Created by Dan All
over 6 years ago
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Bump Mapping
Bidirectional Reflectance Distribution Functions
Alpha mapping
Shadow Volumes
B-spline
Level of detail
Homogenous coordinates
Phong Specualr lighting
Stochastic Patterns
Enviromental Mapping
Fourier Transform
Perspective Projection
Normalized Device Coordinates (NDC)
Reflectivity
Graphics Pipeline
Antialiasing
Rasterization stage
Ray tracing
Mipmapping
Z-fighting
Perlin Noise
Painter's algorithm
Fractional Brownian motion
Binary space partitioning (BSP)
Procedural generation
Diffusing lighting
Lightmap
Ambient Lighting
Tessellation
Transforms
Object Coordinate System
World Coordinate System
Eye/View/Camera Coordinate System
Window Coordinate System
Parallel Projections
Lambertian reflection
Specular reflections
Lighting Terms
Directional Lighting
Attenuation
Simple Harmonic Patterns
Interpolation
Texture Images
Layering and compositing
Types of Shaders
Vertex Shader
Geometry Shader
Pixel/Fragment Shader
Shader Language
Mapping Types
Texture Mapping
Displacement Mapping
3D Texture Mapping
Texture Coordinates
Sampling Spartial Domain
Sampling Frequency Domain
Stencil Test
Tessellation
Z-buffering/depth buffering