About the Book
Please note that the content of this book primarily consists of articles available from Wikipedia or other free sources online. Pages: 191. Chapters: Binary space partitioning, Painter's algorithm, Ray tracing, Radiosity, Scanline rendering, Global illumination, RenderMan Interface Specification, Machinima, VRML, Lambert's cosine law, Z-buffering, Photon mapping, High-dynamic-range imaging, Metropolis light transport, Non-uniform rational B-spline, Surface normal, Quaternions and spatial rotation, Solid modeling, 3D computer graphics software, Motion capture, High-dynamic-range rendering, Procedural generation, Polygon mesh, Gimbal lock, Volume rendering, 3D modeling, STL, 3D data acquisition and object reconstruction, Virtual actor, Polygonal modeling, 3D projection, Digital puppetry, Bounding volume, Voxel, Level of detail, Texture synthesis, X3D, 3D rendering, Ray tracing hardware, Subdivision surface, Path tracing, Demoparty, Vertex Buffer Object, Particle system, Utah teapot, Computer representation of surfaces, Hidden surface determination, Ray casting, S3 Texture Compression, Reflection mapping, Procedural texture, Potentially visible set, QuickDraw 3D, Visualization Library, Perl OpenGL, Subsurface scattering, Bounding interval hierarchy, Realsoft 3D, Reyes rendering, Screen Space Ambient Occlusion, Crowd simulation, Generative Modelling Language, WebGL, Inverse kinematics, Interactive skeleton-driven simulation, Skeletal animation, Graphics pipeline, Simplygon, Suzanne Awards, Pre-rendering, Conversion between quaternions and Euler angles, Mobile 3D Graphics API, RealFlow, Fiduciary marker, 3D computer vision, Image-based meshing, Bounding volume hierarchy, Cutaway drawing, Sculpted prim, Transform, clipping, and lighting, Constructive solid geometry, ILNumerics.Net, PHIGS, Depth map, Low poly, Speed Modelling Contest, Virtual environment software, OpenFrameworks, Catmull-Clark subdivision surface, MegaTexture, Marching cubes, Beam tracing, Morph target...