Short Contents

Concept Index: Q -- S

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Index Entry Section

Q
quadrics5.3.7 Quadrics
quality, level of detail7.13 Level of Detail

R
radiance lookup, photonmaps6.4.5 Ray Tracing
random pairThe gather Construct
range compression3.5 Using hdri2tif on High Dynamic Range Images
raster space6.1.2.3 Points, Vectors and Normals
rasterorient, RiAttribute5.2.7 Other Attributes
ray labels7.3.3 Ray Labels
ray traced shadows7.2.4 Raytraced Shadows
ray traced shadows7.3.2 Ray Traced Shadows
ray tracer, hider7.3.7 The Ray Tracing Hider
ray tracing7.3 Ray Tracing
ray tracing displaced geometry7.3.5 Ray Tracing Displacements
ray tracing functions6.4.5 Ray Tracing
ray tracing hider7.3.7 The Ray Tracing Hider
ray tracing, anti-aliasing7.3.6 Oversampling and Derivatives
ray tracing, approximationQuality vs. Performance Options
ray tracing, derivatives7.3.6 Oversampling and Derivatives
ray tracing, maximum ray depthQuality vs. Performance Options
ray tracing, motion blur5.2.2 Primitives Visibility and Ray Tracing
raytrace hider5.1.1 Image and Camera Options
referencecamera, dice attribute5.2.7 Other Attributes
reflectance, photon5.2.3 Global Illumination Attributes
reflectance, RiAttribute5.2.4 Subsurface Light Transport
reflections, ray tracing7.3.1 Reflections and Refractions
refractions, ray tracing7.3.1 Reflections and Refractions
renderdl3.1 Using the RIB Renderer - renderdl
renderdl, -rif optionCommand Line Options
renderdl, error codesReturn values
rendering RIB files3.1 Using the RIB Renderer - renderdl
rendering shadow maps7.2.1 Standard Shadow Maps
rendering shadows7.2 Shadows
rendering, optionsRendering Options
rendermn.ini5.5 Configuration file (`rendermn.ini')
resizing arraysResizing Arrays
return values from renderdlReturn values
rgb color space6.1.2.2 Colors
RiArchiveBegin5.4.2.1 RiArchiveRecord
RiArchiveEnd5.4.2.1 RiArchiveRecord
RiArchiveRecord5.4.2 Archives
RIB files, rendering3.1 Using the RIB Renderer - renderdl
rib output7.15 RIB Output
RIB output optionsRIB Output Options
RIB output using lib3Delight10.1.4.1 The RunProgram Procedural Primitive
ribdepends3.8 Using ribdepends
RiBlobby5.3.6 Implicit Surfaces (Blobbies)
ribshrink3.7 Using ribshrink
RiCone5.3.7 Quadrics
RiCurves5.3.3 Curves
RiCylinder5.3.7 Quadrics
RiDelayedReadArchive5.3.8 Procedural Primitives
RiDisk5.3.7 Quadrics
RiDisplay, extensions to5.1.1 Image and Camera Options
RiDynamicLoad5.3.8 Procedural Primitives
rif command line option, renderdlCommand Line Options
rif, RIB parsingRenderer's Entry Points
RiGeneralPolygon5.3.4 Polygons
RiHyperboloid5.3.7 Quadrics
RiNuPatch5.3.2 Parametric Patches
RiParaboloid5.3.7 Quadrics
RiPatch5.3.2 Parametric Patches
RiPatchMesh5.3.2 Parametric Patches
RiPoints5.3.5 Points
RiPointsGeneralPolygons5.3.4 Polygons
RiPointsPolygons5.3.4 Polygons
RiPolygon5.3.4 Polygons
RiProcDelayedReadArchive5.3.8 Procedural Primitives
RiProcDynamicLoad5.3.8 Procedural Primitives
RiProcRunProgram5.3.8 Procedural Primitives
RiRunProgram5.3.8 Procedural Primitives
RISERVER environment variable2.4 Environment Variables
RiShadingInterpolation, for implicit surfaces5.3.6 Implicit Surfaces (Blobbies)
RiSphere5.3.7 Quadrics
RiTorus5.3.7 Quadrics
rsl plug-ins10.1.2 RSL Plug-ins
rsl, shader structure6.1.1.1 Traditional Structure
RunProgram, writing a program10.1.4.1 The RunProgram Procedural Primitive
Rx API10.2.1 The Rx API

S
sample, RiOptionQuality vs. Performance Options
samplebase, occlusion parameters6.4.5 Ray Tracing
samplemotion, RiAttribute5.2.2 Primitives Visibility and Ray Tracing
samplemotion, RiHider5.1.1 Image and Camera Options
samplepattern, gather categoryThe gather Construct
samples, light attribute5.2.2 Primitives Visibility and Ray Tracing
samplingstrategy, light attribute5.2.2 Primitives Visibility and Ray Tracing
scattering, RiAttribute5.2.4 Subsurface Light Transport
screen space6.1.2.3 Points, Vectors and Normals
search path optionsSearch Paths Options
second derivatives5.2.7 Other Attributes
self shadowingRendering Options
self shadowing7.2.1 Standard Shadow Maps
semantics, multi-camera rendering7.8.1 Semantics
sense, RiAttribute5.2.7 Other Attributes
sgi, tdlmakeSupported Input Formats
shadeops, geometry6.4.3 Geometry, Matrices and Colors
shadeops, lighting6.4.4 Lighting
shadeops, mathematics6.4.1 Mathematics
shadeops, message passing and information6.4.8 Message Passing and Information
shadeops, noise and random6.4.2 Noise and Random
shadeops, ray tracing6.4.5 Ray Tracing
shadeops, string6.4.7 String Manipulation
shadeops, texture mapping6.4.6 Texture Mapping
shader compilation3.2 Using the Shader Compiler - shaderdl
shader evaluation api10.2.3 The Sx API
shader objects6.1.1.2 Shader Objects
shader space6.1.2.3 Points, Vectors and Normals
shader structure, rsl6.1.1.1 Traditional Structure
shaderdl3.2 Using the Shader Compiler - shaderdl
shaderdl, optimizationsOptimization Levels
shaderdl, optionsCommand Line Options
shaderdl, predefined macrosPredefined Macros
shaderinfo, command line options3.6 Using shaderinfo to Interrogate Shaders
shaderinfo, source code10.2.5 The Slo API
shaderinfo, tabular output format3.6 Using shaderinfo to Interrogate Shaders
shaders, annotations10.4 Attaching annotations to shaders
shading language, predefined variables6.2 Predefined Shader Variables
shading rate, sub surface scatteringSpecifying Subsurface Scattering Parameters
shadingmodel, photon5.2.3 Global Illumination Attributes
shadingrate, RiAttribute5.2.3 Global Illumination Attributes
shadow bias7.2.1 Standard Shadow Maps
shadow bias, avoiding5.1.1 Image and Camera Options
shadow map file format8.7 The shadowmap display driver
shadow maps7.2.1 Standard Shadow Maps
shadow maps, advantages7.2.1 Standard Shadow Maps
shadow maps, compressing8.7 The shadowmap display driver
shadow maps, drawbacks7.2.1 Standard Shadow Maps
shadow maps, framing7.2.1 Standard Shadow Maps
shadow maps, midpoint algorithm7.2.1 Standard Shadow Maps
shadowmap display driver8.7 The shadowmap display driver
shadows biasRendering Options
shadows, light attribute5.2.2 Primitives Visibility and Ray Tracing
shadows, ray tracing7.2.4 Raytraced Shadows
shadows, ray tracing7.3.2 Ray Traced Shadows
shadows, rendering7.2 Shadows
shadows, RiAttribute5.2.2 Primitives Visibility and Ray Tracing
shadows, sampling optionQuality vs. Performance Options
shadows, translucent7.2.2 Deep Shadow Maps
shutter efficiency optionRendering Options
shutter offset optionRendering Options
sides, raytracing6.4.5 Ray Tracing
smooth derivatives5.2.7 Other Attributes
softimage display driver8.14 The PIC display driver
specularhitmode, shading attribute5.2.2 Primitives Visibility and Ray Tracing
specularthreshold trace optionRendering Options
sprite self-shadowing8.8 The DSM display driver
stacked displacement shaders5.2.5 Displacement
standard options5.1.1 Image and Camera Options
statistics optionsStatistics Options
stereo rendering7.8 Multi-Camera Rendering
stop callbackRendering Options
stratified samplingThe gather Construct
string functions6.4.7 String Manipulation
sub surface scattering7.4.5 Subsurface Scattering
sub surface scattering, shading rateSpecifying Subsurface Scattering Parameters
subdivision surfaces5.3.1 Subdivision Surfaces
sx, api10.2.3 The Sx API

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