词条 | Book:3D rendering |
释义 |
|title=3D Rendering |subtitle=An Introduction |cover-image=Xblast-game-figure-green.png |cover-color=white }} 3D Rendering
3D rendering
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
3D computer graphics software 1 : Wikipedia books on computer science |
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