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3D Rendering Techniques
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Rasterization
A process that converts 3D vectors into pixels on a 2D screen, used in most real-time rendering like video games.
Ray Tracing
Simulates rays of light to produce realistic images, calculating reflections, refractions, and shadows, often used for high-quality CG in films.
Path Tracing
An extension of ray tracing that simulates light paths at a pixel level for global illumination effects, typically used in non-real-time rendering due to its computational intensity.
Photon Mapping
A two-pass global illumination algorithm that traces the path of light through the scene and stores the results in a photon map for rendering complex light interactions.
Radiosity
Calculates the transfer of diffuse light between surfaces in an environment, often used to simulate soft, indirect lighting in static scenes.
Z-buffering
A method to determine which objects or parts of objects are visible in a scene using a depth buffer to track pixel depth.
Gouraud Shading
An algorithm that interpolates vertex normals to compute a smooth color gradient across the surface, providing a faceted feel to rendering.
Phong Shading
An improvement over Gouraud Shading that interpolates surface normals for more accurate reflection modeling and smoother shading.
Blinn-Phong Shading
A modification of Phong Shading which uses a halfway vector between the view and light directions, often applied to approximate specular highlights more efficiently.
Deferred Shading
A technique where multiple render passes are used to separate shading calculations from geometry, allowing for complex lighting with many light sources.
Screen Space Ambient Occlusion (SSAO)
A real-time rendering technique for approximating the soft shadowing effect of ambient occlusion using screen space data.
Bump Mapping
A technique that simulates surface detail without additional geometry by perturbing surface normals using a texture map.
Displacement Mapping
A technique that modifies the actual geometry of surfaces using a texture map to create more pronounced three-dimensional detail.
Tessellation
A technique that subdivides surface polygons to increase detail and allow for smooth curvature at runtime, often used in GPU shaders.
Volume Rendering
A technique for displaying three-dimensional data without converting it to a surface representation, used extensively in medical imaging and scientific visualization.
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