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  2. List of common 3D test models - Wikipedia

    en.wikipedia.org/wiki/List_of_common_3D_test_models

    28 Bézier patches (32 with the bottom) [1] Also called the "Newell teapot". One of the first models not to be measured. Cornell box: 1984 Cindy M. Goral, Kenneth E. Torrance, Donald P. Greenberg, Bennett Battaile at Cornell University: Originally meant to be compared to real-life setup to test physicality of simulated optics 5 quads, 1 light ...

  3. Foreground detection - Wikipedia

    en.wikipedia.org/wiki/Foreground_detection

    The following analyses make use of the function of V(x,y,t) as a video sequence where t is the time dimension, x and y are the pixel location variables. e.g. V(1,2,3) is the pixel intensity at (1,2) pixel location of the image at t = 3 in the video sequence.

  4. Path tracing - Wikipedia

    en.wikipedia.org/wiki/Path_tracing

    Path tracing is a computer graphics Monte Carlo method of rendering images of three-dimensional scenes such that the global illumination is faithful to reality. Fundamentally, the algorithm is integrating over all the illuminance arriving to a single point on the surface of an object.

  5. Ray casting - Wikipedia

    en.wikipedia.org/wiki/Ray_casting

    Ray-cast image of idealized universal joint with shadow. Ray casting is the methodological basis for 3D CAD/CAM solid modeling and image rendering. It is essentially the same as ray tracing for computer graphics where virtual light rays are "cast" or "traced" on their path from the focal point of a camera through each pixel in the camera sensor to determine what is visible along the ray in the ...

  6. Hidden-surface determination - Wikipedia

    en.wikipedia.org/wiki/Hidden-surface_determination

    In 3D computer graphics, hidden-surface determination (also known as shown-surface determination, hidden-surface removal (HSR), occlusion culling (OC) or visible-surface determination (VSD)) is the process of identifying what surfaces and parts of surfaces can be seen from a particular viewing angle.

  7. LuxCoreRender - Wikipedia

    en.wikipedia.org/wiki/LuxCoreRender

    Displacement mapping and subdivision: Based on procedural or image textures, object surfaces can be transformed. Network and co-operative rendering: Rendering time can be reduced by combining the processing power of multiple computers. IPv6 is also supported. Perspective (including shift lens), orthographic and environment cameras.

  8. Z-buffering - Wikipedia

    en.wikipedia.org/wiki/Z-buffering

    Z-buffering was first described in 1974 by Wolfgang Straßer in his PhD thesis on fast algorithms for rendering occluded objects. [1] A similar solution to determining overlapping polygons is the painter's algorithm , which is capable of handling non-opaque scene elements, though at the cost of efficiency and incorrect results.

  9. Graphics pipeline - Wikipedia

    en.wikipedia.org/wiki/Graphics_pipeline

    The computer graphics pipeline, also known as the rendering pipeline, or graphics pipeline, is a framework within computer graphics that outlines the necessary procedures for transforming a three-dimensional (3D) scene into a two-dimensional (2D) representation on a screen. [1]