Index
Affine-transformation
Aliasing
Alpha Channel
Ambient Light
Anamorphic Image
Animation
Anti-aliasing
Aperture
Approximating Spline
Artificial Reality
Atomosphere
Atomosphere Effects
Attribute
Attribute Mapping
AVS
B Spline
Basis Matrix
Bezier
Bias
Bicubic Patch
Bilinear Patch
Binocular Parallax
Blinn Model
Border Sweeping Method
Brownian Motion
BumpMapping
Camera
Catmull-Rom Spline
Cell by Cell Method
Cellular Automata
Chain Code
Channel
Chaos
Chromatic Aberration
CIE
Clipping Plane
Color Compression
Color Mapping
Composite
Constant Shading
Control Points
Cook-Torrance Model
Cross Section Method
CSG
Deformation
Depth Cue
Depth of Field
Difference
Diffuse Reflection
Display
Distributed Ray Tracing
Dithering
Dynamics System
Edge
Environment Mapping
Exposure
Eye Point
False Contours
fBm
FFD
Field of View
Filter Function
Filtering
Fit
Flat Shading
Focal Distance
Focal Length
Focal Pint
Fog
Fractal
Fractal Brownian Motion
Frame
Frame Aspect Ratio
Free-form Curve(Surface)
Gamma
Geometric Transformation
Geometric transformation
Geometry Matrix
GIF
Global Illumination Model
Gouraud Shading
Gradient Shading Method
Graftal
Halation
Hermite Spline
Hidden-line Removal
Hidden-surface Removal
High Light
Hight Field
Hold-Out Matte
IGES
Image Aspect Ratio
Image Compositing
Image Plane
Image Processing
Interpolating Spline
Interpolation
Intersection
Inverse Mapping
Jaggies
JCGL
Jittering
JPEG
Key Frame
L-System
Labanotation
Les
Light
Local Illuminate Model
Mach Band
Mapping
Marchine Cubes Method
Matte Object
Median Filter
Metaball
Metamorphose
Mip Mapping
Modeling
Moire
Morph
Morphing
Motion Blur
Motion Modeling
NTSC
NURBS
Object
Orthographic Projection
P-curve
Parallel Light
Particle
Particle System
Pencil Tracing
Perspective Projection
Phong Model
Phong Shading
Photo Realize
Picture Cell
Pinhole
Pixel
PIXEL
Pixel Aspect Ratio
Point Light
Polygon
Polyline
PostScript
PoV-Ray
Primitive
Programable Shading
Quadric Surface
Quantization
Radiosity
Raster
Raster Scan Display
Raster Space
Ray Classification
RayShade
Ray Tracing
Reflection Mapping
Refraction Mapping
Refrective Index
Relative Index of Refraction
Rendering
RenderMan Interface
Representation of Cloth
Representation of Flames
Representation of Trees
Resolution
Run Length
Sample
Sampling
Scanline Algorithm
Scattering
Scene
Shading
Shading Model
Shadow for Bump Mapping
Shadowing
SIGGRAPH
Simulation
Skeleton
Skew
Smooth Shading
Solid Model
Solid Texture Mapping
Space Subdivision Methods
Specular Reflection
Spline Curve
Spot Light
Squareness
Stereoscopic Views
Super Sampling
Surface Model
Tension
Tensor Product
Texel
Texel Rendering
Texture Mapping
TIFF
Transformation
Transformation Matrix
Translation
Tramsparent
Triangle Patch
Trim Curve
Union
Unisometric Reflection
Variance
Viewing Transformation
Viewing Location
Viewpoint
Virtual Reality
Volume
Volume Rendering
Volume Tracing Medhod
Voxel
Walk-through
Wireframe Model
Wire Removal
World Coordinate
Wrap Around
Z-buffer Algorithm