Shooting 117 super-shoot-gather 125
Singularities 100 Sky light 295
spectral distribution 298 Slave nodes 214–215, 218 Smoke 325
Solid angle 20 projected 24
Southwell iteration 116 algorithm 117 residual update 117
Spectral luminous relative efficiency 16
Spectral reflectance data 324 Specular reflection 33 Spherical harmonics 313
volumes 330 Spot light 295 Steradian 20 Stoke’s theorem 70 Subdivision
adaptive 157, 169 BSP-tree 166 image-based 240 patch 172, 175 quadtree 171
Super-shoot-gather 125
T-vertex 214–218, 251 Table of Terms 41 Talbot 16, 27
Template mapping 211
Texture mapping 239, 266, 337–338 Theatrical lighting 335
Three-point transport 39, 316 Throughput 23
Tone reproduction 269 Translucency 318 Transmission 317 Transport paths 305
double counting 265, 324
Transport path 300 Transport Theory 17 Triangulation 166, 210, 214
constrained Delaunay 220 Delaunay 217–221 Gouraud shading 251 nodes-first 219
Two point transport 38
Two-pass method 259, 319, 322, 333 direct illumination 264
Monte Carlo 260 Umbra 149–150, 226, 229
Uniform mesh 137–139, 166 V(x, x′ ) 38
Vanishing moment 195 View coherence 104 View-dependent 43
View-dependent solution 201 View-independent 7, 44 Visibility
acceleration 103 preprocessing 286 Z-buffer 82
Visual events 226 critical surface 226 EEE 226, 233
VE and EV 231 VE or EV 226
Visual shape understanding 338 Volume rendering 329
Voronoi diagram 221, 246 Walkthrough 284, 332 Watt 15, 27
Wavelet 190
Haar basis 190 detail function 190 smooth function 190
vanishing moment 195 Weighted residual method 54
Winged-edge data structure 218, 223, 231, 235–238