Glossary of computer graphics

Source: Wikipedia, the free encyclopedia.

This is a glossary of terms relating to computer graphics.

For more general computer hardware terms, see glossary of computer hardware terms.

0–9

2D convolution
Operation that applies linear filtering to image with a given two-dimensional kernel, able to achieve e.g. edge detection, blurring, etc.
2D image
2D texture map
A
texture map with two dimensions, typically indexed by uv coordinates
.
2D vector
A libraries.
2.5D
Also pseudo 3D. Rendering whose result looks 3D while actually not being 3D or having great limitations, e.g. in camera degrees of freedom.
3D graphics pipeline
A
bitmap image
result.
3D paint tool
A
mudbox
, also sometimes able to modify vertex attributes.
3D scene
A collection of
lightsources in world space, into which a camera may be placed, describing a scene for 3D rendering
.
3D unit vector
A
3D space
.
4D vector
A common
SIMD
registers.
4×4 matrix
A
7e3 format
A packed pixel format supported by some

A

AABB
bounding volumes
.
Additive blending
A compositing operation where without the use of an
linear dodge
in some applications.
Affine texture mapping
Linear interpolation of texture coordinates in screen space without taking perspective into account, causing texture distortion.
Aliasing
Unwanted effect arising when sampling high-frequency signals, in computer graphics appearing e.g. when downscaling images. Antialiasing methods can prevent it.
Alpha channel
An additional image channel (e.g. extending an RGB image) or standalone channel controlling
alpha blending
.
Ambient lighting
An approximation to the light entering a region from a wide range of directions, used to avoid needing an exact solution to the rendering equation.
Ambient occlusion (AO)
Effect approximating, in an inexpensive way, one aspect of global illumination by taking into account how much ambient light is blocked by nearby geometry, adding visual clues about the shape.[3]: 446 
Analytic model
A
Empirical models
based purely on recorded data.
Anisotropic filtering
Advanced texture filtering improving on
Mipmapping
, preventing aliasing while reducing blur in textured polygons at oblique angles to the camera.
Anti-aliasing
Methods for filtering and sampling to avoid
visual artefacts associated with the uniform pixel grid in 3D rendering
.
Array texture
A form of
texture coordinate; used to reduce state changes in 3D rendering.[4]
Augmented reality
Computer-rendered content inserted into the user's view of the real world.[3]: 917 
AZDO
Approaching zero driver overhead, a set of techniques aimed at reducing the CPU overhead in preparing and submitting rendering commands in the OpenGL pipeline. A compromise between the traditional GL API and other high-performance low-level rendering APIs.[5]

B

Back-face culling
Culling (discarding) of polygons that are facing backwards from the camera.
Baking
Performing an expensive calculation offline, and caching the results in a
normal maps, or low level of detail models.[6]
Barycentric coordinates
Three-element coordinates of a point inside a triangle.
Beam tracing
Modification of ray tracing which instead of lines uses pyramid-shaped beams to address some of the shortcomings of traditional ray tracing, such as aliasing.[7]
Bicubic interpolation
Extension of
cubic interpolation
to 2D, commonly used when scaling textures.
Bilinear interpolation
Linear interpolation extended to 2D, commonly used when scaling textures.
Binding
Selecting a resource (texture, buffer, etc.) to be referenced by future commands.
Billboard
A textured rectangle that keeps itself oriented towards the camera, typically used e.g. for vegetation or particle effects.[3]: 551 
Binary space partitioning (BSP)
A data structure that can be used to accelerate visibility determination, used e.g. in Doom engine.
Bit depth
The number of
bitmap image
(holding one or mode image channels, typical values being 4, 8, 16, 24, 32)
Bitmap
Image stored by pixels.
Bit plane
A format for
2D array; Several such parallel arrays combine to produce the a higher bit depth
image. Opposite of packed pixel format.
Blend operation
A render state controlling
pixels
.
Bone
Coordinate systems used to control surface deformation (via Weight maps) during
keyframes, and other procedural constraints
.
Bounding box
One of the simplest type of
extents
.
Bounding volume
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).[3]: 819 
BRDF
empirical models defining 4D functions for surface shading indexed by a view vector and light vector relative to a surface.[8]
Bump mapping
Technique similar to normal mapping that instead of normal maps uses so called bump maps (height maps).
BVH
Bounding volume hierarchy is a tree structure on a set of geometric objects.

C

Camera
A
virtual camera from which rendering
is performed, also sometimes referred to as 'eye'.
Camera space
A space with the
origin, aligned with the viewer's direction, after the application of the world transformation
and view transformation.
Cel shading
Cartoon-like shading effect.
Clipping
Limiting specific operations to a specific region, usually the view frustum.
Clip plane
A
View frustum
or be used for other effects.
Clip space
Coordinate space in which clipping is performed.
Clip window
A rectangular region in screen space, used during clipping. A clip window may be used to enclose a region around a portal in portal rendering.
CLUT
A table of RGB color values to be indexed by a lower
vector quantisation
.
Color bleeding
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.
Color channels
The set of
bitmap image
representing the visible color components, i.e. distinct from the alpha channel or other information.
Color resolution
Command buffer
A region of
bare metal programming, or managed by low level rendering APIs, or handled internally by high level rendering APIs
.
Command list
A group of rendering commands ready for submission to a graphics processing unit, see also Command buffer.
Compute API
An API for efficiently processing large amounts of data.[9]
Compute shader
A compute kernel managed by a rendering API, with easy access to rendering resources.
Cone tracing
Modification of
antialiasing or soft shadows.[10]
Connectivity information
Indices defining [rendering primitive]s between vertices, possibly held in index buffers. describes geometry as a graph or hypergraph.
CSG
solid models from boolean operations
combining simpler modelling primitives.
Cube mapping
A form of environment reflection mapping in which the environment is captured on a surface of a cube (cube map).
Culling
Before rendering begins, culling removes objects that don't significantly contribute to the rendered result (e.g. being obscured or outside camera view).[3]: 830 

D

Decal
A "sticker" picture applied onto a surface (e.g. a crack on the wall).[3]: 888 
Detail texture
Texture maps
repeated at high frequency combined with a main texture on a surface to prevent a blurred appearance close to the camera.
Deferred shading
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 the actual shading and computes the final colors.[3]: 884 
Deformation lattice
A means of controlling
control points
moved to arbitrary positions, with polynomial interpolation of the space between them.
Degenerate triangles
Zero area triangle primitives placed in a triangle strip between actual primitives, to allow many parts of a triangle mesh to be rendered in a single drawcall. These are rejected by the triangle setup unit.[11]
Delaunay triangulation
A method for generating an efficient triangulating between a set of
plane
.
Depth buffer
A
rasterization
of 3D scenes
Depth map
A
displacement map
, but usually associated with a projection.
Depth value
A value in a depth map representing a distance perpendicular to the space of an image.
Diffuse lighting
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 position.
Direct3D
Microsoft Windows 3D API, with similar architecture to OpenGL.
Displacement mapping
a method for adding detail to surfaces by
height map.[12]
Distributed ray tracing
Modification of ray tracing that casts multiple rays through each pixel in order to model soft phenomena such as soft shadows, depth of field etc.
Double buffering
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.
Drawcall
A single rendering command submitted to a rendering API, referring to a single set of render states.

E

Edge vector
A vector between 2 position vertices in a polygon or polygon mesh, along an edge.
Environment mapping
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. cube mapping, sphere mapping etc.)
Extents
The minimum and maximum values of an object or
coordinate axis
or set of axes.

F

Fixed-function pipeline
A hardware
fixed-function units
. A limited number of functions may be controlled by render states.
Fixed-function unit
A piece of hardware in a
shaders
.
Flat shading
Shading that assigns a uniform color to each face of a 3D model, giving it a "sharp-edge" look.
Forward rendering
A term for traditional
rasterization. Contrasts with Deferred shading
.
Forward-plus rendering
An extension of forward rendering using
lightsources, bypassing some of the disadvantages of deferred shading.[13]
Fractal
A complex, self-similar shape described by a simple equation. Fractals can be used e.g. in procedural terrain generation.[citation needed]
Fragment (pixel) shader
Shader processing individual pixels or fragments (values that may potentially become pixels).
Frustum culling
A stage in a
view frustum
, allowing trivial rejection.
Fresnel
According to Fresnel equations, surfaces show more specular reflections when viewed at near-grazing incidence. This effect is often simulated in computer graphics.
FXAA
An approximate
antialiasing method performed in a post-processing step which smooths the image in screen space, guided by edge detection (contrasting with the usual supersampling
approaches that require larger frame-buffers).

G

Geometry
Typically used to refer to : 47 
Geometry shader
In APIs such as OpenGL and Direct3D, 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).
G-buffer
A screen space representation of geometry and
rendering pipelines.[14]
Global illumination
Computing the global interactions of light within the scene, e.g. reflections of light from one object to another, by which realism is added.
Gouraud shading
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.
Graphics processing unit
Hardware used to accelerate graphical computations.
Graphical shader
A
compute shader
.
Grid cell index
multidimensional array
.

H

HDR
post processing
.
Heightmap
A
texture map holding height values; typically used for defining landscapes, or for displacement mapping
Homogeneous coordinates
Coordinates of form (x,y,z,w) used during matrix transforms of vertices, allowing to perform non-linear transforms such as the
perspective transform
.

I

Image channel
A single component (referred to as a
alpha blending
Image format
A specific way of representing a
memory, also refers to image file formats
.
Image generation
Synonymous with
bitmap image
result.
Image generator
A ESIG line).
Image order rendering
Rendering methods that iterate over pixels of the screen in order to draw the image (e.g. raytracing).
Image plane
The plane in the world which is identified with the plane of the display monitor used to view the image that is being rendered.
Immediate mode rendering
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
indirectly
from resources.
Impostor
A dynamically rendered
texture map used to stand in for geometry in the distance. A form of level of detail optimization.[15]
Incremental error algorithm
A set of
rasterization algorithms which use simple integer arithmetic to update an error term that determines if another quantity is incremented, avoiding the need for expensive division or multiplication operations; e.g. bresenham's line algorithm, or rasterizing heightmap landscapes.[16]
Index buffer
A rendering resource used to define rendering primitive connectivity information between vertices.
Indirect illumination
Another term for global illumination.
Instancing
Rendering multiple objects (instances) using the same geometry data.
Intersection test
Determining if two pieces of
3D modelling
applications.

K

K-DOP
A type of
planes
(e.g. diagonals formed by each pair of coordinate axes, etc.).

L

Level of detail (LOD)
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).[3]: 852 
Light probe
Object used to capture light parameters at a specific point in space in order to help compute scene lighting.[17]
Low level rendering API
A library providing a minimal
resource management, command buffers
, synchronisation issues.
Lighting
Computations simulating the behavior of light.
Light vector
In shading calculations, a
incident light
onto a model's surface.
Light field
A
3D model by ray tracing
.
Line primitive
A rendering primitive or modelling primitive representing a line segment, used for wireframes.
Lumels
A term for
texture map representing a lightmap
.

M

Manhattan distance
Measure of distance between two points, different from Euclidean distance, that sums the distances along principal axes.
Marching cubes
A method for triangulating implicit surfaces.
MegaTexturing
Texturing technique that works with extremely large textures which are not loaded into memory all at once, but rather streamed from the
hard disk depending on the camera view.[18]
: 176 
Microtexture
An alternative term sometimes used for Detail textures.
Mipmap
Method of preventing aliasing by storing differently scaled versions of the same image and using the correct one during rendering.
Modelling primitive
Basic elements from which
3D models and 3D scenes are composed. Also known as a Geometric primitive
.
Model space
Coordinate system in which a 3D model is created and stored.
Model transformation matrix
A .
Multiply blend
A
blending operation used for lightmaps
,

N

Near clipping
The clipping of 3D
rendering primitives against the near clip plane. Necessary to correctly display rendering primitives that partially pass behind the camera
.
Nearest-neighbor interpolation
Simplest form of interpolation that for given position outputs the color of the nearest sample.
Noise
In real world data a noise is an unwanted distortion of the captured signal, e.g. in photography. In rendering, artificial noise, such as white noise or Perlin noise, is often generated and added on purpose to add realism.
Normal mapping
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.

O

OBJ format
A common 3D file format.
Object order rendering
Rendering methods that iterate over objects in the scene and draws then one by one (e.g.
rasterization
).
Occlusion culling
Culling (discarding) of objects before rendering that are completely obscured by other objects.
Occlusion query
A command passed to a
occlusion culling
.
Offline rendering
Non-real-time rendering.
OOBB
An
local coordinate system
OpenGL
Commonly used 2D and 3D graphics rendering API.
Outcode
A small
bitwise AND of all its vertices
outcodes is non zero

P

Packed pixel format
An
array of structures for bitmap data. Contrasts with planar image formats
.
Parallax mapping
Shader effect that adds detail with a sense of depth to a 3D surface, in a more realistic way than normal mapping.
Parameter gradient
The
rasterization, used for interpolation
across a rendering primitive surface.
Particle effect
Effects consisting of a number of particles that behave by certain rules, typically used to simulate fire, smoke etc.[3]: 567 
Path tracing
Photorealistic iterative rendering method based on tracing light paths.
Perspective correct texturing
Non-linear texture coordinate interpolation that takes into account perspective, eliminating distortion seen in affine texture mapping.
Phong lighting
A commonly used model of local illumination that computes the result as a sum of ambient, diffuse and specular elements of light.
Phong shading
Shading technique that uses interpolated normals.
Photogrammetry
Science and technology of making measurement from photographs, e.g. automatically creating 3D models of environment.
Photometry
Science of measuring light in terms of human perception.
Photon mapping
Photorealistic rendering algorithm based on tracing rays from the camera as well as light sources, able to simulate effects such as caustics.
Physically based rendering (PBR)
empirical models of surfaces.[19]
Pixel
Smallest element of a raster image.
Planar image format
An
structure of arrays
for bitmap data.
Point cloud
A surface defined by a collection of vertices without connectivity information.[20]
Point sprite
A rendering primitive in
particle systems
Polygon mesh
A
polygon primitives
.
Polygon primitive
A rendering or modelling primitive defining a flat surface connecting 3 or more vertices.
Portal
A means of
occlusion culling, defining a visible window between adjacent bounding volumes, used in portal rendering
.
Post processing
Effects applied to a
3D rendering pipeline, for example tone mapping, some approximations to motion blur, and blooms.[21]
Predicated rendering
A feature facilitating
CPU
, where a group of rendering commands are flagged to be conditional on the result of an earlier occlusion query.
Premultiplied alpha
A variation of a
additive blending
effects
Primitive
A basic unit of geometry for rendering or modelling.
Procedural generation
Generating data, such as textures, 3D geometry or whole scenes by algorithms (as opposed to manually).
Procedural texture
A texture (very often a volume texture) generated procedurally by a mathematical function and with the use of noise functions.[3]: 198 

Q

Quaternion
A means of representing
rotations in a 4D vector, useful for skeletal animation, with advantages for interpolation compared to euler angles (i.e. not suffering from gimbal lock).[22]

R

Radiometry
Measurement of electromagnetic radiation such as light, defining measures such as flux or radiance.[23]: 469 
Raster graphics
Graphics represented as a rectangular grid of pixels.
Rasterisation
Converting vector graphics to raster graphics. This terms also denotes a common method of rendering 3D models in real time.
Ray casting
Rendering by casting non-recursive rays from the camera into the scene. 2D ray casting is a 2.5D rendering method.
Ray marching
Sampling 3D space at multiple points along a ray, typically used when analytical methods cannot be used.[24]: 157 
Ray tracing
Recursively tracing paths of
light rays through a 3D scene, may be used for 3D rendering
(more commonly for offline rendering), or other tests.
Recursive subdivision
The process of
subdividing an object (either geometric object, or a data structure) recursively
until some criterion is met.
Render mapping
The
texture map to capture surface properties. Also known as 'render surface map'.[25][26]
Render pass
A stage in a
rendering pipeline
generating some (possibly incomplete) representation of the scene.
Render states
Information controlling a graphics pipeline, composed of modes and parameters, including resource identifiers, and shader bindings.
Render target
A graphics resource into which
texture maps
.
Render to texture
The process of
render target
.
Rendering API
A
Vulkan, Direct3D, and Metal. Provides an abstraction layer for a graphics processing unit
.
Rendering command
An instruction for
rendering API
.
Rendering equation
Mathematical equation used as a model of light behavior in photorealistic rendering.
Rendering primitive
Geometry that can be drawn by a
rasterizer or graphics processing unit, connecting vertices, e.g. points, lines
, triangles, quadrilaterals
Rendering resources
Data managed by a graphics API, typically held in
Repeating texture
A
texture map applied with wrap-round UV coordinates extending between the 0-1 range (representing one unit of the image), exhibiting periodicity
. Contrasts with clamped, mirrored modes or unique mappings.
Resource
Data (often held in a buffer managed by a rendering API) read by a
3D model
data.
RGB888
An RGB color value encoded as 8 bits per channel.
RGBA
An RGB color value together with an alpha channel, typically held in
bitmap images or intermediates in shading calculations
.
RGBA888
an RGBA color value encoded as 8 bits per channel
RGB color value
A
floating-point
representations.
RGB image
A
image channels
Rounding radius
A value used in smoothing the corners of a
3D polygon mesh.[27]

S

Scene graph
Data structure commonly used to represent a 3D scene to be rendered as a directed acyclic graph.
Screen space
The
camera space
.
Screen space ambient occlusion (SSAO)
Technique of approximating ambient occlusion in screen space.
Screen space directional occlusion
An enhancement of Screen space ambient occlusion (SSAO) taking direction into account to sample the ambient light, to better approximate global illumination.[28]
Shader
A subroutine written in a
general purpose computation
.
Shading calculation
Surface lighting and texturing blending operations, e.g. including specularity, bump mapping etc.
Shadow buffer
A synonym for shadow map.
Shadow map
A texture buffer holding depth values rendered in a separate render pass from the perspective of a
lightsource, used in Shadow mapping; it is typically rendered onto other geometry in the main rendering pass.[29]
Shadow volume
One of the techniques of adding shadows to 3D scenes.
Signed triangle area
Found using half the Z component of
triangle rasterization
.
Skybox
Method of creating background for a 3D scene by enclosing it in a textured cuboid (or another environment map).[3]: 547 
Sliverous triangle
Sliver triangle
A triangle with one or two extremely
rasterization processes.[30]
Software renderer
Rendering software that doesn't use specialized hardware (a
CPU
for rendering.
Sparse texture
A texture that can partially reside in the video memory to reduce video memory usage and loading time.
Spatial hashing
A form of
key
.
Specular exponent
Controls the glossiness in the phong shading model.
Specular highlights
In shading, specular highlight is a bright highlight caused by specular reflections, 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.
Spline
A curve defined by polynomial interpolation through control points.
Sprite
2D image moving on the screen, with potential partial transparency and/or animation.[3]: 550 
State changes
The passing of changes in render states in a
sorting
.
Stencil buffer
A buffer storing an integer value for each according screen pixel, used e.g. to mask out specific operations and achieve specific effects.
Stereo rendering
Rendering the view twice separately for each eye in order to present depth.
Surface normal vector
In shading calculations, the
3D model surface, typically compared with the light and view vectors to compute the resulting visible colour. Also used for displacement mapping
.
Swizzled texture
A

T

Terrain rendering
Rendering of landscapes, typically using heightmaps or voxels.
Tessellation
Converting a general 3D surface into polygonal representation, important because of HW being optimized for rendering polygons.[3]: 683 
Texel
Texture element, a pixel of a texture.
Texture cache
A specialised read-only
texture map
reads, accelerating texture sampling operations.
Texture sampling
The process of
texture lookup with texture filtering. Performed by a texture sampling unit in a graphics processing unit
Texture sampling unit
A
fixed-function unit performing texture sampling; also known as a texture mapping unit
.
Texture buffer
A region of
texture map
.
Texture map
A
3D models and indexed by UV mapping for 3D rendering
.
Texture space
The
texture space diffusion
Transform feedback
A feature of a
rendering pipeline where transformed vertices may be written back to a buffer for later use (e.g. for re-use in additional render passes or subsequent rendering commands), e.g. caching the result of skeletal animation for use in shadow rendering.[32]
Triangulation
The process of turning arbitrary geometric models into
triangle primitives, suitable for algorithms requiring triangle meshes
Triangle primitive
The most common rendering primitive defining triangle meshes, rendered by graphics processing units
Triangle setup
The process of ordering triangle primitive vertices, calculating
rasterization.[33]
Triangle setup unit
A
Trilinear filtering
Extension of bilinear filtering that additionally linearly interpolates between different Mipmap levels of the texture, eliminating sharp transitions.
Triple buffering
Improvement of double buffering for extra performance by adding another back buffer.
Tristrip
A common rendering primitive defining a sequence of adjacent
triangle primitives, where each triangle re-uses 2 vertices
from the previous one.
Trivial accept
The process of accepting an entire
occlusion culling
. The opposite of trivial rejection.
Trivial rejection
Rejecting a rendering primitive or
3D model based on a cheap calculation performed early in a graphics pipeline, (e.g. using outcodes in clipping
). The opposite of trivial accept.

U

Unified memory
A
discrete GPUs with the use of an MMU
.
UV coordinates
3D model
surface or any rendering primitive.
UV unwrapping
The process of flattening a
2D plane in a contiguous, spatially coherent manner for texture mapping
.

V

Vector graphics
Graphics represented as a set of geometrical primitives.
Vector maths library
A library defining mathematical operations on
SIMD implementations.[38]
Vertex buffer
A rendering resource managed by a rendering API holding vertex data. May be connected by primitive indices to assemble rendering primitives such as triangle strips. Also known as a Vertex buffer object in OpenGL.
Vertex cache
A specialised read-only cache in a graphics processing unit for buffering indexed vertex buffer reads.
Vertex shader
Shader processing vertices of a 3D model.
View transformation
A
camera space
.
View vector
In shading calculations, a 3D unit vector between the camera and the point of interest on a surface.
View frustum
A truncated pyramid enclosing the subset of 3D space that projects onto a 'viewport' (a rectangular region in screen space, usually the entire screen).
Virtual reality
Computer-rendered content that (unlike augmented reality) completely replaces the user's view of the real world.[3]: 915 
Volume texture
A type of
texture map
with 3 dimensions.
Voxel
An extension of
pixels
into 3 dimensions.
VSync
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 movement.
Vulkan
High performance, low level graphics API by Khronos Group.

W

W buffering
A
depth buffer storing inverse depth values, which has some advantages for interpolation
and precision scaling.
Weight map
A set of Vertex attributes controlling deformation of a
3D model during skeletal animation. Per-vertex weights are assigned to control the influence of multiple bones (achieved by interpolating the transformations from each).[39]
Window
A rectangular region of a screen or
bitmap image
.
Wireframe
May refer to
wireframe rendering
.
Wireframe rendering
A rendering of a
3D modelling applications for greater interactive speed, and clarity for mesh editing
.
World space
The global coordinate system in a 3D scene, reached by applying a model transformation matrix from the objects' local coordinates.

Z

Z buffer
A
hidden surface determination
.
Z order
A
cache coherency
of spatial traversals.
Z test culling
A form of
Z buffer; may be performed by a graphics processing unit
using occlusion queries.

References

  1. ^ "matrices for computer graphics" (PDF). Retrieved 6 August 2023.
  2. ^ "xbox360" (PDF).
  3. ^ .
  4. ^ "Introduction To Textures in Direct3D 11 - Win32 apps". learn.microsoft.com. 23 August 2019.
  5. ^ "AZDO" (PDF). Retrieved 6 August 2023.
  6. ^ "blender manual – baking". Archived from the original on 27 November 2015. Retrieved 6 August 2023.
  7. S2CID 2845686
    .
  8. ^ Nicodemus, Fred (1965). "Directional reflectance and emissivity of an opaque surface". Applied Optics. 4 (7): 767–775. .
  9. . Retrieved 27 August 2016.
  10. .
  11. ^ "sgi tristrip joining with degenerates".[permanent dead link]
  12. ^ "gpu gems displacement mapping". Archived from the original on 25 May 2016. Retrieved 7 June 2016.
  13. ^ "Forward+ Rendering". 4 September 2015.
  14. ^ "Learn OpenGL, extensive tutorial resource for learning Modern OpenGL". learnopengl.com.
  15. ^ "Chapter 21. True Impostors". NVIDIA Developer.
  16. ^ "Incremental error landscape rendering - "voxel space"". 30 April 2020.
  17. ^ "Light Probes: Introduction". Blender Manual. Retrieved 25 April 2020.
  18. .
  19. ^ "Physically Based Rendering: From Theory to Implementation". www.pbrt.org.
  20. ^ "Geometric Modeling: Digital Representation and Analysis of Shapes" (PDF). Archived (PDF) from the original on 19 August 2016. Retrieved 7 June 2016.
  21. ^ "Post Process Effects in Unreal Engine". docs.unrealengine.com. Epic Games.
  22. ^ "quaternions for rotations" (PDF). Archived from the original (PDF) on 7 October 2016. Retrieved 10 June 2016.
  23. .
  24. ^ Driemeyer, Thomas (2001). Rendering with mental ray.
  25. ^ "Render Surface Map". help.autodesk.com.
  26. ^ "Softimage User Guide". download.autodesk.com.
  27. ^ "RoundingRadius—Wolfram Language Documentation". reference.wolfram.com.
  28. ^ "Max-Planck-Institut für Informatik: Data Protection" (PDF). people.mpi-inf.mpg.de.
  29. ^ "shadow mapping sigraph - Google Search". www.google.co.uk.
  30. ^ "cleanup of sliver triangles" (PDF). Retrieved 6 August 2023.
  31. ^ "Optimizing Memory Access on GPUs using Morton Order Indexing" (PDF). Archived from the original (PDF) on 15 August 2020. Retrieved 10 June 2016.
  32. ^ "OpenGL - Transform Feedback". open.gl.
  33. ^ a b "triangle setup". Retrieved 6 August 2023.
  34. ^ "Frequently Asked Questions for Intel® Graphics Memory on".
  35. ^ "The Compute Architecture of Intel® Processor Graphics Gen9" (PDF). Intel®. Retrieved 6 August 2023.
  36. ^ "Configuring UMA Frame Buffer Size on Desktop Systems with Integrated Graphics". AMD. 31 March 2021. Retrieved 6 August 2023.
  37. ^ "AMD Kaveri Review: A8-7600 and A10-7850K Tested".
  38. ^ "Sony open sources Vector Math and SIMD math libraries (Cell PPU/SPU/other platforms)". Beyond3D Forum. Archived from the original on 24 June 2016. Retrieved 3 November 2018.
  39. ^ "weight maps". Archived from the original on 31 May 2016. Retrieved 10 June 2016.