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3D Rendering Techniques

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Tessellation

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A technique that subdivides surface polygons to increase detail and allow for smooth curvature at runtime, often used in GPU shaders.

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Phong Shading

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An improvement over Gouraud Shading that interpolates surface normals for more accurate reflection modeling and smoother shading.

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Z-buffering

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A method to determine which objects or parts of objects are visible in a scene using a depth buffer to track pixel depth.

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Screen Space Ambient Occlusion (SSAO)

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A real-time rendering technique for approximating the soft shadowing effect of ambient occlusion using screen space data.

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Volume Rendering

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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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Path Tracing

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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.

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Blinn-Phong Shading

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A modification of Phong Shading which uses a halfway vector between the view and light directions, often applied to approximate specular highlights more efficiently.

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Deferred Shading

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A technique where multiple render passes are used to separate shading calculations from geometry, allowing for complex lighting with many light sources.

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Rasterization

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A process that converts 3D vectors into pixels on a 2D screen, used in most real-time rendering like video games.

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Gouraud Shading

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An algorithm that interpolates vertex normals to compute a smooth color gradient across the surface, providing a faceted feel to rendering.

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Displacement Mapping

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A technique that modifies the actual geometry of surfaces using a texture map to create more pronounced three-dimensional detail.

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Radiosity

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Calculates the transfer of diffuse light between surfaces in an environment, often used to simulate soft, indirect lighting in static scenes.

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Bump Mapping

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A technique that simulates surface detail without additional geometry by perturbing surface normals using a texture map.

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Photon Mapping

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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.

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Ray Tracing

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Simulates rays of light to produce realistic images, calculating reflections, refractions, and shadows, often used for high-quality CG in films.

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