- depth-buffer rendering
- буферизация глубины изображения (для придания ему объемности)
Большой англо-русский и русско-английский словарь. 2001.
Большой англо-русский и русско-английский словарь. 2001.
Depth map — This article is about techniques which relate to recording distances from a viewpoint. For modifying the geometry of surfaces or the illusion of this in computer graphics, see Heightmap and Bump mapping. In 3D computer graphics a depth map is an… … Wikipedia
Rendering (computer graphics) — Not to be confused with 3D rendering. A variety of rendering techniques applied to a single 3D scene … Wikipedia
Stencil buffer — A stencil buffer is an extra buffer, in addition to the color buffer (pixel buffer) and depth buffer (z buffering) found on modern computer graphics hardware. The buffer is per pixel, and works on integer values, usually with a depth of one byte… … Wikipedia
Scanline rendering — is an algorithm for visible surface determination, in 3D computer graphics,that works on a row by row basis rather than a polygon by polygon or pixel by pixel basis. All of the polygons to be rendered are first sorted by the top y coordinate at… … Wikipedia
Irregular Z-buffer — The irregular Z buffer is an algorithm designed to solve the visibility problem in real time 3 d computer graphics. It is related to the classical Z buffer in that it maintains a depth value for each image sample and uses these to determine which … Wikipedia
Reyes rendering — is a computer software architecture used in 3D computer graphics to render photo realistic images. It was developed in the mid 1980s by Lucasfilm s Computer Graphics Research Group, which is now Pixar. It was first used in 1982 to render images… … Wikipedia
Z-Buffer — Das Z Buffering (auch Depth Buffering, Tiefenpuffer[1] oder Tiefenspeicher Verfahren[2]) ist ein Verfahren der Computergrafik zur Verdeckungsberechnung, also um die vom Betrachter aus sichtbaren dreidimensionalen Flächen in einer Computergrafik… … Deutsch Wikipedia
Z-buffering — Z buffer data In computer graphics, z buffering is the management of image depth coordinates in three dimensional (3 D) graphics, usually done in hardware, sometimes in software. It is one solution to the visibility problem, which is the problem… … Wikipedia
Shadow volume — Example of Carmack s stencil shadowing in Doom 3. Shadow volume is a technique used in 3D computer graphics to add shadows to a rendered scene. They were first proposed by Frank Crow in 1977[1] as the geometry describing the 3D shape of the… … Wikipedia
OpenGL — Original author(s) Silicon Graphics Developer(s) Khronos Group Stable release 4.2 … Wikipedia
Direct3D — is part of Microsoft s DirectX API. Direct3D is only available for Microsoft s various Windows operating systems (Windows 95 and above) and is the base for the graphics API on the Xbox and Xbox 360 console systems. Direct3D is used to render… … Wikipedia