Short Contents

Concept Index: G -- M

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Index Entry Section

G
gamma, texture mapping7.5 Texture Mapping in Linear Space
gather category, illuminanceThe gather Construct
gather category, illuminanceThe gather Construct
gather category, pointcloud categoryThe gather Construct
gather category, samplepatternThe gather Construct
gathering output variablesThe gather Construct
geometric exposure7.4.1 Ambient Occlusion
geometric primitives5.3 Geometric Primitives
geometry, curves5.3.3 Curves
geometry, implicit surfaces5.3.6 Implicit Surfaces (Blobbies)
geometry, parametric patches5.3.2 Parametric Patches
geometry, points and particles5.3.5 Points
geometry, polygons5.3.4 Polygons
geometry, procedural5.3.8 Procedural Primitives
geometry, procedural10.1.4 Procedural Geometry Plug-ins
geometry, quadrics5.3.7 Quadrics
geometry, subdivision surfaces5.3.1 Subdivision Surfaces
getting latest version1. Welcome to 3Delight!
global illumination7.4 Global Illumination
graphic state propagation3.1 Using the RIB Renderer - renderdl
gridsize, RiOptionQuality vs. Performance Options
grouping, ray tracing7.3.4 Trace Group Membership
gx api10.2.2 The Gx API

H
hair, RiAttribute5.2.7 Other Attributes
HDRI6.4.5 Ray Tracing
HDRI, range compression3.5 Using hdri2tif on High Dynamic Range Images
hdri2tif3.5 Using hdri2tif on High Dynamic Range Images
hdri2tif, options3.5 Using hdri2tif on High Dynamic Range Images
height, for patch particles5.3.5 Points
hidden, culling attribute5.2.2 Primitives Visibility and Ray Tracing
hider, maxvpdepth5.1.1 Image and Camera Options
hider, midpointratio5.1.1 Image and Camera Options
hider, photon5.1.1 Image and Camera Options
hider, photon7.4.2.3 Two Pass Photon Mapping
hider, ray tracer7.3.7 The Ray Tracing Hider
hider, raytrace5.1.1 Image and Camera Options
hole, subdivision surface tag5.3.1 Subdivision Surfaces
hsl color space6.1.2.2 Colors
hsv color space6.1.2.2 Colors

I
idisplay display driver8.1 The idisplay display driver
iff display driver8.5 The IFF display driver
iff, tdlmakeSupported Input Formats
illuminance, gather categoryThe gather Construct
illuminance, light cache controlWorking Principles
illuminance, working principleWorking Principles
illustrations7.11 Rendering Outlines for Illustrations
image based lighting7.4.4 Image Based Lighting
image, options5.1.1 Image and Camera Options
implementation specific options5.1.2 Implementation Specific Options
implicit surfaces5.3.6 Implicit Surfaces (Blobbies)
importance samplingThe gather Construct
index of refraction7.3.1 Reflections and Refractions
indirectdiffuse shadeop parameters6.4.5 Ray Tracing
indirectdiffuse, final gathering6.4.5 Ray Tracing
initialization file, `.renderdl'The `.renderdl' File
inline archives5.4.2.1 RiArchiveRecord
installing 3Delight2. Installation
installing on MacOS X2.1 MacOS X
installing on UNIX2.2 UNIX
installing on Windows2.3 Windows
interpolateboundary, subdivision surface tag5.3.1 Subdivision Surfaces
interrogating shaders, slo api10.2.5 The Slo API
irradiance lookup, photonmaps6.4.5 Ray Tracing

J
jpeg display driver8.15 The JPEG display driver
jpeg support in tdlmakeSupported Input Formats

L
labels, ray tracing7.3.3 Ray Labels
latest version1. Welcome to 3Delight!
latitude-longitude environment mapsCommand Line Options
level of detail7.13 Level of Detail
level of detail and procedurals7.13 Level of Detail
level of detail quality7.13 Level of Detail
level of detail, reference camera5.2.7 Other Attributes
licensing optionsOther Options
licensing, multiprocessing7.1.5 Licensing Behavior
licensing, multithreading7.1.5 Licensing Behavior
light cache control, illuminanceWorking Principles
light categorieLight Categories
light categoriesShaders
lightcacheWorking Principles
lighting functions6.4.4 Lighting
linear space texture mapping7.5 Texture Mapping in Linear Space
load balancing, multiprocessing7.1.2 Multiprocessing
LOD7.13 Level of Detail
logarithmic color encoding8.10 Kodak Cineon display driver
lookuptype, photonmap shadeop6.4.5 Ray Tracing
loops, for6.1.7.2 Classical Looping Constructs
loops, while6.1.7.2 Classical Looping Constructs

M
MacOS X, installing on2.1 MacOS X
maxdepth, RiOptionQuality vs. Performance Options
maxdiffusedepth attribute5.2.2 Primitives Visibility and Ray Tracing
maxdiffusedepth for photonsRendering Options
maxdist, occlusion parameters6.4.5 Ray Tracing
maxerror, RiAttribute5.2.3 Global Illumination Attributes
maxspeculardepth attribute5.2.2 Primitives Visibility and Ray Tracing
maxspeculardepth for photonsRendering Options
maxvpdepth, hider5.1.1 Image and Camera Options
meanfreepath, RiAttribute5.2.4 Subsurface Light Transport
membership, attributes5.2.1 Primitives Identification
message passingMessage Passing
message passing and information6.4.8 Message Passing and Information
message passing, backwardMessage Passing
message passing, forwardMessage Passing
messages optionsMessages Options
midpoint filtering5.1.1 Image and Camera Options
midpoint, shadow maps7.2.1 Standard Shadow Maps
midpointratio, hider5.1.1 Image and Camera Options
minsamples, occlusion parameters6.4.5 Ray Tracing
motion blur, artifacts with depth of field5.1.1 Image and Camera Options
motion blur, in shadows7.2.2 Deep Shadow Maps
motion blur, particles5.3.5 Points
motion blur, ray tracing5.2.2 Primitives Visibility and Ray Tracing
motion blur, sampling5.1.1 Image and Camera Options
motion blur, shading5.2.7 Other Attributes
multi-camera NDC6.1.2.3 Points, Vectors and Normals
multi-camera raster space6.1.2.3 Points, Vectors and Normals
multi-camera rendering7.8 Multi-Camera Rendering
multi-camera screen space6.1.2.3 Points, Vectors and Normals
multi-camera, view dependent shading5.2.2 Primitives Visibility and Ray Tracing
multi-processing, command line optionsCommand Line Options
multi-thread, command line optionsCommand Line Options
Multiprocessing7.1.2 Multiprocessing
multiprocessing, licensing7.1.5 Licensing Behavior
multiprocessing, load balancing7.1.2 Multiprocessing
multiprocessing, performance7.1.4 Performance and Implementation Notes
multithreading7.1.1 Multithreading
multithreading, licensing7.1.5 Licensing Behavior
multithreading, performance7.1.4 Performance and Implementation Notes

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