Book:3D rendering

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3D Rendering
An Introduction
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3D Rendering[edit]

Preface
3D rendering
Concepts
3D projection
Alpha mapping
Ambient occlusion
Anisotropic filtering
Back-face culling
Beam tracing
Bidirectional texture function
Bilinear filtering
Binary space partitioning
Bounding interval hierarchy
Bounding volume
Bump mapping
Catmull–Clark subdivision surface
Conversion between quaternions and Euler angles
Cube mapping
Diffuse reflection
Displacement mapping
Doo–Sabin subdivision surface
Edge loop
Euler operator
False radiosity
Fragment
Geometry pipelines
Geometry processing
Global illumination
Gouraud shading
Graphics pipeline
Hidden line removal
Hidden surface determination
High-dynamic-range rendering
Image-based lighting
Image plane
Irregular Z-buffer
Isosurface
Lambert's cosine law
Lambertian reflectance
Level of detail
Mipmap
Newell's algorithm
Non-uniform rational B-spline
Normal
Normal mapping
Oren–Nayar reflectance model
Painter's algorithm
Parallax mapping
Particle system
Path tracing
Per-pixel lighting
Phong reflection model
Phong shading
Photon mapping
Polygon
Potentially visible set
Precomputed Radiance Transfer
Procedural generation
Procedural texture
Quaternions and spatial rotation
Radiosity
Ray casting
Ray tracing
Reflection
Reflection mapping
Relief mapping
Render output unit
Rendering
Retained mode
Scanline rendering
Schlick's approximation
Screen space ambient occlusion
Self-shadowing
Shadow mapping
Shadow volume
Silhouette edge
Spectral rendering
Specular highlight
Specularity
Sphere mapping
Stencil buffer
Stencil code
Subdivision surface
Subsurface scattering
Surface caching
Texel
Texture atlas
Texture filtering
Texture mapping
Texture synthesis
Tiled rendering
UV mapping
UVW mapping
Vertex
Vertex Buffer Object
Vertex normal
Viewing frustum
Virtual actor
Volume rendering
Volumetric lighting
Voxel
Z-buffering
Z-fighting
Appendix
3D computer graphics software