
Diffuse lighting
Diffuse reflection
Diffuse scattering
Diffuse shading
Diffuse surface
Diffused BRDF
Direct illumination
Direct light source
Direction vector
Dispersion
Distance fields
Distance-based antialiasing
Distributed ray tracing
Dot product
Ductile fracture
Encapsulating shading
Environment Mapping
Epsilon value
Eric Chan
Eric Haines
Euler angles
Explicit function
Extended light sources
Eye point
Eye ray
Eye space
Field of view
Forward kinematics
Forward ray tracing
Fovea and cones
Fragment shader
Fragment unit
Fresnel factor
Frustum
Gamut
Geometric primitives
Geometric view of optics
Gimbal lock
Global illumination
Global solution
Glyph rendering
Gonio-reflectometer
Greg Ward
Grid fitting
Hanspeter Pfister
Harvard Extension School
Head to tail method
Height map
Hermite spline
High-resolution geometry
Highlights
Human-computer interaction
Identity rotation
Illumination
Illumination spectra
Image generation method
Image generation program
Implicit equation
In phase
Indirect Illumination
Inter reflection
Interactive ray tracing
Interactive rendering
Interference
Introduction to Computer Graphics and GPU Programming
Inverse kinematics
Irradiance cache
KD-tree
Keyframe
Lab color space
Lagrange interpolation
Lambert's Cosine Law
Light eye matrix
Light image plane
Light perspective matrix
Light space
Light view matrix
Light's clip space
Light's view matrix
Light-Material Interactions
LightRay
Lighting
Linear algebra
Linear interpolation
Linearity of light
Local operation
MERL face scanning dome
Material simulation
Matrices
Maya
Mental Ray
Metamers
MipMapping
Mirror-like reflection
Model matrix
Model view projection
Modulation texture
Monte Carlo integration
Monte Carlo path tracing
Monte Carlo ray tracing
Motion blur
Motion capture
Motion graphs
Multi texture
Multi-perspective panorama
Multiple reflection
Normal maps
OBJ file
Object space
Object-oriented
Observer perspective projection matrix
Observer's view matrix
Octree
Offline rendering
OpenGL
OpenGL red book
OpenGL reflectance model
Overfitting
POVRay
Parameterization
Parametric cubic curves
Parametric equation
Parametric line
Parametric polynomial curves
Path tracing
Pericentric
Perspective divide
Perspective projection
Perspective ray generation
Phong Illumination Model
Phong reflectance model
Photo realistic world
Photo tourism
Photon map
Photon mapping
Photon model
Photon ray tracing
Photoreceptors
Pitch
Pixel shader
Point light sources
Point of origin
Primaries
Primary colors
Principle of superposition
Procedural animation
Procedural texture
Programmable shader
Programming
Projection matrix
Projective texture mapping
Projective texturing
Quaternion
Quaternion interpolation
RGB color space
Radiance
Raster graphic
Rasterization
Rasterizer
Ray casting
Ray tracing
Ray tree
Ray-sphere intersection
Receiver
Recursive ray tracing
Reflectance model
Reflected ray
Reflection mapping
Reflective vector
Refraction
Regular grid
Right handed coordinate system
Rigid body motion
Rods and cones
Roll
SVBRDF
Scalar product
Schlick's approximation
Screen space
Self reflection
Shading
Shadow map
Shadow ray
Siggraph
Skin reflectance database
Snell's law
Soft shadow
Spatially varying BRDF
Spatially-varying reflectance
Spectra
Spectral colors
Spectral distribution
Spectrophotometer
Specular
Specular highlight
Specular reflection
Sphere map
Spherical linear interpolation
Spline interpolation
Spotlights
Stratified sampling
Subsurface scattering
Subsurface
Subtractive color mixing
Surface normal
Synthetic character
TGA viewer
Tangent space
Tangent vector
Texels
Texture mapping
Texture space
Texture synthesis
The Cathedral
Thomas Young
Tomek Baginski
Transforming normals
Translucency variation
Transmission ray
Transmittance
Transpose
Tri-linear interpolation
Trichromatic theory
Turner Whitted
Type rendering system
Uncanny valley
Uniform BRDF
Uniform grids
Uniform sample
Unit circle
Unit vectors
Utah teapot
Vectors
Vertex shader
Vertex transformation
View matrix
View vector
Visibility testing
World space
XYZ color space
Yaw
Z-buffer
ラベル:
GPU
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