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3D Rendering PDF generated using th
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Image-based lighting 64 Image plane
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References Article Sources and Cont
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3D rendering 2 Non real-time Animat
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3D rendering 4 The shaded three-dim
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Ambient occlusion 6 ambient occlusi
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Ambient occlusion 8 • ShadeVis (h
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Anisotropic filtering 10 will only
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Beam tracing 12 Beam tracing Beam t
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Bilinear filtering 14 Are all true.
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Binary space partitioning 16 togeth
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Binary space partitioning 18 Other
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Binary space partitioning 20 [1] Bi
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Bounding interval hierarchy 22 Prop
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Bounding volume 24 bounding boxes b
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Bump mapping 26 Bump mapping Bump m
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CatmullClark subdivision surface 28
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CatmullClark subdivision surface 30
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Conversion between quaternions and
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Cube mapping 34 Advantages Cube map
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Cube mapping 36 Related A large set
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Diffuse reflection 38 2), or, of co
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Displacement mapping 40 Meaning of
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DooSabin subdivision surface 42 Ext
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False radiosity 44 False radiosity
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Geometry pipelines 46 Geometry pipe
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Global illumination 48 Rendering wi
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Gouraud shading 50 Gouraud shading
- Page 57 and 58: Graphics pipeline 52 Graphics pipel
- Page 59 and 60: Graphics pipeline 54 References 1.
- Page 61 and 62: Hidden surface determination 56 imp
- Page 63 and 64: High dynamic range rendering 58 Hig
- Page 65 and 66: High dynamic range rendering 60 Ton
- Page 67 and 68: High dynamic range rendering 62 Fro
- Page 69 and 70: High dynamic range rendering 64 •
- Page 71 and 72: Irregular Z-buffer 66 Applications
- Page 73 and 74: Lambert's cosine law 68 than would
- Page 75 and 76: Lambertian reflectance 70 Lambertia
- Page 77 and 78: Level of detail 72 Well known appro
- Page 79 and 80: Level of detail 74 Hierarchical LOD
- Page 81 and 82: Newell's algorithm 76 Newell's algo
- Page 83 and 84: Non-uniform rational B-spline 78 Us
- Page 85 and 86: Non-uniform rational B-spline 80 of
- Page 87 and 88: Non-uniform rational B-spline 82 ar
- Page 89 and 90: Non-uniform rational B-spline 84 Ex
- Page 91 and 92: Normal mapping 86 How it works To c
- Page 93 and 94: OrenNayar reflectance model 88 Oren
- Page 95 and 96: OrenNayar reflectance model 90 , ,
- Page 97 and 98: Painter's algorithm 92 The algorith
- Page 99 and 100: Parallax mapping 94 • Parallax Ma
- Page 101 and 102: Particle system 96 A cube emitting
- Page 103 and 104: Path tracing 98 History Further inf
- Page 105 and 106: Path tracing 100 Scattering distrib
- Page 107: Phong reflection model 102 Visual i
- Page 111 and 112: Phong shading 106 Visual illustrati
- Page 113 and 114: Photon mapping 108 Rendering (2nd p
- Page 115 and 116: Photon tracing 110 Advantages and d
- Page 117 and 118: Potentially visible set 112 • Can
- Page 119 and 120: Potentially visible set 114 Externa
- Page 121 and 122: Procedural generation 116 increases
- Page 123 and 124: Procedural generation 118 • Softi
- Page 125 and 126: Procedural generation 120 Reference
- Page 127 and 128: Procedural texture 122 Self-organiz
- Page 129 and 130: Procedural texture 124 References [
- Page 131 and 132: 3D projection 126 The distance of t
- Page 133 and 134: Quaternions and spatial rotation 12
- Page 135 and 136: Quaternions and spatial rotation 13
- Page 137 and 138: Quaternions and spatial rotation 13
- Page 139 and 140: Quaternions and spatial rotation 13
- Page 141 and 142: Quaternions and spatial rotation 13
- Page 143 and 144: Quaternions and spatial rotation 13
- Page 145 and 146: Radiosity 140 Overview of the radio
- Page 147 and 148: Radiosity 142 This is sometimes kno
- Page 149 and 150: Radiosity 144 References [1] " Mode
- Page 151 and 152: Ray casting 146 the light will reac
- Page 153 and 154: Ray tracing 148 Typically, each ray
- Page 155 and 156: Ray tracing 150 independence of eac
- Page 157 and 158: Ray tracing 152 On June 12, 2008 In
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Reflection 154 Reflection Reflectio
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Reflection 156 Glossy Reflection Fu
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Reflection mapping 158 Cube mapping
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Render Output unit 160 Render Outpu
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Rendering 162 • indirect illumina
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Rendering 164 Ray tracing Ray traci
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Rendering 166 Academic core The imp
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Rendering 168 • 1984 Distributed
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Retained mode 170 Retained mode In
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Scanline rendering 172 Comparison w
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Screen Space Ambient Occlusion 174
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Screen Space Ambient Occlusion 176
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Shadow mapping 178 Algorithm overvi
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Shadow mapping 180 Drawing the scen
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Shadow mapping 182 Further reading
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Shadow volume 184 There is also a p
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Shadow volume 186 The depth fail me
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Silhouette edge 188 Silhouette edge
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Specular highlight 190 Specular hig
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Specular highlight 192 normalized o
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Sphere mapping 194 Sphere mapping I
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Stencil codes 196 Stencil codes Ste
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Stencil codes 198 Stencils The shap
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Stencil codes 200 [7] Wellein, G et
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Subdivision surface 202 used a four
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Subsurface scattering 204 Subsurfac
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Subsurface scattering 206 External
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Surface normal 208 If a (possibly n
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Surface normal 210 Normal in geomet
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Texture filtering 212 Texture filte
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Texture mapping 214 Texture mapping
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Texture mapping 216 constant distan
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Texture synthesis 218 • Structure
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Texture synthesis 220 Pattern-based
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Texture synthesis 222 • Micro-tex
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UV mapping 224 A UV map can either
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Vertex 226 Polytope vertices are re
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Vertex Buffer Object 228 //Make the
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Vertex Buffer Object 230 GLuint sha
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Vertex Buffer Object 232 vertexes *
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Virtual actor 234 Virtual actor A v
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Virtual actor 236 exercises, and ev
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Volume rendering 238 Volume ray cas
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Volume rendering 240 Maximum intens
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Volume rendering 242 Image-based me
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Volumetric lighting 244 References
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Voxel 246 • Outcast, a game made
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Z-buffering 248 Z-buffering In comp
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Z-buffering 250 } } display COLOR a
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Z-fighting 252 Z-fighting Z-fightin
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Appendix 3D computer graphics softw
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3D computer graphics software 256
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3D computer graphics software 258
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3D computer graphics software 260 2
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Article Sources and Contributors 26
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Article Sources and Contributors 26
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Image Sources, Licenses and Contrib
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Image Sources, Licenses and Contrib