List of Figures

| Table of Contents | List of Figures | List of Examples | List of Tables |

Figure 1-1. Partial Inheritance Graph of OpenGL Performer Data Types
Figure 2-1. From Scene Graph to Visual Display
Figure 2-2. Single Graphics Pipeline
Figure 2-3. Dual Graphics Pipeline
Figure 2-4. Symmetric Viewing Frustum
Figure 2-5. Heading, Pitch, and Roll Angles
Figure 2-6. Single-Channel and Multiple-Channel Display
Figure 3-1. Nodes in the OpenGL Performer Hierarchy
Figure 3-2. Shared Instances
Figure 3-3. Cloned Instancing
Figure 3-4. A Scenario for Using Double-Precision Nodes
Figure 3-5. pfDoubleDCS Nodes in a Scene Graph
Figure 4-1. Culling to the Frustum
Figure 4-2. Sample Database Objects and Bounding Volumes
Figure 4-3. How to Partition a Database for Maximum Efficiency
Figure 4-4. Intersection Methods
Figure 5-1. Frame Rate and Phase Control
Figure 5-2. Level-of-Detail Node Structure
Figure 5-3. Level-of-Detail Processing
Figure 5-4. Real Size of Viewport Rendered Under Increasing Stress
Figure 5-5. Stress Processing
Figure 5-6. Multiprocessing Models
Figure 6-1. Layered Atmosphere Model
Figure 6-2. Patchy Fog Versus Layered Fog
Figure 7-1. BIN-Format Data Objects
Figure 7-2. Soma Cube Puzzle in DWB Form
Figure 7-3. The Famous Teapot in DXF Form
Figure 7-4. Spacecraft Model in OpenFlight Format
Figure 7-5. GFO Database of Mies van der Rohe's German Pavilion
Figure 7-6. Aircar Database in IRIS Inventor Format
Figure 7-7. LSA-Format City Hall Database
Figure 7-8. LSB-Format Operating Room Database
Figure 7-9. SGI Office Building as OBJ Database
Figure 7-10. Plethora of Polyhedra in PHD Format
Figure 7-11. Terrain Database Generated by PTU Tools
Figure 7-12. Model in SGO Format
Figure 7-13. Sample STLA Database
Figure 7-14. Early Automobile in SuperViewer SV Format
Figure 8-1. Primitives and Connectivity
Figure 8-2. pfGeoSet Structure
Figure 8-3. Indexing Arrays
Figure 8-4. Deciding Whether to Index Attributes
Figure 9-1. pfGeoState Structure
Figure 9-2. Generating the Color of a Multi-textured Pixel
Figure 10-1. A Simple Multipass Algorithm
Figure 10-2. Shaders Mapped to a Scene Graph
Figure 11-1. pfPipes Creating pfHyperpipes
Figure 11-2. Multiple H yperpipes
Figure 11-3. Mapping to Graphic Pipes
Figure 11-4. Attaching Objects to the Master pfPipe
Figure 12-1. Cliptexture Components
Figure 12-2. Image Cache Components
Figure 12-3. Mem Region Update
Figure 12-4. Tex Region Update
Figure 12-5. Cliptexture Cache Hierarchy
Figure 12-6. Invalid Border
Figure 12-7. Clipcenter Moving
Figure 12-8. Virtual Cliptexture Concepts
Figure 12-9. pfMPClipTexture Connections
Figure 12-10. pfuClipCenterNode Connections
Figure 12-11. Master and Slave Cliptexture Resource Sharing
Figure 12-12. Cliptexture Insets
Figure 12-13. Supersampled Inset Boundary
Figure 12-14. Offset Slave Tex Regions
Figure 14-1. Directing Video Output
Figure 15-1. pfQueue Object
Figure 15-2. pfCycleBuffer and pfCycleMemory Overview
Figure 16-1. How pfFlux and Processes Use Frame Numbers
Figure 16-2. pfFlux Buffer Structure
Figure 16-3. Timing Diagram Showing the Use of Sync Groups
Figure 16-4. pfEngine Driving a pfFlux That Animates a pfFCS Node
Figure 17-1. Morphing Range Between LODs
Figure 17-2. Large Geometry
Figure 17-3. ASD Information Flow
Figure 17-4. A Very Simple pfASD
Figure 17-5. Reference Posit ions
Figure 17-6. Triangulated Image
Figure 17-7. LOD1 Replaced by LOD2
Figure 17-8. Data Structures
Figure 17-9. ASD Data Structures
Figure 17-10. Discontinuous, Neighboring LODs
Figure 17-11. Triangle Mesh
Figure 17-12. Using the tsid Field
Figure 17-13. Counter-Clockwise Ordering of Vertices and Reference Points in Arrays
Figure 17-14. V ertex Neighborhoods
Figure 17-15. pfASD Evaluation Process
Figure 17-16. Example Setup for Geometry Alignment
Figure 17-17. Aligning Light Points Above a pfASD Surface
Figure 17-18. Tiles at Different LODs
Figure 18-1. VASI Landing Light
Figure 18-2. Attenuation Shape
Figure 18-3. Attenuation of Light
Figure 18-4. Lit Multisamples
Figure 18-5. Calligraphic Hardware Configuration
Figure 20-1. Stage Timing Statistics Display
Figure 20-2. Conceptual Diagram of a Draw-Stage Timing Line
Figure 20-3. Other Statistics Classes