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animation Charge-coupled device on SO(3) chemistry chirality chromatic aberration chrominance cinematography CinePaint Circle ClanLib Class of the Titans clean room design Clifford algebra Clip Mapping Clipping ( ) Clipping_(computer_graphics) Cocoa (API) CODE V collinear collision detection color buffer comic book Comm. ACM Command & Conquer: Tiberian series Commutative operation Compact disc Comparison of and OpenGL compiler Compiz complement (set theory) complex analysis complex number complex Component Object Model composite pattern compositing Compression artifacts computationReverse computational Catmull-Clark fluid dynamics computational subdivision Computational_geometry computed axial tomography -shaded Computed tomography computer Computer Aided Design computerCg andprogramming video computer cluster computer display computer file computer computer games computer generated Computer History Computer keyboard Computer programming computer computer computer storage Computer-aided design Computer-aided design#Capabilities computer-aided manufacturing computer-generated imagery concave cone (solid)language Cone tracing Conjugacy_class#Conjugacy_as_group_action Clipmap COLLADA consortium constraints Comparison Constructive of continuous Direct3D function contrast ratioand conversion OpenGL between andCone Euler angles contracingvex convex hull convex set coordinate coordinate Coordinate system Coordinate_rotation#Three_dimensions coordinates CorelDRAW Cornell University cosine Cosmo 3D Counter-Strike: covering Covering_space#Elementary_properties CPU Crazyracing Kartrider Creative Labs Cross platform cross product cross-platform crowd psychology Crysis Crytek cube (geometry) cube map cuboid Constructivecurve curvilinear coordinates cut scene solid cyclic permutation geometry cylinder cylinder (geometry) Conversion D.I..E. D3DX Daily Planet (TV series)between Dark Cloud 2 Darwyn quaternions Peachey Data (computing) data compressionand dataEuler structure datatype angles David S. Elbert Day of Defeat: Source decal December 24 Decimal separator degrees of freedom () Delilah and Julius Dell, Inc. Delta Force (computer game) Demo (computer programming) Demo effects density depth buffer depth perception Deus Ex: Invisible War device driver diameter diffraction diffuse inter-reflection diffuse interreflection diffusion digital digital camera digital content creation Digital Equipment Corporation digital digital signal processing Dilution of precision (computer graphics) Dimensionless number direct illumination Direct3D Direct3DCornell vs. OpenGL DirectDrawBox DirectDraw Crowd Surface directly simulation proportional DirectX DirectX Cube Graphics Disney's mapping California Adventure dispersionDiffuse (optics) displacement Display Generator Digital Dpuppetryistance_fog distributed Doctor of Science Doctor Who Doo-Sabin Doom Doom 3 Doom engine dot product Dragon Ball Z: Budokai 2 Dragon Ball Z: Budokai 3 Dragon Ball Z: Budokai Tenkaichi Dragon Booster Dragon Quest VIII DTP Duck Dodgers Duke Nukem 3d Duke Nukem Forever dust DVD dxf DXT5 dynamic link dynamic range dynamical simulation earth science edge (graph theory) edge modeling educational film Eidos InteractiveDilution elbow Elite of(computer precision game) ellipse Elmsford, (computer New York embedded device graphics) Emergent behavior emission Direct3D spectrum emulate EnemyDisplacement Territory: Quake Wars energy mappingEngineering Engineering Distancedrawing entertainment environment map environment mapping environmental audio extensions Eovia Epic Games Epic Megagames Eric Lengyel Eric Veach Euclidean geometry Euclidean space Euler angle Euler angles Euler characteristic Evans & Sutherland execute buffer Exile (BBC computer game) Exposure () extrusion eye E³ F. Kenton Musgrave F.E.A.. Facet Facial fad Fahrenheit graphics API Fairly OddParents Family Guy Far Cry Far Cry fogInstincts: PredatorDraw Farbrausch FarCrydistance Fear Effect February 2Euler field of view file formatboolean film Finaloperation Cut Pro : The SpiritsFlat Within Finalshading gathering Final-Render Forward Finding Nemo Finger protocolkinematic Finite difference finite element Finite element analysis Finite element method finite state machine Finite_element_analysis FireGL first-person shooter Fixed- Fixed-point arithmetic flat flight dynamics Flight simulator floating point Floating point unit FLOPS FLTK fluid flow FMV game fog form factor (radiative transfer) formZ Fortran 90 forward kinematic animation FOURCC fractal Fraction (mathematics) fragment Fragment (computer graphics) Frame (film) frame buffer frames per second Frank Crow free software Freeform surface Freeform surface modelling freeglut Frontier (computer game) frustum full screen effect Full_motion_videoanimation function (mathematics)Fragment function (programming) (computer function composition functionalgraphics) programming Funky CopsGelato Futurama FXT1 G.I.(software) Joe: Sigma 6 Game Developers Geometric Conference gamemodel GameCube gamma correction gamma radiation gamut Gaussian distribution Gears of War GeForce GeForce 2 GeForce 256 GeForce 6 GeForce 6 Series GeForce 7 GeForce 7 Series GeForce 8 Series GeForce FX GeForce2 GeForce3 GeForce4 (software) Genus (mathematics) Geologic modeling geometric geometric space geometrical optics geometry geophysics Ghost in the Shell: S.A.C. 2nd GIG Ghost in the Shell: Stand Alone ComplexGeometry gigabytes glass cockpit pipelines GLEE GLEW Glide API GlobalGeometry illumination glossy GLSL GLU Processingglucose transporter GLUI GLUT GLXGLEE GNU General Public GLEW License GNU GPL GoForceGlide Gollum Google API Earth gouraud Global shading GPGPU GPU gradient Grand Theft Auto (game) Grand Theft Auto (series) Grand Theft Auto 3 granite granularity graph theory graphic Graphics graphics card Graphics3D cards Computer graphics hardware Graphics_cards Graphics_processing_unit gravity grayscale green Greg Ward Gregory Ward group (mathematics) group action group dynamics group theory GTK+ GUI Gundam Seed Gungrave half precision Half-Life 2 Half-Life 2: illuminationEpisode One Half-Life 2: Lost Coast GLSL Halo (optical phenomenon) GLU Halo 2GLUI hardware hardware Gouraud acceleration Harvest Moon:shading Save the Homeland He-ManGraphics and the Masters of thepipeline Universe (2002) heat heatHidden transfer heightfield heightmapline hemicube Henri Gouraud (computer scientist) Henrik Wann Jensen heuristic () Hewlett-Packard (software) hidden face removal hidden line removal Hidden surface determination Hidden_surface_determination high dynamic range High dynamic range rendering High Language high-definition highlight History of 3D Graphics HLSL homogeneous coordinates Hoops3D horoscope Hot removalWheels Highway 35 World Hidden Race (software) surface Hounsfield_scale determinationHSV color space HTML hue human eye HighHuxley MMOFPS dynamic hypotenuse I-DEAS Ian range Bell IBM imaging IEEE TransactionsHigh on dynamicComputers IHV illusion image image compression image order image image processing image resolution image-based lighting Image_compression immediate-mode rendering implementationGraphics Implicit function implicit model impulse (physics) in-joke infinitesimal Initial D injection molding Injection moulding Innocence: Ghost in the Shell input device input/output integer integral Intel Intel GMA interaction point interactive manipulation interactivity International Business Machines International Organization for Standardization interpolate Interpolation intersection (set theory) Invader Zim inverse kinematic animation Inversion invisibility IRIS iris (anatomy) Iris Inventor Iris Performerrange irradiance rendering Irregular Z-buffer Irrlicht Highisocontour isometric Level projection Shaderisotropic Language Jade Cocoon jaggies JamesHumanoid D. Foley James H. Clark Animation Japan Jar Jar Binks Jar-Jar ImageBinks J avabased OpenGL Java programming language JavaScript Jet Set Radio Jet Set Radio Future Jim Henson Jitendra Malik JOGL Johann Heinrich Lambert joint JSR 184 Juiced July 28 July 29 Jurassic Park (film) Kameo: Elements of Power kd-tree Ken Perlin Kermit the Frog keyframing Khronos (consortium) Khronos Group Killer 7 Kilobytes kinematic decoupling kinematics Kirby: Right Back at Ya! Klonoa 2 kluge KML knuckle Kobbelt L-System L2 lightingcache Lambert's cosine lawImage lambertian Lambertian plane diffuse lighting Inverse model Lambertian reflectancekinematic Lance Williams Larry animation Gritz laser Lathe (tool) Latin lazyInverse evaluation LED Lego kinematics Exo-Force L eonidasIrregular J. Guibas Level of detail (programming) level set LGPL library (computer science) light absorption light probe light tracing Light Weight Java Game Library lighting lighting model Lightwave LightWave 3D Line- intersection Lineage II linear Linear algebra Linear interpolation linear transformation linked list Lipschitz continuous Liquid crystal display List of 3D Artists List of cel-shaded video games List of software patents List of markup languages Live & Kicking load balancing logarithmic logical operator Logluv TIFF Looney Tunes: Back In Action Loop subdivision Lord of the Rings Lorentz group lossless compression lossy dataZ-buffer compression Low polyIsosurface luminance luminous energy Joint M. C. Escher M.constraints E. Newell Mac OS Mac OS X Lambert's Macromedia Flash Magiccosine Eye magnetic resonancelaw imagingLambertian Maple marble Marc reflectance Levoy Marching Mark Kilgard Martin Newell (computer graphics) MASSIVE (animation) mathematical Mathematical Applications Group, Inc. mathematical plane (math) matrix (mathematics) matte (surface) MAXON Maya Maya (software) medical image processing medical ultrasonography Medical ultrasonography#Doppler ultrasonography medicine Mega Man X Command Mission Mega Man X7 MegaMan NT Warrior Melitta MesaLevel (OpenGL) Mesaof 3Ddetail mesh (programming)() metaball Metal Gear AcidLow 2 Metal Gearpoly Solid 3 MetalMegaTexture Gear Solid 3: Snake Eater meteorology metropolis 3D light Metaballstransport Metropolis-Hastings Metropolis algorithm Michael Abrash micropolygon microscope Microsoft Microsoft .NET Microsoft Corporation Microsoft Train Simulator Midedge milk milling MIMD MiniGL minimax Mip-mapping mipmap mipmapping MIT License mobile phone Mode 7 modeling program Modelview Matrix (software) Modulation transfer function Mono development platform Monster House Monster Rancher Monsters Inc. Monte Carlo method Moray modeler morph motion light(physics) motion transport blur Motion capture Motion Micropolygon control photography Mountain View, CaliforniaMipmap movie studio moviesMorph multi pass renderingtarget Multi-agent systemanimation multiprocessing Motion Muppet Natal chartcapture Nearest neighbor interpolation Need For Speed Underground 2 Need for Speed: Underground 2 network transparency New Line Cinema New York New Zealand Newell's_algorithm NeWS NewTek nForce nForce 500 nForce2 nForce3 nForce4 Nintendo Nitrocellulose Noctis node (graph theory) noise non-photorealistic rendering nonlinear programming nonlinearity map normal vector normalize3Dc NovaLogic NSOpenGL nuclear physics numerical numerical analysis numerical instability nunchaku nurbs NV1 NV2 NVIDIA NVidia NVIDIA_Corporation NX (Unigraphics) Nyquist-Shannon sampling theorem OBB OBB tree obect-oriented programming objNewell's object (computer science) algorithm object oriented object-oriented Normal object-oriented mappingmodel October Open 2005 octree OGRE Inventor OGRE Engine Old Saint OpenGL Paul's on the fly opcodes OpenGL Open Directory Project ESOpen Inve ntorOpenGL open source open standard OpenAL OpenEXR OpenGL OpenGL ARB OpenGL Review Board OpenGL ES OpenGL Performer OpenGL plus plus OpenGL OpenGL++ OpenGLUT OpenML OpenRT OpenSceneGraph OpenSG OpenSL ES operating systems operation Operation Flashpoint: Elite Operators in C and C Plus Plus optical axis optical coating Optical lens design Optical- path length optical resonator optical spectrum OpticsUtility Optimization Toolkit (computer science) OrangeOpenGL++ (fruit) Organ (anatomy) OrientabilityOpenRT orientation orthogonal Painter's orthogonal matrix orthographicalgorithm projection OSLO ParallaxOSType out-of-order execution mapping P. G. Tait Paging paint Particle painter's algorithm Panda3D Panoscan Parallax parameter parametric feature based modeler Pariah (computer game) parietal bone partial derivative particle physics Particle Systems Ltd Paul Debevec Paul E. Debevec Paul Heckbert PDF Pearson distribution Pencil tracing Pentium Perfect Dark Zero Performance capture PerformerZ-fighting (Computer Graphics API) Perl perpendicular systemPersonal Computer personalPath Tracing Personal digital assistant Per- (visual) lighting perspective distortion Perlin perspective projection noise perspective Phongtransform Peter Jackson's reflection King Kong pharmacology model PHIGS Philip PhongMittelman Philipp Slusallek phonemes Phong reflection model photographic lens photography photon photorealism Photorealistic (Morph) photoshopping physical law physical simulation pi Pike programming language Pipeline (computer) Pixel Pixel (webcomic) pixel buffer Pixel image editor pixel Pixologic planar plane (mathematics) plasma displays platform (computing) PlayStation PlayStation 2 Playstation 3 PlayStation Portable PLIB plug-in plugin Poincaré group Point (geometry) Point location point spread function pointer Polarized glasses polygon Polygon (computer graphics) Polygon modelingshading Photon mapping polynomial polytope Photorealistic polyurethane Portal rendering porting (Morph) portmanteau PLIB position post-processing Polygon POV-Ray Povray (computer PowerAnimator Powerwall graphics) Pre-rendered primitive (geometry) Prism (geometry) Pro/ENGINEER procedural model Procedural texture procedural textures procedure process (computer science) product profile Programmer programming programming language Project Gotham Racing 3 Project Offset projection Projection Matrix Puppeteer puppeteers pyramid Pyramid (geometry) Python programming languagePolygon QSDK (toolkit) mesh Quadratic function Polygonal quadric Quadrilateral Quadro modeling quadtree Quake Quake computerPre-rendered game Quake III Quake III Arena Precomputed Quantization (image processing) Quartz Compositor quaTransferternions Quaternions and spatial rotation Quesa Radeon R300 Radeon R420 Radeon R520 Radeon X800 radian radiance Radiance (software) radiant flux radiation exposure radiative heat transfer radiosity RAM Randi Rost Randima Fernando raster image Raster Manager Raster scan Rasterization Ratz RatzRun Raven Software ray (optics) ray casting Ray Processing Unit Ray tracer ray tracing ray tracing hardware Proceduralray transfer matrix analysis ray-sphere generation intersection raycasting raytracingProcedural real number real-time texturereal-time computer graphicsPyramid real-time computing of RealFlow Reality Engine Qualitative Reality Lab ReBoot reconstructi invisibilityon rectangle red Red Hat Linux Red Orchestra: Ostfront 41-45 reference frame Reference Rasterizer referential transparency reflectance spectrum reflection Reflection (physics) Reflection mapping Reflectivity Refraction refractive index render render farm render monkey renderer rendering Rendering (computer graphics) rendering equation Rendering_(computer_graphics) Renderman Renderman Pro Server RenderMorphics RenderWare Rescue Heroes: The Movie research retained mode Retroreflector reverse engineering RGB RGBA right triangle right-hand rule RIVA 128 RIVA TNT RIVA TNT2 Robert L. Cook RoboCop 2 Robotech: Battlecry robotics rock (geology) rotationQuaternions group rotations Rotoscope andround-off errorspatial rounding Runaway: rotation A Road Adventure runtimeRadiosity RWTH S3Ray casting SaarCOR SaarlandRay University tracing saddle point Salt RayLake City, Utahtracing Sample_(signal) saturation arithmetic Savage 3D scalar (computing) scalar product (geometry) Scan line scanline scattering scene description language scene graph science scientific computing sculpting secondary animation sector Sega Sega Separating Axis Theorem Serious Sam Serious Sam II set set theory Shader shader language shader model Shader_Model shaders shading shading language Shading_languagehardware shadow shadowReflection mapping Shadow of the Colossusmapping Shadow volume Shadow_volumeRender (software) layers Shin Megami TenseiRendering III: Nocturne Shin Megami Tensei:(computer Digital Devil Saga Shin Megamigraphics) Tensei: Digital Devil Saga 2 shockwave shoulder Shrek Side Effects Software SIGGRAPH silhouette Silhouette edge Silicon Graphics, Inc. Silicon Integrated Systems Sim Dietrich SIMD Simple DirectMedia Layer simulation sine Sketch based modeling skin skull (video games) Skyland SL(2,C) Slashdot Slerp Sly 2: Band of Thieves Sly Cooper Sly Cooper and the Thievius Raccoonus smoke SO(3) SO(4) RetainedSoftimage Softimage XSI softwaremode Software agentS3 software Texture Compression engineering Software Scanline maintenance software patentrendering Software release Soldier Scene of Fortune (computer graph game) solid angleShader solid modelling SolidEdge SolidWorks Sonic X Sony Sony Computer Entertainment Sound SoundStorm Source engine space Spartan: Total Warrior spatial rotation Special effects animation Spectralon specular specular lighting SpeedTree Sphere Spherical harmonic spherical harmonics spherical wrist Spider-Man: The New spinor group Splash Damage spline (mathematics) Spore (computer game) Spore (game) sprite (computer graphics) Square (geometry) square root stack (data structure) Stan Winston Star Wars: Clone Wars Star Wars: Knights of the Old Republic steam stencil stencilShading shadow volume Stencillanguage shadow volume#External linksShadow Stencil shadow volumes mapping steradian Steve Baker SteveShadow Upstill Steven Worley Strangleholdvolume Silhouette stream processor Stream_processor edge Strehl ratioSolid Stuart Little 3: Call of the Wild SU(2) Subdivision subdivision surface subsurface scattering Sumac Sun Super 64 Super Monkey Ball Super Nintendo Superior Defender Gundam Force Superman 64 supersampling supersonic surface surface integral Surface normal surface_normal SUSE suspension of disbelief Suzanne ( primitive) SWAT 4 SWAT 4: The Stetchkov Syndicate Swift3D swizzling Symbian OS synthesizer synthetic T&L Tachikomamodelling Days Tales of Symphonia Specular Tangent space TAO (software)highlight Target state technical Specularity technological telescope Stencil tensor terminator (solar)buffer tetrahedronStencil (graphics) shadow texture texture filtering volume texture mapped Texture Splatting Texture_mapping The Animatrix The Black Lotus The chicken or the egg The Chronicles of Riddick: Escape from Butcher Bay The Elder Scrolls IV: Oblivion The House of the Dead 3 The Inquirer The Jim Henson Hour : Phantom Hourglass The Legend of Zelda: The Wind Waker The Littlest Robo The Lord of the Rings The Lord of the Rings: The Battle for Middle-earth The Lord of the Rings: SubdivisionThe Battle for Middle-earth II The Muppetssurface The Polar Express Subsurface(film) The Sentinel (computer game) scattering The Simpsons The Tech Report Surface theatre theme park thermoformingcaching thespian Thief: SurfaceDeadly Shadows Thread (conormalmputer science) threshold thumb Tim Heidmann TimeShift Tom and Jerry Blast Off to Mars Tom Clancy's Ghost Recon: Advanced Warfighter Tom Clancy's Splinter Cell: Chaos Theory Tom Clancy's Splinter Cell: Double Agent Tomb Raider: Legend tone mapping Tony Hawk's American Sk8land tool Toy Story TracePro trademark transfer function Transform and lighting Transformation (mathematics) Transformation matrix Transformers Cybertron Transformers Energon (geometry) translucent Transparency (optics) tree data structure Treehouse of Horror VI triangle triangle (geometry) triangulation Tribes Vengeance trigonometry trilinear filtering Trojan roomSynthespian coffee pot Tron (movie) Tron 2.0Tao Tron_(film) TruDimension(software) trueSpace turbulence Texel Turner Whitted (graphics) Turok: Dinosaur Hunter Turtle Texture Talk with Crush filtering Ubisoft Ultimate Spider-ManTexture (video game) UltmappingraShadow ultrasound ultraviolet Unified lighting and shadowing union (set theory) unit vector United States United States Department of Defense units UniversityH. Heesof Utah Unix Unix manual Unreal Championship 2 Unreal Tournament 2007 USA Utah V-Ray valence Valve Corporation Valve Hammer Editor Valve Software Vanguard: Saga of Heroes Vector (spatial) vector field Vector format vector graphics vector product vectors velocity vertex VertexTransform (Buck 65) vertex (graph theory)and Vertex lighting and pixel shaders vertex Unified normals Vertex shader lighting vertices video Video andgame video gameshadowing console video game developer Utah video game industryteapot video game UV publisher videomapping games videogame Vietnam viewport Viewtiful Joe Virtual model VirtualGL Virtualization visibility visibility function visibility problem visible spectrum visitor pattern Visual Basic visualization volume Volume ray casting volumetric display volumetric flow rate volumetric model volumetric sampling Voodoo VRML w-buffering Wacky Races Waldo C. Graphic Walt Disney Imagineering Walt Disney VertexWorld Walt Disney's TheViewing Classics Warpath (PCfrustum game) Wavefront wavelength Volume web pagerendering Website Wellington Westwood Volumetric Studios Weta Digital WGL whitelighting noise widget Voxel toolkit Wii Wild ArmsW-buffering 3 Will Wright William Rowan Hamilton wind windowing system Windows 95 Windows Display Driver Model Windows Graphics Foundation Windows XP Wine (software) wing Winged edge Wings_3D Winx Club wire frame model wireframe Worcester Polytechnic Institute (computer hardware) wrapper pattern wrist wxWindows X-Men Legends II: Rise of Apocalypse X-ray X11 Window System Xbox 360 xerography XGI XHTML XIII (game) XML schema XScreensaver YafRay Z-buffer z-buffering Z-fighting Z-order ZBrush (software) Zemax zero set Zion's Co-operative Mercantile Institution Zoids Zone of the Enders: The 2nd Runner zoom 3D Comput- er Graphics

3Dc - Z-fighting

compiled by H. Hees DRAFT Compiled by: H. Hees Date: 20.07.2006 BookId: uidrpqgpwhpwilvl

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DRAFT Articles ...... 1 3Dc ...... 1 3D computer graphics ...... 2 3D computer ...... 11 3D model ...... 14 ...... 16 ...... 22 Back-face culling ...... 25 Beam tracing ...... 26 Bilinear filtering ...... 28 Blinn–Phong shading model ...... 32 Bloom (shader effect) ...... 33 Bounding volume ...... 34 Box modeling ...... 38 Bui Tuong Phong ...... 39 ...... 40 Carmack’s Reverse ...... 42 Catmull-Clark subdivision surface ...... 43 Cel-shaded animation ...... 45 Cg programming language ...... 52 Clipmap ...... 56 COLLADA ...... 56 Comparison of Direct3D and OpenGL ...... 58 Cone tracing ...... 67 Constructive solid geometry ...... 67 Conversion between quaternions and Euler angles ...... 69 Cornell Box ...... 71 ...... 73 Cube mapping ...... 75 Diffuse reflection ...... 75 Digital puppetry ...... 76 Dilution of precision (computer graphics) ...... 79 Direct3D ...... 79 ...... 83 Distance fog ...... 85 ...... 86 Euler boolean operation ...... 87 Flat shading ...... 87 Forward kinematic animation ...... 88 Fragment (computer graphics) ...... 89 GelatoDRAFT (software) ...... 89 Geometric model ...... 91 ...... 92 ...... 92 GLEE ...... 93 GLEW ...... 94 Glide API ...... 94 ...... 95 GLSL ...... 97 GLU ...... 101 GLUI ...... 102 ...... 103 Graphics pipeline ...... 105 Hidden line removal ...... 108 Hidden surface determination ...... 109 High dynamic range imaging ...... 111 High dynamic range rendering ...... 115 High Level Shader Language ...... 128 Humanoid Animation ...... 129 Image based lighting ...... 130 ...... 131 Inverse kinematic animation ...... 131 Inverse kinematics ...... 132 Irregular Z-buffer ...... 133 Isosurface ...... 135 Joint constraints ...... 136 Lambertian reflectance ...... 137 Lambert’s cosine law ...... 138 Level of detail (programming) ...... 141 Low ...... 143 MegaTexture ...... 144 Mesa 3D ...... 145 Metaballs ...... 146 Metropolis light transport ...... 147 Micropolygon ...... 148 Mipmap ...... 149 ...... 151 Motion capture ...... 152 Newell’s algorithm ...... 163 Normal mapping ...... 164 OpenGL ...... 168 OpenGL++DRAFT ...... 178 OpenGL ES ...... 180 OpenGL Utility Toolkit ...... 182 Open Inventor ...... 183 OpenRT ...... 186 Painter’s algorithm ...... 187 Parallax mapping ...... 188 Particle system ...... 191 Path Tracing ...... 194 Perlin noise ...... 196 Per-pixel lighting ...... 197 Phong reflection model ...... 198 Phong shading ...... 200 Photon mapping ...... 202 Photorealistic (Morph) ...... 204 PLIB ...... 205 Polygonal modeling ...... 206 Polygon (computer graphics) ...... 210 Polygon mesh ...... 211 Precomputed Radiance Transfer ...... 212 Pre-rendered ...... 213 Procedural generation ...... 213 Procedural texture ...... 218 Pyramid of vision ...... 222 Qualitative invisibility ...... 222 Quaternions and spatial rotation ...... 223 Radiosity ...... 245 Ray casting ...... 248 Ray tracing ...... 251 Ray tracing hardware ...... 261 Reflection mapping ...... 262 Rendering (computer graphics) ...... 266 Render layers ...... 279 Retained mode ...... 281 S3 Texture Compression ...... 281 Scanline rendering ...... 284 Scene graph ...... 286 Shader ...... 292 Shading language ...... 298 ...... 302 Shadow volume ...... 309 SilhouetteDRAFT edge ...... 311 Solid modelling ...... 312 Specular highlight ...... 317 Specularity ...... 321 Stencil buffer ...... 321 Stencil shadow volume ...... 322 Subdivision surface ...... 325 Subsurface scattering ...... 327 Surface caching ...... 329 Surface normal ...... 329 Synthespian ...... 331 Tao (software) ...... 332 Texel (graphics) ...... 332 Texture filtering ...... 333 Texture mapping ...... 334 Transform and lighting ...... 336 Unified lighting and shadowing ...... 336 ...... 338 UV mapping ...... 342 Vertex ...... 343 Viewing frustum ...... 344 Volume rendering ...... 345 ...... 350 Voxel ...... 350 W-buffering ...... 353 Z-buffering ...... 353 Z-fighting ...... 356

GNU Free Documentation License ...... 358

List of Figures ...... 362

Index ...... 365 DRAFT 1 3Dc

3Dc is a lossy algorithm for normal invented and first implemented by ATI. It builds upon the earlier DXT5 algorithm and is an open standard. 3Dc is now implemented by both ATI and NVIDIA. Target Application The target application, normal mapping, is an extension of bump mapping that simulates lighting on geometric surfaces by reading surface normals from a rec- tilinear grid analogous to a texture map - giving simple models the impression of increased complexity. Although processing costs are reduced, memory costs are greatly increased. Pre-existing lossy compression algorithms implemented on consumer 3d hard- ware lacked the precision necessary for reproducing normal maps without ex- cessive visible artefacts, justifying the development of 3Dc. Although 3Dc was formally introduced with the ATI x800 series cards, there is also an S3TC compatible version planned for the older R3xx series, and cards from other companies. The quality and compression will not be as good, but the visual errors will still be significantly less than offered by standard S3TC. Algorithm Surface normals are three dimensional vectors of unit length. Because of the length constraint only two elements of any normal need be stored. The input is therefore an array of two dimensional values. Compression is performed in 4x4 blocks. In each block the two components of each value are compressed separately. This produces two sets of 16 numbers for compression. The compression is achieved by finding the lowest and highest values of the 16 to be compressed and storing each of those as an 8-bit quantity. Individual elements within the 4x4 block are then stored with 3-bits each, representing their position on an 8 step linear scale from the lowest value to the highest. Total storage is 128 bits per 4x4 block once both source components are fac- tored in. In an uncompressed scheme with similar 8-bit precision, the source data is 32 8-bit values for the same area, occupying 256 bits. The algorithm therefore produces a 2:1 compression ratio. The compression ratio is sometimes stated as being "up to 4:1" as it is com- mon to useDRAFT 16-bit precision for input data rather than 8-bit. This produces 3Dc 2

compressed output that is literally 1/4 the size of the input but it is not of comparable precision. References

• 3Dc White (PDF)1 • What is a Normal Map?2 • CREATING AND USING NORMAL MAPS3 • Creating Normal Maps4 • 3Dc - higher quality textures with better compression5

Source: http://en.wikipedia.org/wiki/3Dc

Principal Authors: Timharwoodx, ThomasHarte, FireFox, Mushroom, RJHall

3D computer graphics

The rewrite of this article is being devised at 3D computer graphics/Temp. Please comment or help out as necessary. Thanks! 3D computer graphics are works of graphic art that were created with the aid of digital computers and specialized 3D software. In general, the term may also refer to the process of creating such graphics, or the field of study of 3D computer graphic techniques and its related technology. 3D computer graphics are different from in that a three- dimensional representation of geometric data is stored in the computer for the purposes of performing calculations and rendering 2D images. Sometimes these images are pre-rendered, sometimes they are not. In general, the art of , which prepares geometric data for 3D com- puter graphics is akin to sculpting or photography, while the art of 2D graphics is analogous to . However, 3D computer graphics relies on many of the same algorithms as 2D computer graphics. In computer graphics software, this distinction is occasionally blurred; some 2D applications use 3D techniques to achieve certain effects such as lighting, while some primarily 3D applications make use of 2D visual techniques.

1 http://www.ati.com/products/radeonx800/3DcWhitePaper.pdf 2 http://members.shaw.ca/jimht03/normal.html 3 http://www.monitorstudios.com/bcloward/tutorials_normal_maps1.html 4 http://www.blender3d.org/cms/Normal_Maps.491.0.html 5 http://www.neoseeker.com/Articles/Hardware/Reviews/r420preview/3.htmlDRAFT 3D computer graphics 3

Figure 1 [A with raytracing and ambient occlusion using Blender and Yafray Technology →OpenGL and →Direct3D are two popular for the generation of real- time imagery. (Real-time means that image generation occurs in ’real time’, or ’on the fly’) Many modern graphics cards provide some degree of based on these APIs, frequently enabling the display of complex 3D graphics in real-time. However, it’s not necessary to employ any one of these to actually create 3D imagery. Creation of 3D computer graphics The process of creating 3D computer graphics can be sequentially divided into three basic phases:

• Modeling • Scene layout setup • Rendering

Modeling The modeling stage could be described as shaping individual objects that are later used in the scene. There exist a number of modeling techniques, includ- ing, but not limitedDRAFT to the following: 3D computer graphics