Knowledge (XXG)

Category:3D rendering

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This category has the following 2 subcategories, out of 2 total.
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The following 49 pages are in this category, out of 49 total.
119:Bidirectional reflectance distribution function 124:Bidirectional scattering distribution function 8: 78:This list may not reflect recent changes 7: 265:Level of detail (computer graphics) 151:Color bleeding (computer graphics) 82: 33: 22: 14: 412:Transform, clipping, and lighting 248:Image and object order rendering 73:Pages in category "3D rendering" 129:Bidirectional texture function 37:Global illumination algorithms 1: 343:Rendering (computer graphics) 380:Stereoscopic depth rendition 294:Non-photorealistic rendering 236:High-dynamic-range rendering 231:Hidden-surface determination 498: 156:Computer graphics lighting 102:Alternate frame rendering 306:Potentially visible set 282:Multiple Render Targets 141:Checkerboard rendering 385:Subsurface scattering 482:3D computer graphics 318:Ray-tracing hardware 446:Volumetric lighting 323:Redshift (renderer) 226:Hidden-line removal 197:Fragment processing 146:Cinematic rendering 429:Unbiased rendering 370:Spectral rendering 365:Software rendering 360:Scanline rendering 338:Render output unit 328:Reflection mapping 277:Microsoft Talisman 253:Irregular Z-buffer 209:Gaussian splatting 214:Graphics pipeline 114:Back-face culling 489: 441:Volume rendering 397:Texel (graphics) 62: 42: 35: 497: 496: 492: 491: 490: 488: 487: 486: 472: 471: 470: 469: 468: 467: 450: 433: 421: 407:Tiled rendering 389: 352: 348:Reyes rendering 310: 298: 286: 269: 257: 240: 218: 201: 184: 172: 160: 133: 106: 94: 70: 69: 68: 67: 64: 63: 57:Texture mapping 47: 44: 43: 32: 12: 11: 5: 495: 493: 485: 484: 474: 473: 466: 465: 460: 454: 451: 449: 448: 443: 437: 434: 432: 431: 425: 422: 420: 419: 414: 409: 404: 399: 393: 390: 388: 387: 382: 377: 375:Stencil buffer 372: 367: 362: 356: 353: 351: 350: 345: 340: 335: 330: 325: 320: 314: 311: 309: 308: 302: 299: 297: 296: 290: 287: 285: 284: 279: 273: 270: 268: 267: 261: 258: 256: 255: 250: 244: 241: 239: 238: 233: 228: 222: 219: 217: 216: 211: 205: 202: 200: 199: 194: 192:Fixed-function 188: 185: 183: 182: 176: 173: 171: 170: 164: 161: 159: 158: 153: 148: 143: 137: 134: 132: 131: 126: 121: 116: 110: 107: 105: 104: 98: 95: 93: 92: 86: 84: 83: 74: 71: 66: 65: 55: 54: 51: 48: 46: 45: 31: 30: 27: 24: 23: 18: 15: 13: 10: 9: 6: 4: 3: 2: 494: 483: 480: 479: 477: 464: 461: 459: 456: 455: 452: 447: 444: 442: 439: 438: 435: 430: 427: 426: 423: 418: 415: 413: 410: 408: 405: 403: 402:Texture atlas 400: 398: 395: 394: 391: 386: 383: 381: 378: 376: 373: 371: 368: 366: 363: 361: 358: 357: 354: 349: 346: 344: 341: 339: 336: 334: 331: 329: 326: 324: 321: 319: 316: 315: 312: 307: 304: 303: 300: 295: 292: 291: 288: 283: 280: 278: 275: 274: 271: 266: 263: 262: 259: 254: 251: 249: 246: 245: 242: 237: 234: 232: 229: 227: 224: 223: 220: 215: 212: 210: 207: 206: 203: 198: 195: 193: 190: 189: 186: 181: 178: 177: 174: 169: 166: 165: 162: 157: 154: 152: 149: 147: 144: 142: 139: 138: 135: 130: 127: 125: 122: 120: 117: 115: 112: 111: 108: 103: 100: 99: 96: 91: 88: 87: 85: 81: 79: 72: 58: 53: 52: 49: 38: 34: 29: 28: 25: 21: 17:Subcategories 16: 168:Distance fog 90:3D rendering 75: 19: 458:Z-buffering 417:ATI TruForm 333:Render farm 41:(1 C, 16 P) 463:Z-fighting 476:Category 180:Enscape 61:(17 P) 478:: 80:. 59:‎ 39:‎ 453:Z 436:V 424:U 392:T 355:S 313:R 301:P 289:N 272:M 260:L 243:I 221:H 204:G 187:F 175:E 163:D 136:C 109:B 97:A 50:T 26:G

Index


Global illumination algorithms
Texture mapping
This list may not reflect recent changes
3D rendering
Alternate frame rendering
Back-face culling
Bidirectional reflectance distribution function
Bidirectional scattering distribution function
Bidirectional texture function
Checkerboard rendering
Cinematic rendering
Color bleeding (computer graphics)
Computer graphics lighting
Distance fog
Enscape
Fixed-function
Fragment processing
Gaussian splatting
Graphics pipeline
Hidden-line removal
Hidden-surface determination
High-dynamic-range rendering
Image and object order rendering
Irregular Z-buffer
Level of detail (computer graphics)
Microsoft Talisman
Multiple Render Targets
Non-photorealistic rendering
Potentially visible set

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