35:
1479:
A technique by which computation of shading is deferred to later stage by rendering in two passes, potentially increasing performance by not discarding expensively shaded pixels. The first pass only captures surface parameters (such as depth, normals and material parameters), the second one performs
1727:
Also reflection mapping, a technique of approximating reflections of environment on complex surfaces of 3D models in real time. A complete 360 degree view of environment needs to be prerendered and stored in a texture using a specific mapping (e.g.
2281:
The submission of rendering commands and rendering primitive data without the extensive use of managed resources; rendering primitive vertex attribute data may be embedded directly into a command list, rather than referenced
1610:
In shading, a diffuse component of light is the light reflected from the surface uniformly into all directions. This component depends on the surface normal and direction to the light source but not on the viewer's
5010:
Vertical synchronization, synchronizes the rendering rate with the monitor refresh rate in order to prevent displaying only partially updated frame buffer, which is disturbing especially with horizontal camera
6107:
2025:
Shading technique that computes values at triangle vertices and interpolates them across the surface. This is more realistic and computationally expensive than flat shading, and less than Phong shading.
5852:
5909:
2458:
If an object contributes less to the rendered result, e.g. by being far away from the camera, LOD chooses to use a simpler version of the object (e.g. with fewer polygons or textures).
1049:
1986:, geometry shader is an optional stage able to process 3D model geometry in more advanced ways than a vertex or tessellation shaders (e.g. turn primitives into other primitives).
1674:
Using a dedicated buffer for rendering and copying the result to the screen buffer when finished. This prevents stutter on the screen and the user seeing rendering in progress.
6039:
2784:
642:
2846:
Method of adding detail to the surface of 3D models, without increasing geometry complexity, by using a texture with precomputed normals that are used during shading.
1087:
A mathematically simple volume, such as a sphere or a box, containing 3D objects, used to simplify and accelerate spatial tests (e.g. for visibility or collisions).
6115:
1167:
674:
Unwanted effect arising when sampling high-frequency signals, in computer graphics appearing e.g. when downscaling images. Antialiasing methods can prevent it.
5719:
4070:
2318:
1439:
Before rendering begins, culling removes objects that don't significantly contribute to the rendered result (e.g. being obscured or outside camera view).
1275:
Unwanted effect in texture mapping. A color from a border of unmapped region of the texture may appear (bleed) in the mapped result due to interpolation.
4962:
A truncated pyramid enclosing the subset of 3D space that projects onto a 'viewport' (a rectangular region in screen space, usually the entire screen).
4564:
4252:, more prominent on metallic surfaces. These highlights depend on the viewer's position as well as the position of the light source and surface normal.
4066:
2704:
4653:
Extension of bilinear filtering that additionally linearly interpolates between different Mipmap levels of the texture, eliminating sharp transitions.
6181:
4209:
2499:
6249:
6137:
3755:
4556:
1095:
5554:
5125:
52:
5353:
2015:
Computing the global interactions of light within the scene, e.g. reflections of light from one object to another, by which realism is added.
5762:
5335:
99:
5834:
3918:
383:
Also pseudo 3D. Rendering whose result looks 3D while actually not being 3D or having great limitations, e.g. in camera degrees of freedom.
5377:
4308:
A buffer storing an integer value for each according screen pixel, used e.g. to mask out specific operations and achieve specific effects.
2828:
In real world data a noise is an unwanted distortion of the captured signal, e.g. in photography. In rendering, artificial noise, such as
71:
6279:
317:
Operation that applies linear filtering to image with a given two-dimensional kernel, able to achieve e.g. edge detection, blurring, etc.
5951:
2641:
Texturing technique that works with extremely large textures which are not loaded into memory all at once, but rather streamed from the
5166:
3087:
Non-linear texture coordinate interpolation that takes into account perspective, eliminating distortion seen in affine texture mapping.
2117:
2543:
1913:, surfaces show more specular reflections when viewed at near-grazing incidence. This effect is often simulated in computer graphics.
1493:
78:
3137:
Photorealistic rendering algorithm based on tracing rays from the camera as well as light sources, able to simulate effects such as
3362:
calculation in which the RGB color values are assumed to be already multiplied by an alpha channel, to reduce computations during
894:
which instead of lines uses pyramid-shaped beams to address some of the shortcomings of traditional ray tracing, such as aliasing.
3097:
A commonly used model of local illumination that computes the result as a sum of ambient, diffuse and specular elements of light.
5612:
698:
An approximation to the light entering a region from a wide range of directions, used to avoid needing an exact solution to the
664:
Linear interpolation of texture coordinates in screen space without taking perspective into account, causing texture distortion.
2271:
The plane in the world which is identified with the plane of the display monitor used to view the image that is being rendered.
85:
4407:
Converting a general 3D surface into polygonal representation, important because of HW being optimized for rendering polygons.
3418:
A texture (very often a volume texture) generated procedurally by a mathematical function and with the use of noise functions.
6174:
6004:
5803:
5678:
5319:
5540:
6269:
3500:
Converting vector graphics to raster graphics. This terms also denotes a common method of rendering 3D models in real time.
937:
A textured rectangle that keeps itself oriented towards the camera, typically used e.g. for vegetation or particle effects.
67:
6274:
6259:
6239:
6229:
6199:
2451:
2302:
1867:
A complex, self-similar shape described by a simple equation. Fractals can be used e.g. in procedural terrain generation.
867:
139:
5644:
3789:
applied with wrap-round UV coordinates extending between the 0-1 range (representing one unit of the image), exhibiting
6244:
2275:
1269:
6025:
1664:
that casts multiple rays through each pixel in order to model soft phenomena such as soft shadows, depth of field etc.
5490:
5264:
3067:
Effects consisting of a number of particles that behave by certain rules, typically used to simulate fire, smoke etc.
118:
3117:
Science and technology of making measurement from photographs, e.g. automatically creating 3D models of environment.
6315:
6167:
5712:
5071:
are assigned to control the influence of multiple bones (achieved by interpolating the transformations from each).
4401:
4336:
surface, typically compared with the light and view vectors to compute the resulting visible colour. Also used for
4047:
2868:
2251:
1698:
3033:
Shader effect that adds detail with a sense of depth to a 3D surface, in a more realistic way than normal mapping.
5744:
3551:
1639:
717:
by taking into account how much ambient light is blocked by nearby geometry, adding visual clues about the shape.
5480:
3346:, where a group of rendering commands are flagged to be conditional on the result of an earlier occlusion query.
2804:
against the near clip plane. Necessary to correctly display rendering primitives that partially pass behind the
1429:
A form of environment reflection mapping in which the environment is captured on a surface of a cube (cube map).
6224:
5420:
4249:
4145:
Method of creating background for a 3D scene by enclosing it in a textured cuboid (or another environment map).
4001:
3985:
2812:
1917:
1791:
implementing a specific function (such as triangle setup or texture sampling), without programmable control by
56:
6264:
4353:
2466:
Object used to capture light parameters at a specific point in space in order to help compute scene lighting.
2334:
2295:
2212:
1555:
1147:
874:
6093:
2425:
6310:
6284:
6219:
6209:
5174:
4728:
4700:
3555:
2973:
2936:
1497:
1433:
1393:
1236:
1203:
1184:
1071:
827:
pipeline. A compromise between the traditional GL API and other high-performance low-level rendering APIs.
92:
17:
4876:
4269:
3081:
1408:
6141:
5405:
Proceedings of the 11th annual conference on
Computer graphics and interactive techniques - SIGGRAPH '84
5240:
4555:
where transformed vertices may be written back to a buffer for later use (e.g. for re-use in additional
3684:
for submitting rendering commands, and managing render states and rendering resources. Examples include
3524:
Sampling 3D space at multiple points along a ray, typically used when analytical methods cannot be used.
6305:
5065:
4883:
4676:
4295:
4276:
3751:
3567:
3273:
3257:
3216:
3145:
2981:
2506:
2390:
2353:
2091:
1955:
1702:
1643:
1527:
1389:
1116:
Technique similar to normal mapping that instead of normal maps uses so called bump maps (height maps).
1074:
4196:
A texture that can partially reside in the video memory to reduce video memory usage and loading time.
2822:
1682:
A single rendering command submitted to a rendering API, referring to a single set of render states.
1291:
representing the visible color components, i.e. distinct from the alpha channel or other information.
1124:
1067:
941:
568:
534:
311:
5870:
5558:
2667:
by storing differently scaled versions of the same image and using the correct one during rendering.
6204:
5219:
5121:
5114:
4911:
4632:
4601:
4452:
4428:
4265:
4097:
A texture buffer holding depth values rendered in a separate render pass from the perspective of a
3747:
3701:
2897:
2479:
2232:
2103:
2029:
1788:
1335:
1311:
370:
2736:
594:
5769:
4541:
3864:
3830:
2944:
2909:
2314:
2283:
2161:
2141:
used during matrix transforms of vertices, allowing to perform non-linear transforms such as the
2131:
1654:
1284:
820:
518:
412:
45:
5381:
4779:
4132:
4027:
3946:
3883:
3674:
3528:
3164:
3091:
2888:
Culling (discarding) of objects before rendering that are completely obscured by other objects.
2818:
Simplest form of interpolation that for given position outputs the color of the nearest sample.
2559:
2326:
2258:
2073:
1805:
Shading that assigns a uniform color to each face of a 3D model, giving it a "sharp-edge" look.
1661:
1520:
1373:
1323:
1319:
972:(holding one or mode image channels, typical values being 4, 8, 16, 24, 32)
912:
891:
755:, preventing aliasing while reducing blur in textured polygons at oblique angles to the camera.
658:
486:
2550:
through a space (or in the general case, 5D); it may be captured using multiple cameras (e.g.
1056:
4571:
4365:
3398:
3323:
3311:
2700:
2338:
2244:
2142:
1875:
Shader processing individual pixels or fragments (values that may potentially become pixels).
1814:
1489:
1001:
898:
759:
745:
522:
514:
351:
335:
5958:
3510:
Rendering by casting non-recursive rays from the camera into the scene. 2D ray casting is a
684:
An additional image channel (e.g. extending an RGB image) or standalone channel controlling
6214:
5453:
4933:
4891:
4467:
4337:
4139:
3717:
3615:
3319:
3232:
2913:
2801:
2228:
2125:
1632:
1206:
918:
790:
510:
366:
354:
5927:
5888:
3280:
2257:
Rendering methods that iterate over pixels of the screen in order to draw the image (e.g.
8:
5191:
5098:
4747:
4688:
4647:
4628:
4578:
4537:
4463:
4217:
4051:
4009:
3651:
3436:
3202:
3152:
3121:
2874:
Rendering methods that iterate over objects in the scene and draws then one by one (e.g.
2857:
2680:
2372:
2365:
2352:
A rendering resource used to define rendering primitive connectivity information between
2009:
1776:
1745:
1262:
1251:
905:
714:
5457:
3650:(or texture buffer) for further use as a resource in subsequent render passes. Used for
848:
550:
546:
5444:
Nicodemus, Fred (1965). "Directional reflectance and emissivity of an opaque surface".
5426:
5075:
5061:
4771:
4672:
4560:
4552:
4479:
3728:
3587:
3440:
3412:
3405:
3156:
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3008:
2726:
2616:
2495:
2398:
2236:
2196:
2051:
2002:
1886:
1768:
1721:
1307:
1037:
948:
A data structure that can be used to accelerate visibility determination, used e.g. in
794:
726:
699:
6108:"Sony open sources Vector Math and SIMD math libraries (Cell PPU/SPU/other platforms)"
5630:
2972:
holding a bit for the result of every plane test (or clip window edge test) failed in
1500:
moved to arbitrary positions, with polynomial interpolation of the space between them.
497:
with unused W to benefit from alignment, naturally handled by machines with 4-element
5799:
5674:
5486:
5416:
5315:
5207:
5145:
5137:
4973:
4907:
4886:
data. May be connected by primitive indices to assemble rendering primitives such as
4813:
4720:
4704:
4448:
4424:
4379:
4329:
4291:
4174:
3802:
3623:
3599:
3379:
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2475:
2200:
2035:
1910:
1621:
1210:
1163:
838:
805:
706:
645:
392:
132:
4661:
Improvement of double buffering for extra performance by adding another back buffer.
4282:
2D image moving on the screen, with potential partial transparency and/or animation.
3734:
Mathematical equation used as a model of light behavior in photorealistic rendering.
2325:
that determines if another quantity is incremented, avoiding the need for expensive
1516:
to be rendered in a single drawcall. These are rejected by the triangle setup unit.
5522:
5461:
5430:
5408:
5094:
4767:
4636:
4525:
4225:
4128:
4023:
3958:
3914:
3681:
3295:
3240:
3138:
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2609:
2575:
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1999:
1995:
1963:
1854:
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1604:
1585:
1531:
1473:
1416:
1244:
1199:
965:
576:
416:
4294:, incurring a performance overhead. This overhead is typically minimised by scene
3472:
Measurement of electromagnetic radiation such as light, defining measures such as
2719:
692:
6254:
5211:
5195:
4966:
4842:
4828:
4763:
4696:
4501:
4361:
4031:
3922:
3879:
3484:
3367:
3291:
3168:
3061:
2901:
2421:
2177:
2173:
2019:
1894:
1879:
1749:
1714:
1099:
1081:
1063:
929:
Selecting a resource (texture, buffer, etc.) to be referenced by future commands.
766:
738:
3272:
A rendering or modelling primitive defining a flat surface connecting 3 or more
1314:
for rendering a scene or portion of a scene. These may be generated manually in
1036:
Coordinate systems used to control surface deformation (via Weight maps) during
6068:"Configuring UMA Frame Buffer Size on Desktop Systems with Integrated Graphics"
6067:
4887:
4802:
4665:
4444:
4302:
4102:
4055:
3942:
3903:
3887:
3655:
3375:
3363:
3359:
3198:
3131:
3111:
3004:
2840:
2623:
2539:
2525:
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2181:
2099:
2055:
1932:
1842:
1733:
1509:
1359:
1258:
1143:
1021:
1005:
961:
685:
542:
3720:, typically held in a command buffer, or submitted programmatically through a
6299:
5045:
5022:
4918:
4798:
4794:
4759:
4640:
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4586:
4237:
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3721:
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3494:
3444:
3101:
3054:
3050:
2875:
1936:
1826:
1668:
1559:
1513:
678:
362:
1190:
Limiting specific operations to a specific region, usually the view frustum.
819:
Approaching zero driver overhead, a set of techniques aimed at reducing the
5188:
5082:
5041:
5015:
4956:
4937:
4857:
4775:
4513:
4497:
4357:
4105:; it is typically rendered onto other geometry in the main rendering pass.
4078:
4043:
3978:
3966:
3899:
3844:
3806:
3771:
3689:
3631:
3627:
3539:
3518:
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3355:
3315:
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3012:
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2402:
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1573:
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1462:
1423:
1377:
1366:
1288:
1214:
1110:
993:
969:
884:
854:
Performing an expensive calculation offline, and caching the results in a
844:
Culling (discarding) of polygons that are facing backwards from the camera.
798:
774:
650:
572:
452:
400:
6159:
5526:
5412:
811:
Computer-rendered content inserted into the user's view of the real world.
451:
in world space, into which a camera may be placed, describing a scene for
5170:
4985:
4861:
4790:
4529:
4490:
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4159:
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1967:
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863:
855:
786:
588:
538:
464:
448:
420:
331:
5465:
5403:
Heckbert, Paul; Hanrahan, Pat (1984). "Beam
Tracing Polygonal Objects".
4615:
and parameter gradients between vertex attributes as a prerequisite for
4248:
In shading, specular highlight is a bright highlight caused by specular
4162:, hence a long/thin shape, which has undesirable properties during some
3602:, composed of modes and parameters, including resource identifiers, and
4509:
4317:
3743:
3619:
3535:
3466:
3429:
3077:
Photorealistic iterative rendering method based on tracing light paths.
3042:
2547:
2394:
2322:
2240:
1647:
1581:
1397:
1315:
1221:
997:
752:
5595:"Learn OpenGL, extensive tutorial resource for learning Modern OpenGL"
5580:
2124:
holding height values; typically used for defining landscapes, or for
1454:
A "sticker" picture applied onto a surface (e.g. a crack on the wall).
145:
5068:
4865:
4766:. It is common in Intel and AMD processors with integrated graphics,
4582:
4505:
4390:
4386:
4316:
Rendering the view twice separately for each eye in order to present
3875:
3843:
An RGB color value together with an alpha channel, typically held in
3790:
3408:, 3D geometry or whole scenes by algorithms (as opposed to manually).
3236:
2642:
2110:
1890:
1822:
1597:
1566:
1045:
1041:
986:
859:
730:
494:
475:
396:
358:
2494:. The user typically has more control over (and responsibility for)
2378:
Rendering multiple objects (instances) using the same geometry data.
2215:; taking a 3D scene (or other form of encoded data) and producing a
1526:
A method for generating an efficient triangulating between a set of
1362:
managed by a rendering API, with easy access to rendering resources.
1166:, aligned with the viewer's direction, after the application of the
34:
5713:"Geometric Modeling: Digital Representation and Analysis of Shapes"
5215:
5159:
5110:
5057:
4824:
4820:
4806:
4716:
4692:
4533:
4333:
3974:
3814:
3801:
Data (often held in a buffer managed by a rendering API) read by a
3693:
3578:
to capture surface properties. Also known as 'render surface map'.
3571:
3477:
3391:
3253:
2730:
2708:
2676:
2664:
2595:
2555:
2387:
1983:
1779:. A limited number of functions may be controlled by render states.
1615:
1547:
1376:
which instead of lines uses cones as rays in order to achieve e.g.
668:
482:
468:
444:
424:
3590:
generating some (possibly incomplete) representation of the scene.
3239:; corner vertices are automatically generated. Typically used for
5181:
4611:
The process of ordering triangle primitive vertices, calculating
2969:
2066:
1861:
1792:
1706:
1469:
on a surface to prevent a blurred appearance close to the camera.
1106:
indexed by a view vector and light vector relative to a surface.
4999:
4949:
4895:
4016:
3810:
3685:
3603:
2950:
2657:
2587:
2487:
2047:
1979:
1772:
1625:
1600:
representing a distance perpendicular to the space of an image.
1025:
976:
824:
823:
overhead in preparing and submitting rendering commands in the
432:
428:
5952:"Optimizing Memory Access on GPUs using Morton Order Indexing"
4559:
or subsequent rendering commands), e.g. caching the result of
2440:(e.g. diagonals formed by each pair of coordinate axes, etc.).
4992:
4671:
A common rendering primitive defining a sequence of adjacent
4394:
4261:
3992:
Technique of approximating ambient occlusion in screen space.
3194:
3175:
3160:
2169:
770:
6040:"The Compute Architecture of Intel® Processor Graphics Gen9"
5044:
storing inverse depth values, which has some advantages for
4180:
Rendering software that doesn't use specialized hardware (a
4127:
of a pair of screen-space triangle edge vectors, useful for
3793:. Contrasts with clamped, mirrored modes or unique mappings.
2691:
Coordinate system in which a 3D model is created and stored.
2570:
A rendering primitive or modelling primitive representing a
1998:
information, generated by an intermediate rendering pass in
1024:, describing a formula for combining source and destination
5983:
5695:"Physically Based Rendering: From Theory to Implementation"
5594:
5513:
Amanatides, John (January 1984). "Ray tracing with cones".
5310:
Akenine-Möller, Tomas; Haines, Eric; Hoffman, Naty (2018).
5309:
4869:
3837:
3511:
3473:
713:
Effect approximating, in an inexpensive way, one aspect of
498:
377:
6026:"Frequently Asked Questions for Intel® Graphics Memory on"
3945:
commonly used to represent a 3D scene to be rendered as a
1392:, possibly held in index buffers. describes geometry as a
4755:
4751:
4185:
4181:
3554:
an object (either geometric object, or a data structure)
3343:
2957:
2836:, is often generated and added on purpose to add realism.
2301:
used to stand in for geometry in the distance. A form of
1347:
1239:. A clip window may be used to enclose a region around a
5694:
5671:
5056:
A set of Vertex attributes controlling deformation of a
4976:) completely replaces the user's view of the real world.
4882:
A rendering resource managed by a rendering API holding
4848:
Graphics represented as a set of geometrical primitives.
3983:
3127:
Science of measuring light in terms of human perception.
1931:
step which smooths the image in screen space, guided by
1334:
A group of rendering commands ready for submission to a
5631:"Incremental error landscape rendering - "voxel space""
5169:
holding depth values in screen space; a component of a
4868:
and 4D vectors, and 4x4 matrices, often with optimised
4577:
The process of turning arbitrary geometric models into
4213:
2653:
An alternative term sometimes used for Detail textures.
2615:
Measure of distance between two points, different from
1849:
into screen space tiles, to accelerate the use of many
880:
Three-element coordinates of a point inside a triangle.
5794:
Gomes, Jonas; Velho, Luiz; Mario, Costa Sousa (2012).
5336:"Introduction To Textures in Direct3D 11 - Win32 apps"
4948:
In shading calculations, a 3D unit vector between the
3542:(more commonly for offline rendering), or other tests.
3342:, performed by a command list asynchronously form the
3011:, possibly containing multiple channels within single
5889:"Max-Planck-Institut für Informatik: Data Protection"
4797:, assigned as vertex attributes and/or calculated in
4115:
One of the techniques of adding shadows to 3D scenes.
3994:
3490:
Graphics represented as a rectangular grid of pixels.
3193:
where the image channels (or even bits) for a single
2739:
2235:, but historically used to refer to devices aimed at
1257:
A table of RGB color values to be indexed by a lower
597:
5673:(second ed.). CRC Press, Taylor & Francis.
5314:(Fourth ed.). CRC Press, Taylor & Francis.
1512:
between actual primitives, to allow many parts of a
921:
extended to 2D, commonly used when scaling textures.
858:
or Vertex attributes. Typically used for generating
4004:(SSAO) taking direction into account to sample the
3143:
3045:of a vertex attribute with respect to screen space
59:. Unsourced material may be challenged and removed.
4719:based on a cheap calculation performed early in a
3766:Data managed by a graphics API, typically held in
2778:
1235:A rectangular region in screen space, used during
1150:is performed, also sometimes referred to as 'eye'.
1127:is a tree structure on a set of geometric objects.
939:
636:
435:, also sometimes able to modify vertex attributes.
6094:"AMD Kaveri Review: A8-7600 and A10-7850K Tested"
5999:
5997:
4482:(or resource) used as both a render target and a
3107:Shading technique that uses interpolated normals.
1480:the actual shading and computes the final colors.
1350:for efficiently processing large amounts of data.
575:stored in world coordinates; one of the simplest
6297:
5402:
5141:
4435:reads, accelerating texture sampling operations.
3079:
1227:Coordinate space in which clipping is performed.
1096:Bidirectional reflectance distribution functions
5871:"RoundingRadius—Wolfram Language Documentation"
5793:
5124:for greater interactive speed, and clarity for
4827:in a contiguous, spatially coherent manner for
4805:, defining the mapping from texture space to a
4532:, usually corresponding to UV coordinates in a
2619:, that sums the distances along principal axes.
2231:for image generation, almost synonymous with a
1744:The minimum and maximum values of an object or
5994:
4856:A library defining mathematical operations on
4635:that performs triangle setup (and may perform
3235:, allowing one vertex plus radius to define a
2976:. Primitives may be trivially rejected if the
2693:
2512:Computations simulating the behavior of light.
2307:
1994:A screen space representation of geometry and
1939:approaches that require larger frame-buffers).
138:For more general computer hardware terms, see
6175:
5437:
5117:
4596:The most common rendering primitive defining
4466:performing texture sampling; also known as a
4290:The passing of changes in render states in a
3290:, defining a visible window between adjacent
3220:
2810:
1959:
793:of 2D texture slices selectable by a 3rd 'W'
5021:High performance, low level graphics API by
4451:. Performed by a texture sampling unit in a
2679:and 3D scenes are composed. Also known as a
765:Methods for filtering and sampling to avoid
6189:
5479:Cozzi, Patrick; Riccio, Christophe (2012).
5478:
4352:stored out of the natural pixel order; see
3913:A value used in smoothing the corners of a
3770:, including vertex buffers, index buffers,
2956:Commonly used 2D and 3D graphics rendering
1588:, but usually associated with a projection.
1465:repeated at high frequency combined with a
1382:
908:to 2D, commonly used when scaling textures.
6182:
6168:
5512:
5305:
5303:
5301:
5299:
5297:
4936:transforming world space coordinates into
4914:for buffering indexed vertex buffer reads.
2468:
2038:used to accelerate graphical computations.
1869:
1761:
1652:
1638:a method for adding detail to surfaces by
1508:Zero area triangle primitives placed in a
872:
648:, used for various effects. Also known as
5818:
5812:
5485:. United States: CRC Press. p. 133.
5443:
5295:
5293:
5291:
5289:
5287:
5285:
5283:
5281:
5279:
5277:
4924:Shader processing vertices of a 3D model.
4612:
2866:
2129:
1853:, bypassing some of the disadvantages of
1835:
1518:
704:
656:
119:Learn how and when to remove this message
5910:"shadow mapping sigraph - Google Search"
4456:
4322:
4039:
3848:
3544:
3396:
3020:
2449:
2358:
2249:
1841:An extension of forward rendering using
1103:
751:Advanced texture filtering improving on
743:
734:
545:color channels, each with seven bits of
533:A packed pixel format supported by some
131:This is a glossary of terms relating to
5745:"Post Process Effects in Unreal Engine"
5541:"sgi tristrip joining with degenerates"
4972:Computer-rendered content that (unlike
4952:and the point of interest on a surface.
4850:
4184:) for its computations, i.e. only uses
4117:
3662:filters. Requires the ability to use a
3328:
2102:values. Allows additional realism with
1630:
1502:
1419:combining simpler modelling primitives.
1012:image. Opposite of packed pixel format.
423:image channels directly onto a rotated
385:
14:
6298:
5796:Computer Graphics, Theory and Practice
5668:
5662:
5274:
5103:
4926:
4645:
4621:
4415:Texture element, a pixel of a texture.
4242:
4060:
3760:
3736:
3700:. Provides an abstraction layer for a
3348:
3183:
2993:
2669:
2007:
1781:
1719:
1482:
571:(sometimes called "axis oriented"), a
6163:
5787:
5140:in a 3D scene, reached by applying a
4590:
4545:
4158:A triangle with one or two extremely
4147:
4131:and computing parameter gradients in
3726:
3410:
3215:A surface defined by a collection of
3057:across a rendering primitive surface.
3035:
2939:(sometimes called object aligned); a
2607:
2160:A single component (referred to as a
1624:3D API, with similar architecture to
1471:
1318:programming, or managed by low level
1261:image (typically 4-8bits), a form of
910:
5081:A rectangular region of a screen or
4709:
4707:. The opposite of trivial rejection.
4377:
4230:
4221:
4172:
4123:Found using half the Z component of
3813:, index buffers, or other pieces of
3779:
3706:
3659:
3636:
3538:through a 3D scene, may be used for
3266:
2921:
2908:to determine if any contents in the
2880:
2424:used for fast intersection tests; a
2380:
1928:
1807:
1310:holding a set of instructions for a
896:
803:
581:
57:adding citations to reliable sources
28:
5725:from the original on 19 August 2016
4809:surface or any rendering primitive.
4715:Rejecting a rendering primitive or
4699:contents without further tests for
4687:The process of accepting an entire
4655:
4437:
4356:. For example, it may be stored in
4342:
4310:
3181:Smallest element of a raster image.
3025:
2521:
2205:
2040:
1897:fail an intersection test with the
1666:
1580:holding depth values. Similar to a
1293:
836:
339:
140:glossary of computer hardware terms
24:
4964:
4840:
4731:). The opposite of trivial accept.
4198:
4152:
4005:
3996:Screen space directional occlusion
3907:
3868:
3482:
3300:
3059:
2890:
2221:
2060:
2017:
1972:
1877:
1642:and displacement of the resulting
1411:, a method for generating complex
1079:
1014:
797:; used to reduce state changes in
25:
6327:
5200:
4978:
4784:
4740:
4681:
4605:
4472:
4300:
4190:
3560:
3190:
3129:
3109:
3089:
3000:
2838:
2717:
2621:
2564:
2273:
2191:A specific way of representing a
2168:; one of multiple components per
2095:
1456:
1352:
1300:
1277:
1267:
1192:
719:
457:
324:
309:
5241:"matrices for computer graphics"
4916:
4874:
4811:
4675:, where each triangle re-uses 2
4569:
4518:
4417:
4284:
4107:
4083:
3742:Geometry that can be drawn by a
3672:
3608:
3592:
3492:
3099:
3019:for bitmap data. Contrasts with
3007:are interleaved contiguously in
2794:
2635:
2426:discrete oriented polytope (DOP)
2154:
1602:
1008:combine to produce the a higher
779:
757:
690:
676:
405:
33:
6130:
6100:
6086:
6060:
6032:
6018:
5976:
5944:
5920:
5902:
5881:
5863:
5845:
5827:
5755:
5737:
5705:
5687:
5637:
5623:
5605:
5587:
5573:
5555:"gpu gems displacement mapping"
5547:
5533:
5506:
4954:
4900:
4399:
4236:Controls the glossiness in the
3951:
3859:an RGBA color value encoded as
3614:A graphics resource into which
3516:
3244:
3225:
3069:
2647:
2514:
2346:
2185:
1797:
1546:holding depth values (either a
1536:
1421:
1364:
1328:
1152:
1108:
1054:
882:
294:
148:
68:"Glossary of computer graphics"
44:needs additional citations for
6250:Microelectronics manufacturing
5515:ACM SIGGRAPH Computer Graphics
5472:
5396:
5370:
5346:
5328:
5257:
5233:
5130:
5034:
4942:
4488:
4002:Screen space ambient occlusion
3986:Screen space ambient occlusion
3934:
3902:holding RGB color values in 3
3825:An RGB color value encoded as
3580:
3526:
3502:
3207:
2813:Nearest-neighbor interpolation
2685:
2530:
2524:representing the direction of
2482:'s raw command lists, such as
2474:A library providing a minimal
2460:
2341:
2263:
1691:
1590:
1340:
1229:
1172:
1009:
741:based purely on recorded data.
13:
1:
5984:"OpenGL - Transform Feedback"
5928:"cleanup of sliver triangles"
5226:
5050:
4354:Swizzling (computer graphics)
4328:In shading calculations, the
4091:
3962:
3878:describing a color using the
3534:Recursively tracing paths of
3464:
3427:
3119:
3082:Perspective correct texturing
2855:
2655:
2645:depending on the camera view.
2386:Determining if two pieces of
2370:
2180:, or additional channels for
1901:, allowing trivial rejection.
1556:visible surface determination
1551:
1219:
1217:or be used for other effects.
733:, e.g. some approximation to
527:
503:
5645:"Light Probes: Introduction"
5613:"Chapter 21. True Impostors"
5175:hidden surface determination
5087:
4819:The process of flattening a
4724:
4500:/rendering resource used in
3892:
3558:until some criterion is met.
3384:
2937:object oriented bounding box
2779:{\displaystyle dst=dst*src.}
2433:
2108:
1935:(contrasting with the usual
1564:
1180:Cartoon-like shading effect.
1062:One of the simplest type of
984:
954:
931:
769:associated with the uniform
637:{\displaystyle dst=dst+src,}
473:
344:
147:
7:
5763:"quaternions for rotations"
5157:
5142:model transformation matrix
4663:
4073:operations, e.g. including
4056:general purpose computation
3795:
3758:, triangles, quadrilaterals
3439:in a 4D vector, useful for
3394:for rendering or modelling.
2805:
2695:Model transformation matrix
2629:A method for triangulating
2520:In shading calculations, a
2504:
2309:Incremental error algorithm
2288:
1988:
1954:Typically used to refer to
1948:
1676:
1613:
1409:Constructive solid geometry
1388:Indices defining s between
1322:, or handled internally by
1240:
1182:
1159:
1020:A render state controlling
666:
437:
319:
10:
6332:
5819:Driemeyer, Thomas (2001).
5179:
4022:A subroutine written in a
3853:
3598:Information controlling a
3197:is separated into several
3146:Physically based rendering
2962:
2900:requesting the testing of
2675:Basic elements from which
2335:bresenham's line algorithm
2092:High dynamic range imaging
1958:& rendering primitive
1903:
1859:
1738:
1431:
1338:, see also Command buffer.
1102:defining 4D functions for
923:
485:in graphics code, holding
6280:Unified Modeling Language
6195:
5821:Rendering with mental ray
5378:"blender manual – baking"
5122:3D modelling applications
5073:
5013:
4602:graphics processing units
4274:
4254:
4137:
4089:A synonym for shadow map.
4030:, skinning, and possibly
4014:
3819:
3451:(i.e. not suffering from
3404:Generating data, such as
3371:
3318:, some approximations to
3278:
3231:A rendering primitive in
2948:
2580:
2502:, synchronisation issues.
1787:A piece of hardware in a
1324:high level rendering APIs
1136:
1125:Bounding volume hierarchy
974:
942:Binary space partitioning
846:
569:Axis aligned bounding box
535:graphics processing units
490:
6270:Reconfigurable computing
5222:using occlusion queries.
5220:graphics processing unit
5218:; may be performed by a
5194:, useful for increasing
5004:
4990:
4912:graphics processing unit
4906:A specialised read-only
4453:graphics processing unit
4429:graphics processing unit
4423:A specialised read-only
4409:
4266:polynomial interpolation
4008:, to better approximate
3748:graphics processing unit
3702:graphics processing unit
3626:. Render targets may be
3435:A means of representing
3372:dst *= (1 - alpha) + src
3221:connectivity information
3173:
2943:stored in some object's
2927:Non-real-time rendering.
2898:graphics processing unit
2864:A common 3D file format.
2820:
2480:graphics processing unit
2414:
2315:rasterization algorithms
2276:Immediate mode rendering
2233:graphics processing unit
2030:Graphics processing unit
1960:connectivity information
1825:in world space prior to
1789:graphics processing unit
1448:
1384:Connectivity information
1336:graphics processing unit
1312:graphics processing unit
1170:and view transformation.
1040:. Typically stored in a
371:graphical user interface
155:
6316:Glossaries of computers
6200:Artificial intelligence
6190:Glossaries of computers
4823:'s surface into a flat
4542:texture space diffusion
3835:
3334:A feature facilitating
2945:local coordinate system
2910:potentially visible set
2528:onto a model's surface.
2470:Low level rendering API
2393:, commonly required in
2294:A dynamically rendered
2132:Homogeneous coordinates
1915:
1871:Fragment (pixel) shader
1813:A term for traditional
1775:, composed entirely of
1763:Fixed-function pipeline
1655:Distributed ray tracing
1488:A means of controlling
1249:
1213:. These may define the
1089:
1048:, and other procedural
1030:
982:Image stored by pixels.
875:Barycentric coordinates
813:
729:for a phenomenon to be
562:
519:homogeneous coordinates
487:homogeneous coordinates
413:3D graphics application
375:
338:, typically indexed by
5853:"Softimage User Guide"
5198:of spatial traversals.
5048:and precision scaling.
4679:from the previous one.
4366:memory access patterns
4133:triangle rasterization
4028:vertex transformations
3947:directed acyclic graph
3654:, impostor rendering,
3443:, with advantages for
3310:in screen space after
3165:conservation of energy
2896:A command passed to a
2869:Object order rendering
2780:
2554:), or rendered from a
2245:Evans & Sutherland
2085:
2074:multidimensional array
2027:
1927:method performed in a
1837:Forward-plus rendering
1815:3D rendering pipelines
1521:Delaunay triangulation
1402:
1118:
913:Bilinear interpolation
659:Affine texture mapping
644:without the use of an
638:
537:(GPUs) where a single
304:
285:
280:
275:
270:
265:
260:
255:
250:
245:
240:
235:
230:
225:
220:
215:
210:
205:
200:
195:
190:
185:
180:
175:
170:
165:
160:
5896:people.mpi-inf.mpg.de
5875:reference.wolfram.com
5857:download.autodesk.com
5749:docs.unrealengine.com
5669:Ahearn, Luke (2017).
5527:10.1145/964965.808589
5413:10.1145/800031.808588
4762:, and often the same
4458:Texture sampling unit
4324:Surface normal vector
3546:Recursive subdivision
3399:Procedural generation
3312:3D rendering pipeline
3306:Effects applied to a
3233:3D graphics pipelines
2904:geometry against the
2781:
2701:transformation matrix
2663:Method of preventing
2360:Indirect illumination
2252:Image order rendering
2143:perspective transform
1490:free-form deformation
899:Bicubic interpolation
746:Anisotropic filtering
654:in some applications.
639:
589:compositing operation
541:encodes three 10-bit
523:3D graphics pipelines
5835:"Render Surface Map"
5581:"Forward+ Rendering"
5407:. pp. 119–127.
5152:
5029:
4892:Vertex buffer object
4852:Vector maths library
4835:
4774:. Supported on some
4735:
4613:signed triangle area
4538:rendering algorithms
4468:texture mapping unit
4372:
4338:displacement mapping
4220:, typically using a
4119:Signed triangle area
4052:tessellation shaders
4040:shading calculations
3929:
3849:shading calculations
3847:or intermediates in
3718:3D graphics pipeline
3616:rendering primitives
3570:of a rendering of a
3459:
3422:
3374:; capable of mixing
3330:Predicated rendering
3153:Rendering algorithms
3021:planar image formats
2988:
2984:outcodes is non zero
2914:hardware accelerated
2850:
2802:rendering primitives
2789:
2737:
2602:
2444:
2436:additional discrete
2409:
2229:hardware accelerator
2149:
2137:Coordinates of form
2126:displacement mapping
2080:
2050:associated with the
1943:
1777:fixed-function units
1756:
1686:
1633:Displacement mapping
1504:Degenerate triangles
1443:
1207:rendering primitives
1168:world transformation
1131:
919:Linear interpolation
831:
595:
557:
387:3D graphics pipeline
367:2D computer graphics
53:improve this article
6311:Video game graphics
5583:. 4 September 2015.
5466:10.1364/AO.4.000767
5458:1965ApOpt...4..767N
5384:on 27 November 2015
5340:learn.microsoft.com
5312:Real-Time Rendering
5192:space filling curve
5105:Wireframe rendering
5099:wireframe rendering
4928:View transformation
4864:, concentrating on
4778:with the use of an
4772:video game consoles
4748:memory architecture
4689:rendering primitive
4673:triangle primitives
4648:Trilinear filtering
4639:), prior to actual
4629:fixed-function unit
4623:Triangle setup unit
4579:triangle primitives
4464:fixed-function unit
4244:Specular highlights
4218:collision detection
4062:Shading calculation
4010:global illumination
3762:Rendering resources
3738:Rendering primitive
3712:An instruction for
3652:environment mapping
3350:Premultiplied alpha
3203:structure of arrays
3185:Planar image format
3017:array of structures
3015:, equivalent to an
2995:Packed pixel format
2929:
2800:The clipping of 3D
2681:Geometric primitive
2671:Modelling primitive
2428:. These generalise
2399:rendering pipelines
2366:global illumination
2010:Global illumination
2003:rendering pipelines
1783:Fixed-function unit
1722:Environment mapping
1701:between 2 position
1484:Deformation lattice
1263:vector quantisation
906:cubic interpolation
715:global illumination
513:commonly used as a
399:and producing a 2D
6225:Cryptographic keys
5144:from the objects'
5062:skeletal animation
5002:into 3 dimensions.
4988:with 3 dimensions.
4890:. Also known as a
4592:Triangle primitive
4561:skeletal animation
4553:rendering pipeline
4547:Transform feedback
4389:, typically using
4360:, giving improved
4149:Sliverous triangle
4071:texturing blending
4000:An enhancement of
3809:, vertex buffers,
3729:Rendering equation
3588:rendering pipeline
3441:skeletal animation
3413:Procedural texture
3262:polygon primitives
3201:, equivalent to a
3157:physics simulation
3037:Parameter gradient
2776:
2727:blending operation
2617:Euclidean distance
2610:Manhattan distance
2542:approximating the
2319:integer arithmetic
2237:realtime rendering
2201:image file formats
2052:rendering pipeline
1887:rendering pipeline
1769:rendering pipeline
1417:boolean operations
1038:Skeletal animation
795:texture coordinate
727:mathematical model
700:rendering equation
634:
549:and three bits of
493:data, or simply a
6306:Computer graphics
6293:
6292:
6265:Quantum computing
6260:Operating systems
6230:Digital forensics
5964:on 15 August 2020
5839:help.autodesk.com
5805:978-1-4398-6557-6
5775:on 7 October 2016
5680:978-1-138-92002-6
5342:. 23 August 2019.
5321:978-1-1386-2700-0
5208:occlusion culling
5146:local coordinates
5138:coordinate system
5109:A rendering of a
4974:augmented reality
4721:graphics pipeline
4711:Trivial rejection
4705:occlusion culling
4449:texture filtering
4380:Terrain rendering
4292:graphics pipeline
4232:Specular exponent
4175:Software renderer
3961:of the resulting
3803:graphics pipeline
3781:Repeating texture
3708:Rendering command
3638:Render to texture
3624:graphics pipeline
3600:graphics pipeline
3514:rendering method.
3380:additive blending
3354:A variation of a
3340:graphics pipeline
3336:occlusion culling
3288:occlusion culling
3268:Polygon primitive
2923:Offline rendering
2917:occlusion culling
2883:Occlusion culling
2713:local coordinates
2705:world coordinates
2631:implicit surfaces
2476:abstraction layer
2382:Intersection test
2364:Another term for
2333:operations; e.g.
2317:which use simple
2199:, also refers to
1911:Fresnel equations
1829:. Contrasts with
1809:Forward rendering
1622:Microsoft Windows
1211:graphics pipeline
1158:A space with the
839:Back-face culling
806:Augmented reality
737:. Contrasts with
707:Ambient occlusion
583:Additive blending
393:graphics pipeline
133:computer graphics
129:
128:
121:
103:
16:(Redirected from
6323:
6220:Computer science
6184:
6177:
6170:
6161:
6160:
6154:
6153:
6151:
6149:
6140:. Archived from
6134:
6128:
6127:
6125:
6123:
6114:. Archived from
6104:
6098:
6097:
6090:
6084:
6083:
6081:
6079:
6064:
6058:
6057:
6055:
6053:
6044:
6036:
6030:
6029:
6022:
6016:
6015:
6013:
6011:
6005:"triangle setup"
6001:
5992:
5991:
5980:
5974:
5973:
5971:
5969:
5963:
5957:. Archived from
5956:
5948:
5942:
5941:
5939:
5937:
5932:
5924:
5918:
5917:
5914:www.google.co.uk
5906:
5900:
5899:
5893:
5885:
5879:
5878:
5867:
5861:
5860:
5849:
5843:
5842:
5831:
5825:
5824:
5816:
5810:
5809:
5791:
5785:
5784:
5782:
5780:
5774:
5768:. Archived from
5767:
5759:
5753:
5752:
5741:
5735:
5734:
5732:
5730:
5724:
5717:
5709:
5703:
5702:
5691:
5685:
5684:
5666:
5660:
5659:
5657:
5655:
5641:
5635:
5634:
5633:. 30 April 2020.
5627:
5621:
5620:
5617:NVIDIA Developer
5609:
5603:
5602:
5591:
5585:
5584:
5577:
5571:
5570:
5568:
5566:
5557:. Archived from
5551:
5545:
5544:
5537:
5531:
5530:
5510:
5504:
5503:
5501:
5499:
5476:
5470:
5469:
5441:
5435:
5434:
5400:
5394:
5393:
5391:
5389:
5380:. Archived from
5374:
5368:
5367:
5365:
5363:
5358:
5350:
5344:
5343:
5332:
5326:
5325:
5307:
5272:
5271:
5269:
5261:
5255:
5254:
5252:
5250:
5245:
5237:
5212:bounding volumes
5113:displaying only
5095:Wireframe models
4998:An extension of
4872:implementations.
4657:Triple buffering
4637:backface culling
4565:shadow rendering
4536:. Used for some
4526:coordinate space
4439:Texture sampling
4344:Swizzled texture
4312:Stereo rendering
4129:backface culling
4067:Surface lighting
4046:); control over
4024:shading language
3969:. The result of
3959:coordinate space
3915:geometric figure
3890:representations.
3682:software library
3390:A basic unit of
3373:
3296:portal rendering
3292:bounding volumes
3241:particle systems
3205:for bitmap data.
3169:empirical models
3028:Parallax mapping
2785:
2783:
2782:
2777:
2286:from resources.
2211:Synonymous with
2207:Image generation
2042:Graphical shader
2000:deferred shading
1978:In APIs such as
1895:bounding volumes
1889:, filtering out
1855:deferred shading
1831:Deferred shading
1669:Double buffering
1660:Modification of
1605:Diffuse lighting
1586:displacement map
1474:Deferred shading
1380:or soft shadows.
1372:Modification of
1296:Color resolution
1245:portal rendering
1100:empirical models
1066:, consisting of
1044:, controlled by
1000:in a contiguous
890:Modification of
767:visual artefacts
739:Empirical models
693:Ambient lighting
643:
641:
640:
635:
577:bounding volumes
443:A collection of
417:digital painting
150:
124:
117:
113:
110:
104:
102:
61:
37:
29:
21:
6331:
6330:
6326:
6325:
6324:
6322:
6321:
6320:
6296:
6295:
6294:
6289:
6191:
6188:
6158:
6157:
6147:
6145:
6136:
6135:
6131:
6121:
6119:
6118:on 24 June 2016
6106:
6105:
6101:
6092:
6091:
6087:
6077:
6075:
6074:. 31 March 2021
6066:
6065:
6061:
6051:
6049:
6042:
6038:
6037:
6033:
6024:
6023:
6019:
6009:
6007:
6003:
6002:
5995:
5982:
5981:
5977:
5967:
5965:
5961:
5954:
5950:
5949:
5945:
5935:
5933:
5930:
5926:
5925:
5921:
5908:
5907:
5903:
5891:
5887:
5886:
5882:
5869:
5868:
5864:
5851:
5850:
5846:
5833:
5832:
5828:
5817:
5813:
5806:
5792:
5788:
5778:
5776:
5772:
5765:
5761:
5760:
5756:
5743:
5742:
5738:
5728:
5726:
5722:
5715:
5711:
5710:
5706:
5693:
5692:
5688:
5681:
5667:
5663:
5653:
5651:
5643:
5642:
5638:
5629:
5628:
5624:
5611:
5610:
5606:
5599:learnopengl.com
5593:
5592:
5588:
5579:
5578:
5574:
5564:
5562:
5553:
5552:
5548:
5539:
5538:
5534:
5511:
5507:
5497:
5495:
5493:
5482:OpenGL Insights
5477:
5473:
5442:
5438:
5423:
5401:
5397:
5387:
5385:
5376:
5375:
5371:
5361:
5359:
5356:
5352:
5351:
5347:
5334:
5333:
5329:
5322:
5308:
5275:
5267:
5263:
5262:
5258:
5248:
5246:
5243:
5239:
5238:
5234:
5229:
5203:
5196:cache coherency
5184:
5162:
5155:
5133:
5106:
5090:
5078:
5053:
5037:
5032:
5018:
5007:
4995:
4981:
4969:
4967:Virtual reality
4959:
4945:
4929:
4921:
4903:
4888:triangle strips
4879:
4853:
4845:
4843:Vector graphics
4838:
4829:texture mapping
4816:
4787:
4764:physical memory
4758:share the same
4743:
4738:
4712:
4697:bounding volume
4684:
4668:
4658:
4650:
4624:
4608:
4598:triangle meshes
4593:
4587:triangle meshes
4581:, suitable for
4574:
4551:A feature of a
4548:
4521:
4508:and indexed by
4502:texture mapping
4493:
4475:
4459:
4443:The process of
4440:
4420:
4412:
4404:
4382:
4375:
4362:cache coherency
4345:
4325:
4313:
4305:
4287:
4279:
4257:
4245:
4233:
4222:grid cell index
4210:spatial testing
4201:
4200:Spatial hashing
4193:
4177:
4155:
4154:Sliver triangle
4150:
4142:
4120:
4112:
4094:
4086:
4063:
4032:vertex lighting
4019:
3997:
3989:
3954:
3939:
3932:
3923:3D polygon mesh
3910:
3909:Rounding radius
3895:
3880:RGB color model
3871:
3870:RGB color value
3856:
3840:
3822:
3798:
3782:
3763:
3754:, e.g. points,
3739:
3731:
3709:
3677:
3660:post-processing
3642:The process of
3639:
3611:
3595:
3583:
3574:surface into a
3563:
3550:The process of
3547:
3531:
3521:
3507:
3497:
3487:
3485:Raster graphics
3469:
3462:
3432:
3425:
3415:
3401:
3387:
3368:blend operation
3351:
3331:
3303:
3302:Post processing
3283:
3269:
3249:
3228:
3212:
3199:parallel arrays
3186:
3178:
3149:
3134:
3124:
3114:
3104:
3094:
3084:
3074:
3064:
3062:Particle effect
3038:
3030:
2996:
2991:
2965:
2953:
2932:
2924:
2902:bounding volume
2893:
2892:Occlusion query
2885:
2871:
2861:
2853:
2843:
2825:
2815:
2797:
2792:
2738:
2735:
2734:
2722:
2696:
2688:
2672:
2660:
2650:
2638:
2626:
2612:
2605:
2594:representing a
2583:
2567:
2535:
2517:
2509:
2500:command buffers
2471:
2463:
2455:
2452:Level of detail
2447:
2422:bounding volume
2417:
2412:
2383:
2375:
2361:
2349:
2310:
2303:level of detail
2291:
2278:
2268:
2254:
2224:
2223:Image generator
2208:
2188:
2178:YUV color space
2157:
2152:
2134:
2113:
2104:post processing
2088:
2083:
2063:
2062:Grid cell index
2043:
2032:
2022:
2020:Gouraud shading
2012:
1991:
1975:
1974:Geometry shader
1962:(distinct from
1951:
1946:
1929:post-processing
1923:An approximate
1920:
1906:
1882:
1880:Frustum culling
1872:
1864:
1843:compute shaders
1838:
1810:
1802:
1784:
1764:
1759:
1752:or set of axes.
1750:coordinate axis
1741:
1724:
1694:
1689:
1679:
1671:
1657:
1635:
1618:
1607:
1593:
1569:
1539:
1523:
1505:
1485:
1476:
1459:
1451:
1446:
1436:
1426:
1405:
1385:
1369:
1355:
1343:
1331:
1303:
1298:
1280:
1272:
1254:
1232:
1224:
1195:
1187:
1177:
1155:
1139:
1134:
1121:
1113:
1104:surface shading
1092:
1084:
1082:Bounding volume
1064:bounding volume
1059:
1033:
1017:
1016:Blend operation
1006:parallel arrays
1004:; Several such
998:1 bit per pixel
989:
979:
957:
945:
934:
926:
915:
901:
887:
877:
868:level of detail
851:
841:
834:
816:
808:
782:
762:
748:
735:surface shading
722:
710:
695:
681:
671:
661:
596:
593:
592:
584:
565:
560:
530:
506:
478:
460:
440:
408:
388:
380:
352:two-dimensional
347:
327:
322:
314:
307:
302:
301:
300:
299:
151:
125:
114:
108:
105:
62:
60:
50:
38:
23:
22:
15:
12:
11:
5:
6329:
6319:
6318:
6313:
6308:
6291:
6290:
6288:
6287:
6282:
6277:
6272:
6267:
6262:
6257:
6252:
6247:
6242:
6237:
6232:
6227:
6222:
6217:
6212:
6207:
6202:
6196:
6193:
6192:
6187:
6186:
6179:
6172:
6164:
6156:
6155:
6144:on 31 May 2016
6129:
6112:Beyond3D Forum
6099:
6085:
6059:
6031:
6017:
5993:
5975:
5943:
5919:
5901:
5880:
5862:
5844:
5826:
5811:
5804:
5786:
5754:
5736:
5704:
5686:
5679:
5661:
5649:Blender Manual
5636:
5622:
5604:
5586:
5572:
5561:on 25 May 2016
5546:
5532:
5521:(3): 129–135.
5505:
5491:
5471:
5452:(7): 767–775.
5446:Applied Optics
5436:
5421:
5395:
5369:
5345:
5327:
5320:
5273:
5256:
5231:
5230:
5228:
5225:
5224:
5223:
5204:
5202:Z test culling
5201:
5199:
5185:
5180:
5178:
5163:
5158:
5154:
5151:
5150:
5149:
5134:
5131:
5129:
5107:
5104:
5102:
5091:
5088:
5086:
5079:
5074:
5072:
5054:
5051:
5049:
5038:
5035:
5031:
5028:
5027:
5026:
5019:
5014:
5012:
5008:
5005:
5003:
4996:
4991:
4989:
4982:
4980:Volume texture
4979:
4977:
4970:
4965:
4963:
4960:
4955:
4953:
4946:
4943:
4941:
4930:
4927:
4925:
4922:
4917:
4915:
4904:
4901:
4899:
4880:
4875:
4873:
4854:
4851:
4849:
4846:
4841:
4837:
4834:
4833:
4832:
4817:
4812:
4810:
4803:texture lookup
4799:vertex shaders
4788:
4786:UV coordinates
4785:
4783:
4744:
4742:Unified memory
4741:
4737:
4734:
4733:
4732:
4723:, (e.g. using
4713:
4710:
4708:
4685:
4683:Trivial accept
4682:
4680:
4669:
4664:
4662:
4659:
4656:
4654:
4651:
4646:
4644:
4625:
4622:
4620:
4609:
4607:Triangle setup
4606:
4604:
4600:, rendered by
4594:
4591:
4589:
4575:
4570:
4568:
4549:
4546:
4544:
4522:
4519:
4517:
4494:
4489:
4487:
4476:
4474:Texture buffer
4473:
4471:
4460:
4457:
4455:
4445:texture lookup
4441:
4438:
4436:
4431:for buffering
4421:
4418:
4416:
4413:
4410:
4408:
4405:
4400:
4398:
4383:
4378:
4374:
4371:
4370:
4369:
4346:
4343:
4341:
4326:
4323:
4321:
4314:
4311:
4309:
4306:
4303:Stencil buffer
4301:
4299:
4288:
4285:
4283:
4280:
4275:
4273:
4270:control points
4258:
4255:
4253:
4246:
4243:
4241:
4234:
4231:
4229:
4208:to accelerate
4202:
4199:
4197:
4194:
4192:Sparse texture
4191:
4189:
4188:for rendering.
4178:
4173:
4171:
4156:
4153:
4151:
4148:
4146:
4143:
4138:
4136:
4121:
4118:
4116:
4113:
4108:
4106:
4103:Shadow mapping
4095:
4092:
4090:
4087:
4084:
4082:
4064:
4061:
4059:
4036:vertex shaders
4020:
4015:
4013:
3998:
3995:
3993:
3990:
3984:
3982:
3955:
3952:
3950:
3943:Data structure
3940:
3935:
3931:
3928:
3927:
3926:
3911:
3908:
3906:
3904:image channels
3896:
3893:
3891:
3888:floating-point
3872:
3869:
3867:
3857:
3854:
3852:
3841:
3836:
3834:
3823:
3820:
3818:
3799:
3796:
3794:
3783:
3780:
3778:
3764:
3761:
3759:
3740:
3737:
3735:
3732:
3727:
3725:
3716:geometry in a
3710:
3707:
3705:
3678:
3673:
3671:
3656:shadow mapping
3640:
3637:
3635:
3612:
3609:
3607:
3596:
3593:
3591:
3584:
3581:
3579:
3564:
3562:Render mapping
3561:
3559:
3548:
3545:
3543:
3532:
3527:
3525:
3522:
3517:
3515:
3508:
3503:
3501:
3498:
3493:
3491:
3488:
3483:
3481:
3470:
3465:
3461:
3458:
3457:
3456:
3433:
3428:
3424:
3421:
3420:
3419:
3416:
3411:
3409:
3402:
3397:
3395:
3388:
3385:
3383:
3376:alpha blending
3364:Alpha blending
3360:alpha blending
3352:
3349:
3347:
3332:
3329:
3327:
3314:, for example
3304:
3301:
3299:
3284:
3279:
3277:
3270:
3267:
3265:
3256:consisting of
3250:
3245:
3243:
3229:
3226:
3224:
3213:
3208:
3206:
3187:
3184:
3182:
3179:
3174:
3172:
3150:
3144:
3142:
3135:
3132:Photon mapping
3130:
3128:
3125:
3120:
3118:
3115:
3112:Photogrammetry
3110:
3108:
3105:
3100:
3098:
3095:
3092:Phong lighting
3090:
3088:
3085:
3080:
3078:
3075:
3070:
3068:
3065:
3060:
3058:
3039:
3036:
3034:
3031:
3026:
3024:
3005:image channels
2997:
2994:
2990:
2987:
2986:
2985:
2966:
2963:
2961:
2954:
2949:
2947:
2933:
2930:
2928:
2925:
2922:
2920:
2894:
2891:
2889:
2886:
2881:
2879:
2872:
2867:
2865:
2862:
2856:
2852:
2849:
2848:
2847:
2844:
2841:Normal mapping
2839:
2837:
2826:
2821:
2819:
2816:
2811:
2809:
2798:
2795:
2791:
2788:
2787:
2786:
2775:
2772:
2769:
2766:
2763:
2760:
2757:
2754:
2751:
2748:
2745:
2742:
2723:
2720:Multiply blend
2718:
2716:
2697:
2694:
2692:
2689:
2686:
2684:
2673:
2670:
2668:
2661:
2656:
2654:
2651:
2648:
2646:
2639:
2636:
2634:
2627:
2624:Marching cubes
2622:
2620:
2613:
2608:
2604:
2601:
2600:
2599:
2584:
2581:
2579:
2568:
2566:Line primitive
2565:
2563:
2540:data structure
2536:
2531:
2529:
2526:incident light
2522:3d unit vector
2518:
2515:
2513:
2510:
2505:
2503:
2472:
2469:
2467:
2464:
2461:
2459:
2456:
2450:
2446:
2443:
2442:
2441:
2430:bounding boxes
2418:
2415:
2411:
2408:
2407:
2406:
2405:applications.
2384:
2381:
2379:
2376:
2371:
2369:
2362:
2359:
2357:
2350:
2347:
2345:
2331:multiplication
2311:
2308:
2306:
2305:optimization.
2292:
2289:
2287:
2279:
2274:
2272:
2269:
2264:
2262:
2255:
2250:
2248:
2225:
2222:
2220:
2209:
2206:
2204:
2189:
2186:
2184:
2182:alpha blending
2158:
2155:
2151:
2148:
2147:
2146:
2135:
2130:
2128:
2114:
2109:
2107:
2100:floating-point
2089:
2086:
2082:
2079:
2078:
2077:
2064:
2061:
2059:
2056:compute shader
2044:
2041:
2039:
2033:
2028:
2026:
2023:
2018:
2016:
2013:
2008:
2006:
1992:
1989:
1987:
1976:
1973:
1971:
1952:
1949:
1945:
1942:
1941:
1940:
1933:edge detection
1921:
1916:
1914:
1907:
1904:
1902:
1883:
1878:
1876:
1873:
1870:
1868:
1865:
1860:
1858:
1839:
1836:
1834:
1821:applicable to
1811:
1808:
1806:
1803:
1798:
1796:
1785:
1782:
1780:
1765:
1762:
1758:
1755:
1754:
1753:
1742:
1739:
1737:
1734:sphere mapping
1725:
1720:
1718:
1695:
1692:
1688:
1685:
1684:
1683:
1680:
1677:
1675:
1672:
1667:
1665:
1658:
1653:
1651:
1636:
1631:
1629:
1619:
1614:
1612:
1608:
1603:
1601:
1594:
1591:
1589:
1570:
1565:
1563:
1540:
1537:
1535:
1524:
1519:
1517:
1510:triangle strip
1506:
1503:
1501:
1498:control points
1492:via a regular
1486:
1483:
1481:
1477:
1472:
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1302:Command buffer
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1270:Color bleeding
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1194:Clipping plane
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1022:alpha blending
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960:The number of
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721:Analytic model
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336:two dimensions
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6138:"weight maps"
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5798:. CRC Press.
5797:
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5751:. Epic Games.
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5492:9781439893760
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5093:May refer to
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5046:interpolation
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4919:Vertex shader
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4909:
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4897:
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4877:Vertex buffer
4871:
4867:
4863:
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4858:vector spaces
4855:
4847:
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4839:
4830:
4826:
4822:
4818:
4815:
4814:UV unwrapping
4808:
4804:
4800:
4796:
4795:texture space
4792:
4789:
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4777:
4776:discrete GPUs
4773:
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4286:State changes
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4168:rasterization
4165:
4164:interpolation
4161:
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4125:cross product
4122:
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4110:Shadow volume
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4096:
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4085:Shadow buffer
4080:
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4049:
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4044:pixel shaders
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4021:
4018:
4011:
4007:
4006:ambient light
4003:
3999:
3991:
3987:
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3971:3D projection
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3889:
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3850:
3846:
3845:bitmap images
3842:
3839:
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3816:
3812:
3808:
3804:
3800:
3792:
3788:
3784:
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3768:device memory
3765:
3757:
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3750:, connecting
3749:
3745:
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3719:
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3675:Rendering API
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3668:render target
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3661:
3657:
3653:
3649:
3645:
3641:
3633:
3629:
3628:frame buffers
3625:
3621:
3617:
3613:
3610:Render target
3605:
3601:
3597:
3594:Render states
3589:
3586:A stage in a
3585:
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3569:
3565:
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3541:
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3495:Rasterisation
3489:
3486:
3479:
3475:
3471:
3468:
3463:
3454:
3450:
3446:
3445:interpolation
3442:
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3407:
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3293:
3289:
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3259:
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3222:
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3171:of surfaces.
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3102:Phong shading
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3055:interpolation
3052:
3051:rasterization
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2876:rasterization
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2156:Image channel
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2014:
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1909:According to
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1885:A stage in a
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1827:rasterization
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1596:A value in a
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1560:rasterization
1557:
1553:
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1514:triangle mesh
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1007:
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994:bitmap images
992:A format for
991:
988:
981:
978:
971:
967:
964:, sample, or
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959:
951:
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943:
936:
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904:Extension of
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781:Array texture
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679:Alpha channel
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70: –
69:
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64:Find sources:
58:
54:
48:
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42:This article
40:
36:
31:
30:
27:
19:
6234:
6146:. Retrieved
6142:the original
6132:
6120:. Retrieved
6116:the original
6111:
6102:
6088:
6076:. Retrieved
6071:
6062:
6050:. Retrieved
6046:
6034:
6020:
6008:. Retrieved
5987:
5978:
5966:. Retrieved
5959:the original
5946:
5934:. Retrieved
5922:
5913:
5904:
5895:
5883:
5874:
5865:
5856:
5847:
5838:
5829:
5820:
5814:
5795:
5789:
5777:. Retrieved
5770:the original
5757:
5748:
5739:
5727:. Retrieved
5707:
5699:www.pbrt.org
5698:
5689:
5670:
5664:
5652:. Retrieved
5648:
5639:
5625:
5616:
5607:
5598:
5589:
5575:
5563:. Retrieved
5559:the original
5549:
5535:
5518:
5514:
5508:
5496:. Retrieved
5481:
5474:
5449:
5445:
5439:
5404:
5398:
5386:. Retrieved
5382:the original
5372:
5360:. Retrieved
5348:
5339:
5330:
5311:
5259:
5247:. Retrieved
5235:
5189:morton order
5126:mesh editing
5118:connectivity
5083:bitmap image
5042:depth buffer
4957:View frustum
4938:camera space
4902:Vertex cache
4514:3D rendering
4498:bitmap image
4478:A region of
4402:Tessellation
4358:morton order
4160:acute angles
4079:bump mapping
4048:tessellation
4026:describing:
3979:camera space
3967:3D rendering
3953:Screen space
3900:bitmap image
3807:texture maps
3776:framebuffers
3772:texture maps
3632:texture maps
3540:3D rendering
3519:Ray marching
3449:euler angles
3447:compared to
3356:bitmap image
3316:tone mapping
3308:bitmap image
3247:Polygon mesh
3227:Point sprite
3191:image format
3163:, including
3072:Path tracing
3001:image format
2941:bounding box
2906:depth buffer
2834:Perlin noise
2649:Microtexture
2572:line segment
2516:Light vector
2498:management,
2403:3D modelling
2348:Index buffer
2344:landscapes.
2217:bitmap image
2193:bitmap image
2187:Image format
2166:bitmap image
2138:
2096:image format
1925:antialiasing
1899:view frustum
1851:lightsources
1847:lightsources
1819:lightsources
1800:Flat shading
1730:cube mapping
1711:polygon mesh
1574:bitmap image
1562:of 3D scenes
1554:), used for
1544:bitmap image
1538:Depth buffer
1467:main texture
1466:
1463:Texture maps
1424:Cube mapping
1413:solid models
1378:antialiasing
1367:Cone tracing
1330:Command list
1306:A region of
1289:bitmap image
1215:View frustum
1154:Camera space
1111:Bump mapping
1068:axis aligned
1057:Bounding box
970:bitmap image
885:Beam tracing
799:3D rendering
775:3D rendering
651:linear dodge
649:
573:bounding box
453:3D rendering
449:lightsources
419:of multiple
401:bitmap image
365:algorithms,
290:
137:
130:
115:
106:
96:
89:
82:
75:
63:
51:Please help
46:verification
43:
26:
18:Command list
6285:Video games
5210:by testing
5173:; used for
5171:framebuffer
5136:The global
5132:World space
5036:W buffering
4986:texture map
4944:View vector
4862:3D graphics
4801:, used for
4791:Coordinates
4563:for use in
4530:texture map
4491:Texture map
4484:texture map
4433:texture map
4350:texture map
4264:defined by
4250:reflections
4170:processes.
4099:lightsource
4075:specularity
3937:Scene graph
3884:fixed point
3791:periodicity
3787:texture map
3714:rasterizing
3664:texture map
3648:texture map
3644:rasterizing
3582:Render pass
3576:texture map
3556:recursively
3552:subdividing
3529:Ray tracing
3505:Ray casting
3453:gimbal lock
3366:; uses the
3320:motion blur
3286:A means of
3210:Point cloud
3053:, used for
3047:coordinates
2980:of all its
2978:bitwise AND
2912:; used for
2830:white noise
2687:Model space
2592:texture map
2586:A term for
2574:, used for
2560:ray tracing
2552:light stage
2533:Light field
2492:Metal (API)
2462:Light probe
2339:rasterizing
2299:texture map
2266:Image plane
2247:ESIG line).
2172:, e.g. for
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2070:coordinates
1817:which sort
1767:A hardware
1713:, along an
1693:Edge vector
1662:ray tracing
1640:subdivision
1592:Depth value
1578:texture map
1374:ray tracing
1342:Compute API
1283:The set of
1231:Clip window
1175:Cel shading
1146:from which
1050:constraints
950:Doom engine
892:ray tracing
864:normal maps
856:Texture map
787:texture map
539:32-bit word
465:unit vector
421:texture map
357:, a common
332:texture map
6300:Categories
6210:BitTorrent
6122:3 November
5422:0897911385
5227:References
5214:against a
5206:A form of
5120:; used in
5052:Weight map
4984:A type of
4750:where the
4585:requiring
4583:algorithms
4510:UV mapping
4391:heightmaps
4387:landscapes
4204:A form of
4101:, used in
4093:Shadow map
3919:2D polygon
3917:such as a
3882:; may use
3744:rasterizer
3620:rasterized
3536:light rays
3467:Radiometry
3430:Quaternion
3294:, used in
3122:Photometry
3043:derivative
3003:where the
2703:producing
2576:wireframes
2548:light rays
2420:A type of
2395:simulation
2373:Instancing
2323:error term
2284:indirectly
2259:raytracing
2241:simulation
1648:height map
1582:height map
1398:hypergraph
1316:bare metal
1222:Clip space
785:A form of
753:Mipmapping
529:7e3 format
505:4×4 matrix
501:registers.
427:, such as
373:libraries.
295:References
79:newspapers
5498:27 August
5265:"xbox360"
5089:Wireframe
5011:movement.
4506:3D models
4212:e.g. for
3894:RGB image
3876:3D vector
3606:bindings.
3437:rotations
3386:Primitive
3338:within a
3237:billboard
3155:based on
2762:∗
2731:lightmaps
2729:used for
2677:3D models
2643:hard disk
2391:intersect
2342:heightmap
2313:A set of
2296:Billboard
2213:rendering
2139:(x,y,z,w)
2111:Heightmap
1964:materials
1891:3D models
1845:to place
1823:3D models
1746:primitive
1611:position.
1598:depth map
1567:Depth map
1558:, during
1259:bit depth
1148:rendering
1098:(BRDFs),
1046:keyframes
1042:hierarchy
1010:bit depth
987:Bit plane
956:Bit depth
933:Billboard
866:, or low
860:lightmaps
731:simulated
495:3D vector
481:A common
476:4D vector
445:3D models
397:3D models
359:data type
346:2D vector
109:June 2016
6275:Software
6245:Internet
6240:Hardware
6235:Graphics
6215:Blogging
6078:6 August
6052:6 August
6010:6 August
5936:6 August
5720:Archived
5654:25 April
5388:6 August
5362:6 August
5249:6 August
5216:Z buffer
5167:2D array
5160:Z buffer
5111:3D model
5058:3D model
4860:used in
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4821:3D model
4807:3D model
4729:clipping
4725:outcodes
4717:3D model
4701:clipping
4693:3D model
4677:vertices
4666:Tristrip
4540:such as
4534:3D model
4334:3D model
4268:through
3975:geometry
3963:2d image
3815:3D model
3797:Resource
3752:vertices
3694:Direct3D
3572:3D model
3478:radiance
3406:textures
3392:geometry
3274:vertices
3258:vertices
3254:3D model
3219:without
3217:vertices
3139:caustics
2982:vertices
2974:clipping
2968:A small
2709:3D model
2665:aliasing
2596:lightmap
2556:3D model
2507:Lighting
2496:resource
2388:geometry
2354:vertices
2327:division
2290:Impostor
2118:2D array
2054:; not a
2036:Hardware
1996:material
1990:G-buffer
1984:Direct3D
1968:textures
1950:Geometry
1771:without
1748:along a
1703:vertices
1678:Drawcall
1644:vertices
1616:Direct3D
1552:W buffer
1548:Z buffer
1528:vertices
1390:vertices
1285:channels
1237:clipping
1202:used to
1185:Clipping
1002:2D array
996:storing
773:grid in
669:Aliasing
551:exponent
547:mantissa
483:datatype
469:3D space
439:3D scene
425:3D model
321:2D image
149:Contents
6148:10 June
5988:open.gl
5968:10 June
5779:10 June
5454:Bibcode
5431:2845686
5182:Z order
5069:weights
5060:during
4364:for 2D
4296:sorting
4206:hashing
3965:during
3865:channel
3855:RGBA888
3831:channel
3811:shaders
3805:, e.g.
3646:into a
3382:effects
3049:during
2970:integer
2964:Outcode
2707:from a
2590:in the
2544:4D flux
2478:over a
2434:extents
2219:result.
2164:) of a
2162:channel
2067:Integer
1905:Fresnel
1862:Fractal
1793:shaders
1773:shaders
1740:Extents
1707:polygon
1646:form a
1494:3D grid
1434:Culling
1162:at the
1075:extents
925:Binding
870:models.
403:result.
395:taking
93:scholar
6205:Backup
6047:Intel®
5802:
5729:7 June
5677:
5565:7 June
5489:
5429:
5419:
5354:"AZDO"
5318:
5076:Window
5066:vertex
5064:. Per-
5016:Vulkan
5000:pixels
4950:camera
4934:matrix
4896:OpenGL
4884:vertex
4480:memory
4395:voxels
4330:normal
4277:Sprite
4256:Spline
4240:model.
4140:Skybox
4054:); or
4017:Shader
3988:(SSAO)
3861:8 bits
3827:8 bits
3821:RGB888
3696:, and
3690:Vulkan
3686:OpenGL
3604:shader
3568:baking
3324:blooms
3322:, and
3281:Portal
3009:memory
2951:OpenGL
2860:format
2806:camera
2658:Mipmap
2588:texels
2582:Lumels
2488:LibGCM
2484:Vulkan
2438:planes
2401:, and
2243:(e.g.
2197:memory
2098:using
2048:shader
1980:OpenGL
1956:vertex
1893:whose
1699:vector
1626:OpenGL
1308:memory
1241:portal
1164:origin
1160:camera
1138:Camera
1026:pixels
977:Bitmap
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825:OpenGL
591:where
511:matrix
433:mudbox
429:zbrush
355:vector
95:
88:
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66:
6043:(PDF)
5962:(PDF)
5955:(PDF)
5931:(PDF)
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5723:(PDF)
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5427:S2CID
5357:(PDF)
5268:(PDF)
5244:(PDF)
5006:VSync
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4910:in a
4908:cache
4695:, or
4631:in a
4528:of a
4447:with
4427:in a
4425:cache
4411:Texel
4332:to a
4318:depth
4262:curve
4224:as a
3817:data.
3756:lines
3698:Metal
3666:as a
3622:by a
3378:with
3195:pixel
3176:Pixel
3161:light
3148:(PBR)
2823:Noise
2490:, or
2454:(LOD)
2432:with
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2337:, or
2170:pixel
2094:, an
2072:in a
1736:etc.)
1705:in a
1550:or a
1532:plane
1530:in a
1450:Decal
1415:from
1394:graph
1287:in a
1209:in a
1200:plane
968:in a
966:texel
944:(BSP)
791:array
771:pixel
334:with
100:JSTOR
86:books
6150:2016
6124:2018
6080:2023
6054:2023
6012:2023
5970:2016
5938:2023
5800:ISBN
5781:2016
5731:2016
5675:ISBN
5656:2020
5567:2016
5500:2016
5487:ISBN
5417:ISBN
5390:2023
5364:2023
5316:ISBN
5251:2023
5115:edge
4870:SIMD
4770:and
4768:SoCs
4754:and
4524:The
4512:for
4081:etc.
4069:and
4042:(in
4034:(in
3957:The
3863:per
3838:RGBA
3829:per
3774:and
3658:and
3618:are
3566:The
3512:2.5D
3474:flux
3041:The
2931:OOBB
2239:for
1982:and
1966:and
1918:FXAA
1715:edge
1252:CLUT
1204:clip
1091:BRDF
1032:Bone
815:AZDO
709:(AO)
564:AABB
499:SIMD
491:RGBA
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415:for
378:2.5D
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6255:MUD
6072:AMD
5523:doi
5462:doi
5409:doi
5097:or
4894:in
4793:in
4780:MMU
4756:GPU
4752:CPU
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4038:);
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3189:An
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2999:An
2958:API
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2832:or
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