Category:3D computer graphics
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Here is a list of articles in the 3D computer graphics category of the Computing portal that unifies foundations of mathematics and computations using computers.
![]() | Pages in this category should be moved to subcategories where applicable. This category may require frequent maintenance to avoid becoming too large. It should directly contain very few, if any, pages and should mainly contain subcategories. |
3D computer graphics is the technique of rendering three-dimensional scenes and shapes on a digital computer using specialized 3-D software.
Subcategories
This category has the following 9 subcategories, out of 9 total.
3
G
R
S
T
Pages in category "3D computer graphics"
The following 139 pages are in this category, out of 139 total.
- 3D computer graphics (computing)
3
- 3D data acquisition and object reconstruction (computing)
- 3D modeling (computing)
- 3D projection (computing)
- 3D reconstruction (computing)
A
- Adobe Fuse CC (software)
B
- Binary space partitioning (computing)
- BioDigital (company)
- Bounding interval hierarchy (computing)
- Bounding volume (computing)
- Bounding volume hierarchy (computing)
- Box modeling (computing)
C
- Catmull–Clark subdivision surface (computing)
- Class A surface (computing)
- Cloth modeling (computing)
- Computed Corpuscle Sectioning (computing)
- Computer representation of surfaces (computing)
- Constructive solid geometry (computing)
- Conversion between quaternions and Euler angles (computing)
- Crowd simulation (computing)
- Cutaway drawing (computing)
D
- Deep learning super sampling (engineering)
- Depth map (computing)
- Digital materialization (computing)
- Digital outcrop model (computing)
- Digital puppetry (computing)
- Dilution of precision (computer graphics) (computing)
- Distributed ray tracing (computing)
- Doo–Sabin subdivision surface (computing)
- Draw distance (computing)
E
- Edge loop (computing)
- Euler operator (computing)
- Explicit modeling (computing)
F
- False radiosity (computing)
- Fiducial marker (computing)
- Fluid animation (computing)
- Forward kinematics (computing)
- Freeform surface modelling (computing)
- Function representation (computing)
G
- Geometry instancing (computing)
- Geometry pipelines (computing)
- Geometry processing (computing)
- Gimbal lock (computing)
- Glide (API) (software)
- GloriaFX (company)
H
- Hemicube (computer graphics) (computing)
I
- ICEM Surf (software)
- Image plane (computing)
- Image-based meshing (computing)
- Interactive skeleton-driven simulation (computing)
- Inverse kinematics (computing)
- Isosurface (computing)
J
- Joint constraints (computing)
K
- Kinematic chain (physics)
- Kubity (engineering)
L
- Lambert's cosine law (computing)
- Light field (computing)
- Light stage (computing)
- Light transport theory (computing)
- Loop subdivision surface (computing)
- Low poly (computing)
M
- Marching cubes (computing)
- Materials system (computing)
- Mesh generation (computing)
- Mesh parameterization (computing)
- Metaballs (computing)
- Micropolygon (computing)
- Modelur (software)
- Morph target animation (computing)
- Motion capture (computing)
N
- Newell's algorithm (computing)
- Non-uniform rational B-spline (computing)
- Nonobtuse mesh (computing)
- Normal (geometry) (computing)
- Nvidia RTX (computing)
O
- OpenFlight (computing)
P
- Painter's algorithm (computing)
- Parallax barrier (computing)
- Parallel rendering (computing)
- Particle system (computing)
- Photon mapping (computing)
- Point cloud (computing)
- Polygon (computer graphics) (computing)
- Polygon mesh (computing)
- Polygon soup (computing)
- Polygonal modeling (computing)
- Pre-rendering (computing)
- Precomputed Radiance Transfer (computing)
- Procedural modeling (computing)
- Procedural texture (computing)
- Progressive meshes (computing)
- Progressive refinement (computing)
- Projective texture mapping (computing)
Q
- Quantitative Invisibility (computing)
- Quaternions and spatial rotation (computing)
R
- Radiosity (computer graphics) (computing)
- Ray tracing (graphics) (computing)
- RealityEngine (engineering)
- Reflection (computer graphics) (computing)
- Relief mapping (computer graphics) (computing)
- Retained mode (computing)
S
- S3 Texture Compression (computing)
- Sanguino3 G-Code (computing)
- Scene description language (computing)
- Schlick's approximation (computing)
- Silhouette edge (computing)
- Silicon Studio (company)
- Skeletal animation (computing)
- Sketch-based modeling (computing)
- Smoothing group (computing)
- Soft-body dynamics (physics)
- Solid modeling (computing)
- Sparse voxel octree (computing)
- Specularity (computing)
- Static mesh (computing)
- Stereoscopic acuity (computing)
- Subdivision surface (computing)
- Supinfocom (organization)
- Surfel (computing)
- Suzanne Award (computing)
T
- T-pose (computing)
- Time-varying mesh (computing)
- Triangle mesh (computing)
- Trochoidal wave (physics)
V
- Vector slime (computing)
- Vertex (geometry) (computing)
- Vertex buffer object (computing)
- Vertex painting (computing)
- Vertex pipeline (computing)
- Viewing frustum (computing)
- Viewport (computing)
- Virtual actor (computing)
- Virtual environment software (computing)
- Virtual replay (computing)
- Volume mesh (computing)
- Volumetric video (engineering)
- Voxel (computing)
W
- Web3D (computing)