Category:3D rendering
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Here is a list of articles in the 3D rendering category of the Computing portal that unifies foundations of mathematics and computations using computers.
Subcategories
This category has the following 2 subcategories, out of 2 total.
Pages in category "3D rendering"
The following 49 pages are in this category, out of 49 total.
- 3D rendering (computing)
A
- Alternate frame rendering (computing)
B
- Back-face culling (computing)
- Bidirectional reflectance distribution function (astronomy)
- Bidirectional scattering distribution function (astronomy)
- Bidirectional texture function (computing)
C
- Checkerboard rendering (computing)
- Color bleeding (computer graphics) (computing)
- Computer graphics lighting (computing)
D
- Distance fog (computing)
E
- Enscape (software)
F
- Fixed-function (computing)
- Fragment processing (computing)
G
- Graphics pipeline (computing)
H
- Hidden line removal (computing)
- Hidden surface determination (computing)
- Hidden-line removal (computing)
- Hidden-surface determination (computing)
- High-dynamic-range rendering (computing)
I
- Image and object order rendering (computing)
- Irregular Z-buffer (computing)
L
- Level of detail (computing)
M
- Microsoft Talisman (computing)
- Multiple Render Targets (computing)
N
- Non-photorealistic rendering (computing)
P
- Potentially visible set (computing)
R
- Ray-tracing hardware (computing)
- Reflection mapping (computing)
- Render farm (computing)
- Render output unit (computing)
- Render Target (computing)
- Rendering (computer graphics) (computing)
- Reyes rendering (computing)
S
- Scanline rendering (computing)
- Software rendering (computing)
- Spectral rendering (computing)
- Stencil buffer (computing)
- Stereoscopic depth rendition (computing)
- Subsurface scattering (computing)
T
- Texel (graphics) (computing)
- Texture atlas (computing)
- Tiled rendering (computing)
- Transform, clipping, and lighting (computing)
- ATI TruForm (computing)
U
- Unbiased rendering (computing)
V
- Volume rendering (computing)
- Volumetric lighting (computing)
Z
- Z-buffering (computing)
- Z-fighting (computing)