55 relations: Ambient occlusion, Architectural rendering, Bidirectional scattering distribution function, Bump mapping, Caustic (optics), Cel shading, Compositing, Computer vision, Computer-aided design, Computer-aided manufacturing, Depth of field, Digital image processing, Geometry pipelines, Geometry processing, Gouraud shading, Graphics, Graphics processing unit, High-dynamic-range rendering, Industrial computed tomography, Jim Blinn, Lens flare, Light transport theory, Motion blur, Non-photorealistic rendering, Orthographic projection, Output device, Painter's algorithm, Parallel rendering, Particle system, Perspective (graphical), Phong reflection model, Phong shading, Photorealism, Radiosity (computer graphics), Raster graphics, Ray tracing (graphics), Real-time computer graphics, Reflection (computer graphics), Refractive index, Render farm, Rendering (computer graphics), Scalar field, Scanline rendering, Shader, Shading, SIGGRAPH, Subsurface scattering, Texture mapping, Visibility (geometry), Volume rendering, ..., Volumetric lighting, VRML, Wire-frame model, 3D computer graphics, 3D projection. Expand index (5 more) »
Ambient occlusion
In computer graphics, ambient occlusion is a shading and rendering technique used to calculate how exposed each point in a scene is to ambient lighting.
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Architectural rendering
Architectural rendering, or architectural illustration, is the art of creating two-dimensional images or animations showing the attributes of a proposed architectural design.
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Bidirectional scattering distribution function
The definition of the BSDF (bidirectional scattering distribution function) is not well standardized.
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Bump mapping
Bump mapping is a technique in computer graphics for simulating bumps and wrinkles on the surface of an object.
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Caustic (optics)
In optics, a caustic or caustic network is the envelope of light rays reflected or refracted by a curved surface or object, or the projection of that envelope of rays on another surface.
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Cel shading
Cel shading or toon shading is a type of non-photorealistic rendering designed to make 3-D computer graphics appear to be flat by using less shading color instead of a shade gradient or tints and shades.
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Compositing
Compositing is the combining of visual elements from separate sources into single images, often to create the illusion that all those elements are parts of the same scene.
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Computer vision
Computer vision is a field that deals with how computers can be made for gaining high-level understanding from digital images or videos.
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Computer-aided design
Computer-aided design (CAD) is the use of computer systems to aid in the creation, modification, analysis, or optimization of a design.
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Computer-aided manufacturing
Computer-aided manufacturing (CAM) is the use of software to control machine tools and related ones in the manufacturing of workpieces.
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Depth of field
In optics, particularly as it relates to film and photography, the optical phenomenon known as depth of field (DOF), is the distance about the Plane of Focus (POF) where objects appear acceptably sharp in an image.
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Digital image processing
In computer science, Digital image processing is the use of computer algorithms to perform image processing on digital images.
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Geometry pipelines
Geometric manipulation of modeling primitives, such as that performed by a geometry pipeline, is the first stage in computer graphics systems which perform image generation based on geometric models.
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Geometry processing
Geometry processing, or mesh processing, is an area of research that uses concepts from applied mathematics, computer science and engineering to design efficient algorithms for the acquisition, reconstruction, analysis, manipulation, simulation and transmission of complex 3D models.
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Gouraud shading
Gouraud shading, named after Henri Gouraud, is an interpolation method used in computer graphics to produce continuous shading of surfaces represented by polygon meshes.
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Graphics
Graphics (from Greek γραφικός graphikos, "belonging to drawing") are visual images or designs on some surface, such as a wall, canvas, screen, paper, or stone to inform, illustrate, or entertain.
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Graphics processing unit
A graphics processing unit (GPU) is a specialized electronic circuit designed to rapidly manipulate and alter memory to accelerate the creation of images in a frame buffer intended for output to a display device.
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High-dynamic-range rendering
High-dynamic-range rendering (HDRR or HDR rendering), also known as high-dynamic-range lighting, is the rendering of computer graphics scenes by using lighting calculations done in high dynamic range (HDR).
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Industrial computed tomography
Industrial computed tomography (CT) scanning is any computer-aided tomographic process, usually X-ray computed tomography, that uses irradiation to produce three-dimensional internal and external representations of a scanned object.
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Jim Blinn
James F. Blinn (born 1949) is an American computer scientist who first became widely known for his work as a computer graphics expert at NASA's Jet Propulsion Laboratory (JPL), particularly his work on the pre-encounter animations for the Voyager project, his work on the Carl Sagan documentary series Cosmos, and the research of the Blinn–Phong shading model.
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Lens flare
Lens flare refers to a phenomenon wherein light is scattered or flared in a lens system, often in response to a bright light, producing a sometimes undesirable artifact within the image.
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Light transport theory
Light transport theory deals with the mathematics behind calculating the energy transfers between media that affect visibility.
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Motion blur
Motion blur is the apparent streaking of moving objects in a photograph or a sequence of frames, such as a film or animation.
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Non-photorealistic rendering
Non-photorealistic rendering (NPR) is an area of computer graphics that focuses on enabling a wide variety of expressive styles for digital art.
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Orthographic projection
Orthographic projection (sometimes orthogonal projection), is a means of representing three-dimensional objects in two dimensions.
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Output device
In computing, an output device is a piece of computer hardware equipment that uses received data and commands from an information processing system (such as a computer or information appliance) in order to perform a task.
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Painter's algorithm
The painter's algorithm, also known as a priority fill, is one of the simplest solutions to the visibility problem in 3D computer graphics.
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Parallel rendering
Parallel rendering (or Distributed rendering) is the application of parallel programming to the computational domain of computer graphics.
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Particle system
A particle system is a technique in game physics, motion graphics, and computer graphics that uses a large number of very small sprites, 3D models, or other graphic objects to simulate certain kinds of "fuzzy" phenomena, which are otherwise very hard to reproduce with conventional rendering techniques - usually highly chaotic systems, natural phenomena, or processes caused by chemical reactions.
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Perspective (graphical)
Perspective (from perspicere "to see through") in the graphic arts is an approximate representation, generally on a flat surface (such as paper), of an image as it is seen by the eye.
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Phong reflection model
The Phong reflection model (also called Phong illumination or Phong lighting) is an empirical model of the local illumination of points on a surface.
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Phong shading
Phong shading refers to an interpolation technique for surface shading in 3D computer graphics.
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Photorealism
Photorealism is a genre of art that encompasses painting, drawing and other graphic media, in which an artist studies a photograph and then attempts to reproduce the image as realistically as possible in another medium.
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Radiosity (computer graphics)
In 3D computer graphics, radiosity is an application of the finite element method to solving the rendering equation for scenes with surfaces that reflect light diffusely.
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Raster graphics
In computer graphics, a raster graphics or bitmap image is a dot matrix data structure that represents a generally rectangular grid of pixels (points of color), viewable via a monitor, paper, or other display medium.
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Ray tracing (graphics)
In computer graphics, ray tracing is a rendering technique for generating an image by tracing the path of light as pixels in an image plane and simulating the effects of its encounters with virtual objects.
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Real-time computer graphics
Real-time computer graphics or real-time rendering is the sub-field of computer graphics focused on producing and analyzing images in real time.
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Reflection (computer graphics)
Reflection in computer graphics is used to emulate reflective objects like mirrors and shiny surfaces.
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Refractive index
In optics, the refractive index or index of refraction of a material is a dimensionless number that describes how light propagates through that medium.
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Render farm
A render farm is a high-performance computer system, e.g. a computer cluster, built to render computer-generated imagery (CGI), typically for film and television visual effects.
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Rendering (computer graphics)
Rendering or image synthesis is the automatic process of generating a photorealistic or non-photorealistic image from a 2D or 3D model (or models in what collectively could be called a scene file) by means of computer programs.
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Scalar field
In mathematics and physics, a scalar field associates a scalar value to every point in a space – possibly physical space.
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Scanline rendering
Scanline rendering (also scan line rendering and scan-line rendering) is an algorithm for visible surface determination, in 3D computer graphics, that works on a row-by-row basis rather than a polygon-by-polygon or pixel-by-pixel basis.
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Shader
In computer graphics, a shader is a type of computer program that was originally used for shading (the production of appropriate levels of light, darkness, and color within an image) but which now performs a variety of specialized functions in various fields of computer graphics special effects or does video post-processing unrelated to shading, or even functions unrelated to graphics at all.
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Shading
Shading refers to depicting depth perception in 3D models or illustrations by varying levels of darkness.
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SIGGRAPH
SIGGRAPH (Special Interest Group on Computer GRAPHics and Interactive Techniques) is the annual conference on computer graphics (CG) convened by the ACM SIGGRAPH organization.
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Subsurface scattering
Subsurface scattering (or SSS), also known as subsurface light transport (SSLT), is a mechanism of light transport in which light penetrates the surface of a translucent object, is scattered by interacting with the material, and exits the surface at a different point.
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Texture mapping
Texture mapping is a method for defining high frequency detail, surface texture, or color information on a computer-generated graphic or 3D model.
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Visibility (geometry)
Visibility in geometry is a mathematical abstraction of the real-life notion of visibility.
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Volume rendering
In scientific visualization and computer graphics, volume rendering is a set of techniques used to display a 2D projection of a 3D discretely sampled data set, typically a 3D scalar field.
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Volumetric lighting
Volumetric lighting is a technique used in 3D computer graphics to add lighting effects to a rendered scene.
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VRML
VRML (Virtual Reality Modeling Language, pronounced vermal or by its initials, originally—before 1995—known as the Virtual Reality Markup Language) is a standard file format for representing 3-dimensional (3D) interactive vector graphics, designed particularly with the World Wide Web in mind.
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Wire-frame model
A wire-frame model is a visual presentation of a 3-dimensional (3D) or physical object used in 3D computer graphics.
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3D computer graphics
3D computer graphics or three-dimensional computer graphics, (in contrast to 2D computer graphics) are graphics that use a three-dimensional representation of geometric data (often Cartesian) that is stored in the computer for the purposes of performing calculations and rendering 2D images.
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3D projection
3D projection is any method of mapping three-dimensional points to a two-dimensional plane.
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3D Rendering, 3D acceleration, 3d rendering.
References
[1] https://en.wikipedia.org/wiki/3D_rendering