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Hidden Surface Determination

  1. There are also different stages of hidden surface determination.
  2. The process of hidden surface determination is sometimes called hiding, and such an algorithm is sometimes called a hider.
  3. There are many techniques for hidden surface determination, and the core differences between most rendering algorithms is how they handle this problem.


  1. GLEE is a graph layout engine working on the principles of the Sugiyama scheme of layered layouts.
  2. A glee is a part song , usually scored for at least three solo voices, and normally sung unaccompanied.
  3. GLEE is a .NET tool for graph layout and viewing from Microsoft Research.
  4. GLEE is a brand-spanking-new site.
  5. Glee is a touching or sentimental condition that experience good or pleasing sense.


  1. W-buffering is a technique used to draw 3D object in order of their depth - i.e.


  1. Algorithm - A computational method for solving problems.
  2. The algorithm is a simple forward tree walk, with a few additions that apply to ray casting.
  3. The algorithm is a two-step process.
  4. The algorithm is a very simple one.
  5. The algorithm is based on a transformation of the unit square and easily accommodates stratified sampling, an effective means of reducing variance.

Ambient Occlusion

  1. Ambient Occlusion Is a trendy new way of faking dirt passes and global Illumination at little cost to render times.
  2. Ambient Occlusion is a calculation that takes any particular point and figures out how occluded this point is by the objects around it.
  3. Ambient Occlusion is a more sophisticated ambient trick, which takes nearby faces into account by firing a hemisphere of shadow-rays around.
  4. Ambient Occlusion is a relatively new method that.
  5. Ambient Occlusion is a shading method that takes into account attenuation of light due to occlusion.


  1. Anisotropic is the best of them all.
  2. Anisotropic is a bit of both, doing low pass filtering primarily in the direction of the anisotropy.

Anisotropic Filtering

  1. Anisotropic filtering is the best but most CPU intensive of the three common texture filtering methods.
  2. Anisotropic filtering is the highest quality filtering available in current consumer 3D graphics cards.
  3. Anisotropic filtering is the latest filtering type to be implemented in 3D accelerators.

Back-Face Culling

  1. Back-face culling is one of those operations that can be done at different points in the pipeline.

Beam Tracing

  1. Beam tracing is a derivative of the ray tracing algorithm that replaces rays, which have no thickness, with beams.
  2. Beam tracing is a ray based technique that groups rays into spatial coherent beams.
  3. Beam tracing was first proposed by Paul Heckbert and Pat Hanrahan .

Bilinear Filtering

  1. Bilinear Filtering is usually the default filtering method on most modern 3D graphics accelerators.
  2. Bilinear filtering is a computationally cheap but low quality texture filtering.
  3. Bilinear filtering is a method of anti-aliasing texture maps.
  4. Bilinear filtering is a method of anti-aliening texture maps.
  5. Bilinear filtering is a method used to smooth out when they are displayed larger or smaller than they actually are.


  1. Bindings are also available for C++ and C#, see 3.
  2. Bindings are also available for C++, C# and Lisp [4], see [5].
  3. The bindings are currently based on Mesa 2.5, and have been tested with GNAT . 3.10p.


  1. The book is a tutorial through all the features of the C++ language.
  2. The book is also for users of earlier versions of C4D who need to get up to speed with the new features.
  3. The book is an ideal companion to a pure graphics text, that goes into the theory.

Bounding Volume

  1. A bounding volume is a relatively simple shape, such as a box, sphere, or cylinder, that encloses a more complex object.
  2. A bounding volume is a simple geometrical object roughly representing the volume of a real object---s geometry.
  3. A bounding volume is a special kind of volume class that offers additional member functions.
  4. A bounding volume was created which contains both objects, and the bounding volume became the root node.

Box Modeling

  1. Box modeling is a method in 3d low poly modeling.
  2. Box modeling is a modeling method that is quick and easy to learn.
  3. Box modeling is a technique in 3D modeling where the model is created by modifying primitive shapes in a way to create a "rough draft" of the final model.
  4. Box modeling is also a technique used in web design to lay out the various elements of a web page before the design is implemented in HTML or XHTML.


  1. Caustics are are concentrations of light that appear with, for example, magnifying glasses when light shines through them.
  2. Caustics are generated from focused light coming from specular surfaces and require a higher density of photons for an accurate radiance estimate.
  3. Caustics are generated when beams of light are focussed on a particular point in space.
  4. Caustics are specular light patterns created by the reflection or refraction of light which then hits a diffuse surface.
  5. Caustics are the important component enhancing the realism of this kind of scenes.

Cel-Shaded Animation

  1. Cel-shaded animation is a given.


  1. COLLADA is a 3D data asset exchange format that is a proposed industry standard.
  2. COLLADA is a COLLA borative D esign A ctivity for establishing an interchange file format for interactive 3D applications, originally established by Sony.
  3. COLLADA is a COLLA borative D esign A ctivity for establishing an interchange file format for interactive 3D applications.
  4. COLLADA is a COLLA borative D esign A ctivity for establishing an open standard digital asset schema for interactive 3D applications.
  5. COLLADA is a COLLAborative Design Activity for establishing an interchange file format for interactive 3D applications.

Computer Graphics

  1. Computer graphics is a sub-field of computer science and is concerned with digitally synthesizing and manipulating visual content.
  2. Computer graphics is a sub-field of computer science that deals with digitally synthesizing and manipulating visual content.
  3. People use the term "computer graphics" to mean different things in different contexts.

Cone Tracing

  1. Cone tracing is a derivative of the ray tracing algorithm that replaces rays, which have no thickness, with cones.
  2. Cone tracing is a special case.

Constructive Solid Geometry

  1. Constructive Solid Geometry is a hierarchical representation.
  2. Constructive Solid Geometry is the process of building solid objects from other solids.
  3. Constructive solid geometry is a building-block approach to construct 3D solid models.
  4. Constructive solid geometry is a way to describe these shapes as combinations of even simpler shapes.

Cornell Box

  1. A Cornell Box is a perfect setup of what our eye adjusts to without us noticing.
  2. A Cornell box is a gimmick.
  3. A Cornell box is a room with two strong contrast colored walls and different lights.
  4. The Cornell Box is a familiar test scene for radiosity rendering.
  5. The Cornell Box is a simple physical environment which is often used to test ray tracing and radiosity techniques.

Cube Mapped Reflection

  1. Cube mapped reflection is a technique that uses cube mapping to make objects look like they reflect the environment around them.

Cube Mapping

  1. Cube mapping is a form of environment mapping that has been used in the past to provide realistic reflection mapping independent of viewpoint.
  2. Cube mapping is a rendering technique, so it doesn't help to make something 3D to the user.
  3. Cube mapping is a technique that employs a six-sided texture.
  4. Cube mapping is a texture mapping technique with numerous applications.
  5. Cube mapping is a way of drawing something spherical without all the hassle of drawing a sphere.

Diffuse Reflection

  1. Diffuse reflection is a main characteristic of matt surfaces.
  2. Diffuse reflection is a reflection from a dull surface.
  3. Diffuse reflection is the reflection of light from an uneven or granular surface such that an incident ray is seemingly reflected at a number of angles.

Digital Puppetry

  1. Digital puppetry is a form of Machinima and Machinima performers are increasingly being identified as puppeteers .
  2. Digital puppetry was pioneered by the late Jim Henson , creator of The Muppets .

Distance Fog

  1. Distance Fog is the last of the tools a level designer has for optimizing his or her level, and it should be used last as well.
  2. Distance fog is a technique used in 3D computer graphics to enhance the perception of distance by simulating fog.
  3. Distance fog is a technique used in 3D computer graphics to enhance the perception of distance.

Draw Distance

  1. Draw distance is a computer graphics term, defined as a distance in a 3 dimensional scene that is still drawn by the rendering engine.
  2. Draw distance is a computer graphics term, defined as the distance in a 3 dimensional scene that is still drawn by the rendering engine .
  3. Draw distance is a factor when things pop into existence in front of you giving you about a second to react.
  4. Draw distance is the distance in a 3 dimensional scene that is still drawn by the rendering engine.
  5. The draw distance is a bit better and Liberty City is a bit more populated, but the difference isn't as clear as expected.

Environment Mapping

  1. Environment mapping is the foundation for image-based lighting, seen here in this screenshot of rthdribl.
  2. Environment mapping was originally developed by Blinn and Newell.


  1. Extensions are available from third-parties to support programming in Python, Tcl, and Ruby.
  2. Extensions are just extra OpenGL functions stored in your OpenGL driver DLL. To use them, you need to know: 1.
  3. Extensions were also needed to display SVG text and to interactively manipulate graphics.


  1. Fahrenheit was an effort to create a unified API for 3D computer graphics.
  2. Fahrenheit was an effort to create a unified high-level API for 3D computer graphics.

Fahrenheit Graphics Api

  1. Such an effort was carried out by SGI and Microsoft as the Fahrenheit graphics API, but the project was a failure.
  2. Fahrenheit graphics API Fahrenheit was an effort to create a unified high-level API for 3D computer graphics.
  3. Fahrenheit graphics API Much of the original Fahrenheit project was adbandoned, and SGI eventually gave up on attempting to work with Microsoft.

Fake Bump Mapping

  1. Programmers of 3D graphics sometimes use computationally cheaper fake bump mapping techniques in order to simulate bump mapping.
  2. Encyclopedia article about Fake bump mapping.
  3. Computer term of Fake bump mapping in the Computing Dictionary.

Flat Shading

  1. Flat shading: A technique that shades each polygon of an object based on the polygon's "normal" and the position and intensity of a light source.
  2. Flat shading is a lighting technique used in 3D computer graphics.
  3. Flat shading is generally only used for prototyping or testing an application where speed, not accuracy is important.
  4. Flat shading is the least realistic of all shading methods.

Forward Kinematic Animation

  1. Forward kinematic animation is a method in 3D computer graphics for animating models.


  1. Functions are divided into families consisting of routines related in their duties.
  2. The functions are divided into logical groups like BUFF (frame buffer management), and INIT (mode initialization, restoration).
  3. The functions are reciprocal, energy-conserving and expressive.


  1. GLEW is an open-source project.

Glide Api

  1. In fact, the Glide API is a very thin layer above the register level of the actual hardware.
  2. A proxy library that makes available the Glide API functions, but internally does some voodoo and maps them to another 3D API like OpenGL or Direct3D.
  3. Again, like with the RIVA 128, the lack of Glide API support hindered Nvidia's opportunities for market share growth.

Global Illumination

  1. Global Illumination is a technique to render a scene so that all objects receive a light from every angle.
  2. Global Illumination is a way of simulating realistic lighting by mimicking the way light is reflected between objects in real life.
  3. Global Illumination is the best term when you want to sit on the fence.
  4. Global illumination is a general class of algorithms that render 3D scenes with indirect illumination.
  5. Global illumination is a general name for a group of algorithms used in 3D computer graphics that are meant to add more realistic lighting to 3D scenes.


  1. Glu is a leading global publisher of mobile games.
  2. GLU is a standard part of every OpenGL implementation.
  3. GLU is used for generating quadratic objects like cylinder for creating Puppet.


  1. GLUI is a GLUT-based C++ user interface library which provides controls such as buttons, checkboxes, radio buttons, and spinners to OpenGL applications.
  2. GLUI is a GLUT-based C++ user interface library.


  1. GLUT is a library that allows us to write system independent applications without messing up with specific window systems.
  2. GLUT is a library that works with OpenGL to create and maintain a window.
  3. GLUT is also used by the 2nd edition of the OpenGL Programming Guide.
  4. GLUT is designed to fill the need for a window system independent programming interface for OpenGL programs.
  5. GLUT is the OpenGL Utility Toolkit, a window system independent API toolkit for writing OpenGL programs.

Gouraud Shading

  1. GOURAUD SHADING: the most commonly used shading method in real-time systems.
  2. Gouraud Shading : Also called "smooth shading." Rendering a polygon with smoothly changing color across its face.
  3. Gouraud shading - a fast and resource-concious technique used to simulate smoothly shaded surfaces by interpolating vertex colors across a polygon's surface.
  4. Gouraud shading is a complex process using algorithms to create a color gradient.
  5. Gouraud shading is a linear interpolation of color between known intensities of light.

Hidden Line Removal

  1. Hidden Line Removal is a technique to determine which portions of a wireframe object should be visible.
  2. Hidden line removal is a big, big problem.
  3. Hidden line removal is a mode that, albeit useful, is not provided by Volo View Express.
  4. Hidden line removal is an extension of wireframe rendering where lines (or segments of lines) covered by surfaces are not drawn.

High Level Shader Language

  1. The High Level Shader Language is a shader language developed by Microsoft for use with DirectX, and is very similar to Cg.

Humanoid Animation

  1. Humanoid animation is a complex task which usually requires particular skills and training.
  2. Humanoid animation with your VRML plugin and Java : fast interactive animation using the H-Anim standard.
  3. Concepts describes the overall design of humanoid animation.

Image Plane

  1. An image plane is a visualization of a slice of the volume.
  2. The image plane is a large area, mechanically reinforced circuit board that supports an array of closely packed CZT detector modules.
  3. The image plane is a texture type.

Related Keywords

    * Bump Mapping * Geometric Model * Glsl * Importance * Inverse Kinematics * Inverse Kinematic Animation * Isosurface * Jogl * Lambertian Reflectance * Libraries * Light * Light Sources * Low Poly * Lwjgl * Maya * Metaballs * Micropolygon * Minigl * Mipmap * Mip Mapping * Motion Capture * Normals * Normal Mapping * Nurbs * Opengl * Opengl Es * Opengl Performer * Opengl Utility Toolkit * Open Inventor * Parallax Mapping * Particle System * Path Tracing * Phigs * Phong Reflection Model * Phong Shading * Photons * Photon Mapping * Pixel * Polygonal Modeling * Polygons * Polygon Mesh * Pre-Rendered * Procedural Generation * Procedural Synthesis * Procedural Texture * Radiance * Radiosity * Rays * Ray Casting * Ray Tracing * Reflections * Reflection Mapping * Retained Mode * Scanline Rendering * Scene * Shader * Shaders * Shadows * Shadow Map * Shadow Mapping * Shadow Volume * Shadow Volumes * Silhouette Edge * Solid Modelling * Spaceball * Specular Highlight * Specular Reflection * Stanford Bunny * Stencil Buffer * Stencil Shadow Volume * Subdivision Surface * Subsurface Scattering * Surface Caching * Surface Normal * Technique * Texture Filtering * Texture Mapping * Times * Transform And Lighting * Truform * Utah Teapot * Vertex * Vertices * Viewing Frustum * Volume Rendering * Voxel * Z-Buffer * Z-Buffering * Z-Fighting
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