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User:Jreynaga/Books/3D Graphics Terms

From Wikipedia, the free encyclopedia
Catmull–Clark subdivision surface
3Dc
3D computer graphics
3D computer graphics software
3D modeling
3D projection
Back-face culling
Beam tracing
Bilinear filtering
Blinn–Phong shading model
Bloom (shader effect)
Bounding volume
Box modeling
Bui Tuong Phong
Bump mapping
Catmull–Clark subdivision surface
Cel-shaded animation
Cg (programming language)
Clipmap
COLLADA
Comparison of OpenGL and Direct3D
Cone tracing
Constructive solid geometry
Conversion between quaternions and Euler angles
Cornell Box
Crowd simulation
Cube mapping
Diffuse reflection
Digital puppetry
Dilution of precision (computer graphics)
Microsoft Direct3D
Displacement mapping
Distance fog
Draw distance
Solid modeling
Shading
Forward kinematic animation
Gelato (software)
Geometric modeling
Geometry pipelines
Geometry processing
OpenGL Easy Extension library
OpenGL Extension Wrangler Library
Glide API
Global illumination
GLSL
God Lives Underwater
OpenGL User Interface Library
Gouraud shading
Graphics pipeline
Hidden line removal
Hidden surface determination
High dynamic range rendering
High Level Shader Language
Humanoid Animation
Image-based lighting
Image plane
Inverse kinematics
Irregular Z-buffer
Isosurface
Joint constraints
Lambertian reflectance
Lambert's cosine law
Level of detail
Low poly
MegaTexture
Mesa 3D (OpenGL)
Metaballs
Metropolis light transport
Micropolygon
Mipmap
Morph target animation
Motion capture
Newell's algorithm
Normal mapping
OpenGL
OpenGL++
OpenGL ES
OpenGL Utility Toolkit
Open Inventor
OpenRT
Painter's algorithm
Parallax mapping
Particle system
Path tracing
Perlin noise
Per-pixel lighting
Phong shading
Photon mapping
PLIB
Polygonal modeling
Polygon (computer graphics)
Polygon mesh
Precomputed Radiance Transfer
Pre-rendering
Procedural generation
Procedural texture
Quaternions and spatial rotation
Radiosity (3D computer graphics)
Ray casting
Ray tracing (graphics)
Ray tracing hardware
Reflection mapping
Rendering (computer graphics)
Render layers
Retained mode
S3 Texture Compression
Scanline rendering
Scene graph
Shader
Shading language
Shadow mapping
Shadow volume
Specular highlight
Subdivision surface
Subsurface scattering
Surface caching
Surface normal
Texel (graphics)
Texture filtering
Transform, clipping, and lighting
Unified lighting and shadowing
Utah teapot
UV mapping
Vertex (computer graphics)
Viewing frustum
Volumetric lighting
Voxel
Z-buffering
Z-fighting