Knowledge

Glossary of computer graphics

Source 📝

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: 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: 17: 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: 3016: 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: 3339: 3335: 3287: 3261: 2916: 2882: 2712: 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: 3027: 2630: 2609: 2575: 2437: 1999: 1995: 1963: 1854: 1830: 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: 2330: 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: 4616: 4597: 4586: 4237: 4205: 4167: 4163: 4124: 4109: 4035: 3970: 3767: 3721: 3667: 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: 3448: 3355: 3315: 3307: 3246: 3071: 3012: 2940: 2905: 2833: 2571: 2483: 2429: 2402: 2216: 2192: 2165: 1924: 1898: 1799: 1729: 1710: 1573: 1543: 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: 4483: 4432: 4349: 4159: 4098: 4074: 3936: 3860: 3826: 3786: 3775: 3713: 3697: 3663: 3647: 3643: 3575: 3504: 3452: 3209: 3046: 2977: 2829: 2591: 2551: 2532: 2491: 2298: 2265: 2121: 2069: 1967: 1850: 1846: 1818: 1577: 1412: 1295: 1174: 949: 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:
3D Game Environments: Create Professional 3D Game Worlds
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: 3371: 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 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: 1470: 1460: 1458:Detail texture 1457: 1455: 1452: 1449: 1445: 1442: 1441: 1440: 1437: 1432: 1430: 1427: 1422: 1420: 1406: 1403: 1401: 1386: 1383: 1381: 1370: 1365: 1363: 1360:compute kernel 1356: 1354:Compute shader 1353: 1351: 1344: 1341: 1339: 1332: 1329: 1327: 1320:rendering APIs 1304: 1302:Command buffer 1301: 1299: 1294: 1292: 1281: 1279:Color channels 1278: 1276: 1273: 1270:Color bleeding 1268: 1266: 1255: 1250: 1248: 1233: 1230: 1228: 1225: 1220: 1218: 1196: 1194:Clipping plane 1193: 1191: 1188: 1183: 1181: 1178: 1173: 1171: 1156: 1153: 1151: 1144:virtual camera 1140: 1137: 1133: 1130: 1129: 1128: 1122: 1119: 1117: 1114: 1109: 1107: 1093: 1090: 1088: 1085: 1080: 1078: 1072:object aligned 1060: 1055: 1053: 1034: 1031: 1029: 1022:alpha blending 1018: 1015: 1013: 990: 985: 983: 980: 975: 973: 962:bits per pixel 960:The number of 958: 955: 953: 946: 940: 938: 935: 932: 930: 927: 924: 922: 916: 911: 909: 902: 897: 895: 888: 883: 881: 878: 873: 871: 852: 847: 845: 842: 837: 833: 830: 829: 828: 817: 814: 812: 809: 804: 802: 789:containing an 783: 780: 778: 763: 758: 756: 749: 744: 742: 723: 721:Analytic model 720: 718: 711: 705: 703: 696: 691: 689: 686:alpha blending 682: 677: 675: 672: 667: 665: 662: 657: 655: 633: 630: 627: 624: 621: 618: 615: 612: 609: 606: 603: 600: 585: 582: 580: 566: 563: 559: 556: 555: 554: 543:floating point 531: 528: 526: 515:transformation 507: 504: 502: 479: 474: 472: 461: 459:3D unit vector 458: 456: 441: 438: 436: 409: 406: 404: 389: 386: 384: 381: 376: 374: 348: 345: 343: 340:uv coordinates 336:two dimensions 328: 326:2D texture map 325: 323: 320: 318: 315: 312:2D convolution 310: 306: 303: 298: 297: 289: 288: 283: 278: 273: 268: 263: 258: 253: 248: 243: 238: 233: 228: 223: 218: 213: 208: 203: 198: 193: 188: 183: 178: 173: 168: 163: 158: 152: 146: 144: 127: 126: 41: 39: 32: 9: 6: 4: 3: 2: 6328: 6317: 6314: 6312: 6309: 6307: 6304: 6303: 6301: 6286: 6283: 6281: 6278: 6276: 6273: 6271: 6268: 6266: 6263: 6261: 6258: 6256: 6253: 6251: 6248: 6246: 6243: 6241: 6238: 6236: 6233: 6231: 6228: 6226: 6223: 6221: 6218: 6216: 6213: 6211: 6208: 6206: 6203: 6201: 6198: 6197: 6194: 6185: 6180: 6178: 6173: 6171: 6166: 6165: 6162: 6143: 6139: 6138:"weight maps" 6133: 6117: 6113: 6109: 6103: 6095: 6089: 6073: 6069: 6063: 6048: 6041: 6035: 6027: 6021: 6006: 6000: 5998: 5989: 5985: 5979: 5960: 5953: 5947: 5929: 5923: 5915: 5911: 5905: 5897: 5890: 5884: 5876: 5872: 5866: 5858: 5854: 5848: 5840: 5836: 5830: 5822: 5815: 5807: 5801: 5798:. CRC Press. 5797: 5790: 5771: 5764: 5758: 5751:. Epic Games. 5750: 5746: 5740: 5721: 5714: 5708: 5700: 5696: 5690: 5682: 5676: 5672: 5665: 5650: 5646: 5640: 5632: 5626: 5618: 5614: 5608: 5600: 5596: 5590: 5582: 5576: 5560: 5556: 5550: 5542: 5536: 5528: 5524: 5520: 5516: 5509: 5494: 5492:9781439893760 5488: 5484: 5483: 5475: 5467: 5463: 5459: 5455: 5451: 5447: 5440: 5432: 5428: 5424: 5418: 5414: 5410: 5406: 5399: 5383: 5379: 5373: 5355: 5349: 5341: 5337: 5331: 5323: 5317: 5313: 5306: 5304: 5302: 5300: 5298: 5296: 5294: 5292: 5290: 5288: 5286: 5284: 5282: 5280: 5278: 5266: 5260: 5242: 5236: 5232: 5221: 5217: 5213: 5209: 5205: 5197: 5193: 5190: 5186: 5183: 5176: 5172: 5168: 5164: 5161: 5156: 5147: 5143: 5139: 5135: 5127: 5123: 5119: 5116: 5112: 5108: 5100: 5096: 5093:May refer to 5092: 5084: 5080: 5077: 5070: 5067: 5063: 5059: 5055: 5047: 5046:interpolation 5043: 5039: 5033: 5024: 5023:Khronos Group 5020: 5017: 5009: 5001: 4997: 4994: 4987: 4983: 4975: 4971: 4968: 4961: 4958: 4951: 4947: 4939: 4935: 4931: 4923: 4920: 4919:Vertex shader 4913: 4909: 4905: 4897: 4893: 4889: 4885: 4881: 4878: 4877:Vertex buffer 4871: 4867: 4863: 4859: 4858:vector spaces 4855: 4847: 4844: 4839: 4830: 4826: 4822: 4818: 4815: 4814:UV unwrapping 4808: 4804: 4800: 4796: 4795:texture space 4792: 4789: 4781: 4777: 4776:discrete GPUs 4773: 4769: 4765: 4761: 4760:address space 4757: 4753: 4749: 4745: 4739: 4730: 4726: 4722: 4718: 4714: 4706: 4702: 4698: 4694: 4690: 4686: 4678: 4674: 4670: 4667: 4660: 4652: 4649: 4642: 4641:rasterization 4638: 4634: 4630: 4626: 4618: 4617:rasterization 4614: 4610: 4603: 4599: 4595: 4588: 4584: 4580: 4576: 4573: 4572:Triangulation 4566: 4562: 4558: 4557:render passes 4554: 4550: 4543: 4539: 4535: 4531: 4527: 4523: 4520:Texture space 4515: 4511: 4507: 4504:, applied to 4503: 4499: 4495: 4492: 4485: 4481: 4477: 4469: 4465: 4461: 4454: 4450: 4446: 4442: 4434: 4430: 4426: 4422: 4419:Texture cache 4414: 4406: 4403: 4396: 4392: 4388: 4385:Rendering of 4384: 4381: 4376: 4367: 4363: 4359: 4355: 4351: 4347: 4339: 4335: 4331: 4327: 4319: 4315: 4307: 4304: 4297: 4293: 4289: 4286:State changes 4281: 4278: 4271: 4267: 4263: 4259: 4251: 4247: 4239: 4238:phong shading 4235: 4227: 4223: 4219: 4215: 4211: 4207: 4203: 4195: 4187: 4183: 4179: 4176: 4169: 4168:rasterization 4165: 4164:interpolation 4161: 4157: 4144: 4141: 4134: 4130: 4126: 4125:cross product 4122: 4114: 4111: 4110:Shadow volume 4104: 4100: 4096: 4088: 4085:Shadow buffer 4080: 4076: 4072: 4068: 4065: 4057: 4053: 4049: 4045: 4044:pixel shaders 4041: 4037: 4033: 4029: 4025: 4021: 4018: 4011: 4007: 4006:ambient light 4003: 3999: 3991: 3987: 3980: 3976: 3972: 3971:3D projection 3968: 3964: 3960: 3956: 3948: 3944: 3941: 3938: 3933: 3924: 3920: 3916: 3912: 3905: 3901: 3897: 3889: 3885: 3881: 3877: 3873: 3866: 3862: 3858: 3850: 3846: 3845:bitmap images 3842: 3839: 3832: 3828: 3824: 3816: 3812: 3808: 3804: 3800: 3792: 3788: 3784: 3777: 3773: 3769: 3768:device memory 3765: 3757: 3753: 3750:, connecting 3749: 3745: 3741: 3733: 3730: 3723: 3722:rendering API 3719: 3715: 3711: 3703: 3699: 3695: 3691: 3687: 3683: 3679: 3676: 3675:Rendering API 3669: 3668:render target 3665: 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: 3577: 3573: 3569: 3565: 3557: 3553: 3549: 3541: 3537: 3533: 3530: 3523: 3520: 3513: 3509: 3506: 3499: 3496: 3495:Rasterisation 3489: 3486: 3479: 3475: 3471: 3468: 3463: 3454: 3450: 3446: 3445:interpolation 3442: 3438: 3434: 3431: 3426: 3417: 3414: 3407: 3403: 3400: 3393: 3389: 3381: 3377: 3369: 3365: 3361: 3357: 3353: 3345: 3341: 3337: 3333: 3325: 3321: 3317: 3313: 3309: 3305: 3297: 3293: 3289: 3285: 3282: 3275: 3271: 3263: 3260:connected by 3259: 3255: 3251: 3248: 3242: 3238: 3234: 3230: 3222: 3218: 3214: 3211: 3204: 3200: 3196: 3192: 3188: 3180: 3177: 3171:of surfaces. 3170: 3166: 3162: 3158: 3154: 3151: 3147: 3140: 3136: 3133: 3126: 3123: 3116: 3113: 3106: 3103: 3102:Phong shading 3096: 3093: 3086: 3083: 3076: 3073: 3066: 3063: 3056: 3055:interpolation 3052: 3051:rasterization 3048: 3044: 3040: 3032: 3029: 3022: 3018: 3014: 3013:machine words 3010: 3006: 3002: 2998: 2992: 2983: 2979: 2975: 2971: 2967: 2959: 2955: 2952: 2946: 2942: 2938: 2934: 2926: 2918: 2915: 2911: 2907: 2903: 2899: 2895: 2887: 2884: 2877: 2876:rasterization 2873: 2870: 2863: 2859: 2854: 2845: 2842: 2835: 2831: 2827: 2824: 2817: 2814: 2807: 2803: 2799: 2796:Near clipping 2793: 2773: 2770: 2767: 2764: 2761: 2758: 2755: 2752: 2749: 2746: 2743: 2740: 2732: 2728: 2724: 2721: 2714: 2710: 2706: 2702: 2698: 2690: 2682: 2678: 2674: 2666: 2662: 2659: 2652: 2644: 2640: 2637:MegaTexturing 2632: 2628: 2625: 2618: 2614: 2611: 2606: 2597: 2593: 2589: 2585: 2577: 2573: 2569: 2561: 2557: 2553: 2549: 2545: 2541: 2537: 2534: 2527: 2523: 2519: 2511: 2508: 2501: 2497: 2493: 2489: 2485: 2481: 2477: 2473: 2465: 2457: 2453: 2448: 2439: 2435: 2431: 2427: 2423: 2419: 2413: 2404: 2400: 2396: 2392: 2389: 2385: 2377: 2374: 2367: 2363: 2355: 2351: 2343: 2340: 2336: 2332: 2328: 2324: 2321:to update an 2320: 2316: 2312: 2304: 2300: 2297: 2293: 2285: 2280: 2277: 2270: 2267: 2260: 2256: 2253: 2246: 2242: 2238: 2234: 2230: 2226: 2218: 2214: 2210: 2202: 2198: 2194: 2190: 2183: 2179: 2175: 2171: 2167: 2163: 2159: 2156:Image channel 2153: 2144: 2140: 2136: 2133: 2127: 2123: 2119: 2115: 2112: 2105: 2101: 2097: 2093: 2090: 2084: 2075: 2071: 2068: 2065: 2057: 2053: 2049: 2045: 2037: 2034: 2031: 2024: 2021: 2014: 2011: 2004: 2001: 1997: 1993: 1985: 1981: 1977: 1969: 1965: 1961: 1957: 1953: 1947: 1938: 1937:supersampling 1934: 1930: 1926: 1922: 1919: 1912: 1909:According to 1908: 1900: 1896: 1892: 1888: 1885:A stage in a 1884: 1881: 1874: 1866: 1863: 1856: 1852: 1848: 1844: 1840: 1832: 1828: 1827:rasterization 1824: 1820: 1816: 1812: 1804: 1801: 1794: 1790: 1786: 1778: 1774: 1770: 1766: 1760: 1751: 1747: 1743: 1735: 1731: 1726: 1723: 1716: 1712: 1708: 1704: 1700: 1696: 1690: 1681: 1673: 1670: 1663: 1659: 1656: 1649: 1645: 1641: 1637: 1634: 1627: 1623: 1620: 1617: 1609: 1606: 1599: 1596:A value in a 1595: 1587: 1583: 1579: 1575: 1571: 1568: 1561: 1560:rasterization 1557: 1553: 1549: 1545: 1541: 1533: 1529: 1525: 1522: 1515: 1514:triangle mesh 1511: 1507: 1499: 1495: 1491: 1487: 1478: 1475: 1468: 1464: 1461: 1453: 1447: 1438: 1435: 1428: 1425: 1418: 1414: 1410: 1407: 1399: 1395: 1391: 1387: 1379: 1375: 1371: 1368: 1361: 1357: 1349: 1345: 1337: 1333: 1325: 1321: 1317: 1313: 1309: 1305: 1297: 1290: 1286: 1282: 1274: 1271: 1264: 1260: 1256: 1253: 1246: 1242: 1238: 1234: 1226: 1223: 1216: 1212: 1208: 1205: 1201: 1197: 1189: 1186: 1179: 1176: 1169: 1165: 1161: 1157: 1149: 1145: 1141: 1135: 1126: 1123: 1115: 1112: 1105: 1101: 1097: 1094: 1086: 1083: 1076: 1073: 1069: 1065: 1061: 1058: 1051: 1047: 1043: 1039: 1035: 1027: 1023: 1019: 1011: 1007: 1003: 999: 995: 994:bitmap images 992:A format for 991: 988: 981: 978: 971: 967: 964:, sample, or 963: 959: 951: 947: 943: 936: 928: 920: 917: 914: 907: 904:Extension of 903: 900: 893: 889: 886: 879: 876: 869: 865: 861: 857: 853: 850: 843: 840: 835: 826: 822: 818: 810: 807: 800: 796: 792: 788: 784: 781:Array texture 776: 772: 768: 764: 761: 760:Anti-aliasing 754: 750: 747: 740: 736: 732: 728: 724: 716: 712: 708: 701: 697: 694: 687: 683: 680: 679:Alpha channel 673: 670: 663: 660: 653: 652: 647: 646:alpha channel 631: 628: 625: 622: 619: 616: 613: 610: 607: 604: 601: 598: 590: 586: 578: 574: 570: 567: 561: 552: 548: 544: 540: 536: 532: 524: 520: 516: 512: 508: 500: 496: 492: 488: 484: 480: 477: 470: 466: 462: 454: 450: 446: 442: 434: 430: 426: 422: 418: 414: 410: 407:3D paint tool 402: 398: 394: 390: 382: 379: 372: 368: 364: 363:rasterization 360: 356: 353: 349: 341: 337: 333: 329: 316: 313: 308: 296: 293: 292: 291: 287: 284: 282: 279: 277: 274: 272: 269: 267: 264: 262: 259: 257: 254: 252: 249: 247: 244: 242: 239: 237: 234: 232: 229: 227: 224: 222: 219: 217: 214: 212: 209: 207: 204: 202: 199: 197: 194: 192: 189: 187: 184: 182: 179: 177: 174: 172: 169: 167: 164: 162: 159: 157: 154: 153: 143: 141: 136: 134: 123: 120: 112: 101: 98: 94: 91: 87: 84: 80: 77: 73: 70: –  69: 65: 64:Find sources: 58: 54: 48: 47: 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: 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 2122:texture map 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 4825:2D plane 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 18:3D scene 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 849:Baking 825:OpenGL 591:where 511:matrix 433:mudbox 429:zbrush 355:vector 95:  88:  81:  74:  66:  6043:(PDF) 5962:(PDF) 5955:(PDF) 5931:(PDF) 5892:(PDF) 5773:(PDF) 5766:(PDF) 5723:(PDF) 5716:(PDF) 5427:S2CID 5357:(PDF) 5268:(PDF) 5244:(PDF) 5006:VSync 4993:Voxel 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 2416:K-DOP 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 447:and 415:for 378:2.5D 72:news 6255:MUD 6072:AMD 5523:doi 5462:doi 5409:doi 5097:or 4894:in 4793:in 4780:MMU 4756:GPU 4752:CPU 4727:in 4703:or 4633:GPU 4393:or 4226:key 4186:CPU 4182:GPU 4166:or 4038:); 3977:in 3973:on 3921:or 3886:or 3746:or 3630:or 3476:or 3455:). 3358:or 3344:CPU 3189:An 3159:of 2999:An 2958:API 2935:An 2858:OBJ 2832:or 2711:'s 2558:by 2546:of 2329:or 2195:in 2176:or 2174:RGB 2120:or 2087:HDR 1709:or 1584:or 1576:or 1496:of 1404:CSG 1396:or 1348:API 1346:An 1243:in 1120:BVH 1070:or 821:CPU 521:in 517:of 489:or 467:in 431:or 361:in 305:0–9 156:0–9 55:by 6302:: 6110:. 6070:. 6045:. 5996:^ 5986:. 5912:. 5894:. 5873:. 5855:. 5837:. 5747:. 5718:. 5697:. 5647:. 5615:. 5597:. 5519:18 5517:. 5460:. 5448:. 5425:. 5415:. 5338:. 5276:^ 5187:A 5165:A 5040:A 4932:A 4866:3D 4746:A 4691:, 4643:. 4627:A 4619:. 4567:. 4496:A 4462:A 4368:. 4348:A 4260:A 4216:, 4214:AI 4077:, 3898:A 3874:A 3785:A 3692:, 3688:, 3680:A 3370:: 3326:. 3264:. 3252:A 3223:. 3167:, 2878:). 2808:. 2733:, 2725:A 2699:A 2538:A 2486:, 2397:, 2261:). 2227:A 2116:A 2046:A 2005:. 1970:). 1857:. 1732:, 1697:A 1650:. 1572:A 1542:A 1358:A 1198:A 1142:A 862:, 801:. 725:A 587:A 553:. 525:. 509:A 463:A 411:A 391:A 369:, 350:A 330:A 142:. 135:. 6183:e 6176:t 6169:v 6152:. 6126:. 6096:. 6082:. 6056:. 6028:. 6014:. 5990:. 5972:. 5940:. 5916:. 5898:. 5877:. 5859:. 5841:. 5823:. 5808:. 5783:. 5733:. 5701:. 5683:. 5658:. 5619:. 5601:. 5569:. 5543:. 5529:. 5525:: 5502:. 5468:. 5464:: 5456:: 5450:4 5433:. 5411:: 5392:. 5366:. 5324:. 5270:. 5253:. 5177:. 5153:Z 5148:. 5128:. 5101:. 5085:. 5030:W 5025:. 4940:. 4898:. 4836:V 4831:. 4782:. 4736:U 4516:. 4486:. 4470:. 4397:. 4373:T 4340:. 4320:. 4298:. 4272:. 4228:. 4135:. 4058:. 4050:( 4012:. 3981:. 3949:. 3930:S 3925:. 3851:. 3833:. 3724:. 3704:. 3670:. 3634:. 3480:. 3460:R 3423:Q 3298:. 3276:. 3141:. 3023:. 2989:P 2960:. 2919:. 2851:O 2790:N 2774:. 2771:c 2768:r 2765:s 2759:t 2756:s 2753:d 2750:= 2747:t 2744:s 2741:d 2715:. 2683:. 2633:. 2603:M 2598:. 2578:. 2562:. 2445:L 2410:K 2368:. 2356:. 2203:. 2150:I 2145:. 2106:. 2081:H 2076:. 2058:. 1944:G 1833:. 1795:. 1757:F 1717:. 1687:E 1628:. 1534:. 1444:D 1400:. 1326:. 1265:. 1247:. 1132:C 1077:. 1052:. 1028:. 952:. 832:B 777:. 702:. 688:. 632:, 629:c 626:r 623:s 620:+ 617:t 614:s 611:d 608:= 605:t 602:s 599:d 579:. 558:A 471:. 455:. 342:. 286:Z 281:Y 276:X 271:W 266:V 261:U 256:T 251:S 246:R 241:Q 236:P 231:O 226:N 221:M 216:L 211:K 206:J 201:I 196:H 191:G 186:F 181:E 176:D 171:C 166:B 161:A 122:) 116:( 111:) 107:( 97:· 90:· 83:· 76:· 49:. 20:)

Index

3D scene

verification
improve this article
adding citations to reliable sources
"Glossary of computer graphics"
news
newspapers
books
scholar
JSTOR
Learn how and when to remove this message
computer graphics
glossary of computer hardware terms
0–9
A
B
C
D
E
F
G
H
I
J
K
L
M
N
O

Text is available under the Creative Commons Attribution-ShareAlike License. Additional terms may apply.