User:-=xdiablox=-/Books/3D Rendering

3D Rendering

 * 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