Book “3D Rendering”

US$ 24.55*

Title:
3D Rendering

Editor:
By Wikipedians

Language:
English

Wiki page:
Book:3D Rendering

Categories:
Computer Science

Book size: ca. 413 pages






Contents:

  • Chapter: Preface
  • Introduction
  • 3D rendering
  • Chapter: Concepts
  • Alpha mapping
  • Ambient occlusion
  • Anisotropic filtering
  • Back-face culling
  • Beam tracing
  • Bidirectional texture function
  • Bilinear filtering
  • Binary space partitioning
  • Bounding interval hierarchy
  • Bounding volume
  • Bump mapping
  • Catmull–Clark subdivision surface
  • Conversion between quaternions and Euler angles
  • Cube mapping
  • Diffuse reflection
  • Displacement mapping
  • Doo–Sabin subdivision surface
  • Edge loops
  • Euler operator
  • False radiosity
  • Fragment
  • Geometry pipelines
  • Geometry processing
  • Global illumination
  • Gouraud shading
  • Graphics pipeline
  • Hidden line removal
  • Hidden surface determination
  • High dynamic range rendering
  • Image-based lighting
  • Image plane
  • Irregular Z-buffer
  • Isosurface
  • Lambert's cosine law
  • Lambertian reflectance
  • Level of detail
  • Mipmap
  • Newell's algorithm
  • Non-uniform rational B-spline
  • Normal mapping
  • Oren–Nayar Reflectance Model
  • Painter's algorithm
  • Parallax mapping
  • Particle system
  • Path tracing
  • Per-pixel lighting
  • Phong shading
  • Photon mapping
  • Photon tracing
  • Polygon
  • Potentially visible set
  • Precomputed Radiance Transfer
  • Procedural generation
  • Procedural texture
  • 3D projection
  • Quaternions and spatial rotation
  • Radiosity
  • Ray casting
  • Ray tracing
  • Reflection
  • Reflection mapping
  • Relief mapping
  • Render Output unit
  • Rendering
  • Retained mode
  • Scanline rendering
  • Schlick's approximation
  • Screen Space Ambient Occlusion
  • Self-shadowing
  • Shadow mapping
  • Shadow volume
  • Silhouette edge
  • Spectral rendering
  • Specular highlight
  • Specularity
  • Sphere mapping
  • Stencil buffer
  • Stencil codes
  • Subdivision surface
  • Subsurface scattering
  • Surface caching
  • Surface normal
  • Texel
  • Texture atlas
  • Texture filtering
  • Texture mapping
  • Texture synthesis
  • Tiled rendering
  • UV mapping
  • UVW mapping
  • Vertex
  • Vertex Buffer Object
  • Vertex normal
  • Viewing frustum
  • Virtual actor
  • Volume rendering
  • Volumetric lighting
  • Voxel
  • Z-buffering
  • Z-fighting
  • Chapter: Appendix
  • 3D computer graphics software