英语术语翻译是本书非常重视的一部分,不准确或不恰当的翻译会导致理解起来非常晦涩,甚至产生不想看下去的厌烦情绪,但由于作者知识局限以及英语和汉语的表达差异,很难做到所有翻译都恰当;因此本页面列出本书目前采用的英文术语翻译,欢迎纠错或提出更好的建议,被采纳的读者将被加入本书致谢名单,辛苦大家了!

Aliasing, 23, 26
Ambient Light, 4
Ambient Occlusion, 4
Anti-aliasing, 23
Anti-aliasing filter, 31
Azimuth angle, 41, 45
Bandlimited function, 26
Bandwidth, 26
Bidirectional Reflectance Distribution Function, 41
Bidirectional surface scattering re ectance distribution function, 42
box filter, 34
Brewster angle, 46
Caustics, 8
characteristic specular re ectance, 46
Color Bleeding, 7
Conservation of Energy, 10
Conserving energy, 43
Convolution, 18
Density of samples, 26
Digital Signal Processing, 24
Directional Light, 17
Directional-hemispherical reflectance, 43
distance fallo function, 19
Environment Lighting, 6
Filtering, 24
Finite Element Method, 2
Fourier transform, 25
Frequency domain, 25
Fresnel effect, 45
Fresnel equation, 44
Fresnel reflectance, 44
full-scene antialiasing, 37
Geometric Aliasing, 26
Geometric Optics, 16
Global Illumination, 3
Global Subsurface Scattering, 21
Hard Shadow, 4
Helmholtz reciprocity, 10, 42
IES Light Profiles, 18
Image-based Lighting, 6
Index of Refraction, 17
Indirect Lighting, 6
Insulator, 21
Irradiance, 13
Lambert’s Cosine Law, 13
Law of Re ection, 17
Light Probes, 7
Light Sources, 17
Local Illumination, 3
Local Subsurface Scattering, 21
Low-pass lter, 32
Material, 20
Metals, 21 Microfacet-BRDF, 27
Microgeometry, 20
Monte Carlo, 2
Motion blur, 28
Nanogeometry, 20
Nearest-neighbor interpolation, 34
Nyquist criterion, 26
Nyquist frequency, 26
Nyquist rate, 26
Nyquist–Shannon sampling theorem, 26
OpenGL 着色语言 (OpenGL shading language), 119
Oversampling, 36
Participating Media, 9
Physical Optics, 16
Physically based shading, 43
Point Light, 17
Radiance, 11
Radiance Intensity, 12
Radiant energy, 11
Radiant Exitance, 14
Radiant Flux, 11
Radiosity, 14
Ray Optics, 16
Reconstruction, 24, 28
Reconstruction lter, 31, 33
Refectance equation, 42
Reflection, 5
Refraction, 17
Resampling, 34
Sample rate, 26
Sampling, 24
Scattering, 8, 21
Screen Space Ambient Occlusion, 5
Screen-Based Antialiasing, 36
Shader Aliasing, 27
Shadows, 3
sinc function, 33
Sky Light, 18
Snell’s Law, 17
Soft Shadow, 4
Solid Angle, 10
Spatial domain, 25
Spectrum of frequencies, 25
specular color, 47
Spot Light, 18 Steradians, 10
subsamples, 37
Subsurface Scattering, 8
Subsurface scattering, 42
Supersampling, 37
Temporal Aliasing, 28
tent filter, 35
The Rendering Equation, 10
The sampling theorem, 26
Time domain, 25
triangle filter, 35
Velocity buffer, 28
View Vector, 23
Visibility function, 26
Visible Spectrum, 11
Wagon-wheel effect, 28
Wave Optics, 16
Zenith angle, 41, 45
accumulate bu er 累积缓存, 167
adaptive double threshold 适应性双阈值, 193
advanced programmable interrupt controller 高级可编程打断控制器, 83
aggregate de nition 聚集定义, 210
Aggregate G-buffer anti-aliasing 聚集几何缓存反走样, 209
aliased image 走样的图像, 190
aliasing 走样, 187
amortized supersampling 分期超采样, 198
anti-aliasing 反走样, 187
architectural state 架构状态, 83
area texture 面积纹理, 197
Arithmetic logic unit 算术逻辑单元, 70
asymmetric multiprocessing 非对等多处理器架构, 85
attachment points 附加点, 145
bandwidth 带宽, 70
bank con icts 存储体冲突, 94
binding 绑定, 105
bit eld 位域, 112
blending weights 混合权重, 194
bounding volume hierarchy,BVH 包围体层次结构, 179
branch prediction 分支预测, 73
branchless permutation table 无分支组合查询表, 186
branchless select 无分支选择, 79
buffer object 缓存对象, 110
buffer update 缓存更新, 118
cache coherence 缓存一致性, 87
cache hit 缓存命中, 72
cache line 缓存行, 72
cache miss 缓存失效, 72
cache orphaning 缓存孤立, 117
ceiling function 上取整函数, 177
chrominance 色度, 171
cluster key 索引键值, 175
clustered shading 分簇着色, 175
cluster 簇, 175, 176
codebook 像素块集合, 138
coherence 连贯的, 201
color discontinuities 颜色不连续, 189
color space 颜色空间, 205
color variation 颜色变化, 189
colorimetry 色度学, 205
comparison mode 比较模式, 141
conditional move 条件转移, 79
cone 锥型, 178
conservative rasterization 保守光栅化化, 179
constant-stride 常数步幅, 72
control unit 控制单元, 70
convex light 凸面光源, 179
correlation 相关性, 210
crossing edges 交叉边缘, 190
data stores 数据存储, 111
deferred shading 延迟着色, 166
depth discontinuities 深度不连续, 175, 189
direct memory access 直接内存存取, 86
distance falloff function 距离递减函数, 165
edge detecting 边沿检测, 190
edge detecting 边缘检测, 193
execution engine 执行引擎, 83
external format 外部格式, 134
fill pass 填充通道, 180
Floating Point Operations per Second 每秒浮点数计算次数, 96
floor function 下取整函数, 177
Flynn’s taxonomy 弗林分类法, 88
forward shading 前向着色, 166, 167
framebuffer 帧缓存, 145
frequency bandwith 频率带宽, 188
frequency domain 频率域, 187
frustum voxel,froxel 视锥体素, 176
full-screen anti-aliasing 全屏反走样, 188
geometry aggregate buffer 几何聚集缓存, 209
geometry aggregate 几何聚集, 209
geometry aliasing 几何走样, 188
geometry buffer,G-buffer 几何缓存, 166
geometry primitive 几何图元, 155
ghosting 重影, 204
Halton sequence Halton 数列, 199
hazard 障碍, 76
high dynamic range 高动态范围, 200
hyper-threading technology 超线程技术, 83
image format 图像格式, 127
image 图像, 127
indexed targets 索引目标, 118
indirect rendering 间接绘制, 158
instanced rendering 多实例绘制, 157
instruction pipelining 指令管线化, 75
instruction-level parallelism 指令级并行计算, 74
interface block 接又块, 121
interface matching 接又匹配, 125
interleaved multithreading 交叉多线程, 82
internal format 内部格式, 131
jittering 抖动, 199
kernels 内核函数, 96
latency hiding 延迟隐藏, 72, 97
latency 延迟, 70
least recently used 最近最少使用, 72
Light assignment 光源分配, 165
light assignment 光源分配, 169, 172
light culling 光源剔除, 164
lighting 光照计算, 161
local store 本地存储, 86
logical processor 逻辑处理器, 83
low discrepancy 低差异性, 199
luminance 亮度, 171, 193
magni cation filter 放大过滤器, 141
material ID 材质 ID, 186
memory coalescing 内存合并, 99
mini cation lter 缩小过滤器, 141
immmutable storage 不可改变的存储, 111
morphological anti-aliasing 形态反走样, 189
motion vector 移动矢量, 201
multiple instruction streams, multiple data streams 多指令多数据, 89
multiple instruction streams, single data stream 多指令单数据, 89
multiple-render targets 多重渲染目标, 148
multiprocessing architecture 多处理器架构, 84
multisample anti-aliasing,MSAA 多重采样反走样, 188
multisampling 多重采样, 188
normal culling 法线剔除, 178
operand forwarding 操作数前移, 76
out-of-order execution 乱序执行, 76, 78
overdraw 过度绘制, 164
page table 页表, 179
piecewise-linear 分段线性, 190
pipeline bubble 管线气泡, 76
pixel pack 像素编码, 130
pixel transfer 像素传输, 130
pixel unpack 像素解码, 130
post-processing 后期处理, 189
pre-filtering 前置过滤, 208
prefetcher 预取器, 72
prefetching 预取, 72
processor registers 寄存器组, 70
program pipeline 着色器程序管线, 120
ready to run 等待执行状态, 81
renderbuffer 渲染缓存, 146
rendering 渲染, 161
reprojection 重投影, 201
resampling 重采样, 201
sampler object 采样器对象, 140
screen space 屏幕空间, 175
shader aliasing 着色走样, 188, 198
shader object 着色器对象, 119
shader program object 着色器程序对象, 119
shading pipeline 着色管线, 161
shading 着色, 161
sharpen lter 锐化过滤器, 204
shell pass 壳通道, 180
silhouette 轮廓, 189, 191
simultaneous multithreading 同时多线程技术, 82
single instruction stream, multiple data streams 单指令多数据, 88
single instruction stream, single data stream 单指令单数据, 88
Single Program Multiple Data 单程序多数据, 96
spatial aliasing 空间走样, 188
spatial anti-aliasing 空间反走样, 188, 198
spatial lter 空间过滤器, 188, 198
special function units 特别计算单元, 96
specular spread factor 高光扩散系数, 163
stereoscopic rendering 立体渲染, 146
storage bu er variables 存储缓存变量, 121
stream multiprocessor 流处理器族, 91
stream processor 流处理器, 91
sub frustum 子视椎体, 176
subpixel feature 子像素, 208
subpixel feature 子像素特征, 189
subpixel morphological anti-aliasing 子像素形态反走样, 191
subpixel 子像素, 198
subtexture 子纹理, 197
supersample anti-aliasing 超采样反走样, 188, 198
supersampling 超采样, 188
symmetric multiprocessor 对等多处理器, 86
Synergistic Processing Element 协作处理器, 85
system bus interface 系统数据总线, 83
target independent rasterization 目标无关光栅化, 212
temporal aliasing 时间走样, 188
temporal anti-aliasing 时间反走样, 188, 198
temporal lter 时间过滤器, 188
temporal multithreading 时分多线程技术, 82
texel 纹素, 127
texture layer 纹理切片, 144
texture unit 纹理单元, 128
thread wrap 线程束, 99
threshold 阈值, 193
tiled deferred shading 延迟分块着色, 174
tiled shading 分块着色, 173
tone mapping 色调映射, 200
uber shader 大型着色器, 165
uniform variables 全局变量, 121
variance clipping 方差裁剪, 207
vertex array object 顶点数组对象, 150
vertex bu er object 顶点缓存对象, 150, 152
view dependent 视点相关的, 175
view space, 176
view space 观察空间, 175
virtual texture 虚拟纹理, 179
von Neumann architecture 冯·诺依曼架构, 70
von Neumann bottleneck 冯·诺依曼瓶颈, 71
wagon-wheel e ect 马车轮效应, 199
weighted sum 加权和, 203

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