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3D graphics eBook - Course Materials Repository

3D graphics eBook - Course Materials Repository

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Schlick's approximation 173<br />

Screen Space Ambient Occlusion 173<br />

Self-shadowing 177<br />

Shadow mapping 177<br />

Shadow volume 183<br />

Silhouette edge 188<br />

Spectral rendering 189<br />

Specular highlight 190<br />

Specularity 193<br />

Sphere mapping 194<br />

Stencil buffer 195<br />

Stencil codes 196<br />

Subdivision surface 200<br />

Subsurface scattering 204<br />

Surface caching 206<br />

Surface normal 207<br />

Texel 210<br />

Texture atlas 211<br />

Texture filtering 212<br />

Texture mapping 214<br />

Texture synthesis 217<br />

Tiled rendering 222<br />

UV mapping 223<br />

UVW mapping 225<br />

Vertex 225<br />

Vertex Buffer Object 227<br />

Vertex normal 232<br />

Viewing frustum 233<br />

Virtual actor 234<br />

Volume rendering 237<br />

Volumetric lighting 243<br />

Voxel 244<br />

Z-buffering 248<br />

Z-fighting 252<br />

Appendix 254<br />

<strong>3D</strong> computer <strong>graphics</strong> software 254

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