User:Jreynaga/Books/3D Graphics Terms


 * 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