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Functionality
Table of Contents
Rendering
Architecture
Parallelism
Distributed Rendering
Progressive Rendering
3.7
Geometry Caching
Memory Management
Scene Database
Geometry
Polygon Meshes
Tessellated Geometry
Free-Form Surfaces
Edge Merging
Special Points and Curves
Subdivision Surfaces
Hierarchical Subdivision Surfaces
Catmull-Clark Meshes
Curve Geometry
Hair Geometry
Space Curves
Point Data
Map Data
3.7
Atmospheres and Volumes
Materials
BRDF/BSDF
3.7
Light Sources
Area Light Sources
IES and Eulumdat Light Profiles
Shadow Maps
Image-Based Lighting
3.7
Texture Mapping
Texture Files
Memory-Mapped Textures
Texture Caching
Bump, Displacement, and Reflection Mapping
Texture Filtering
Pyramid Filtering
Elliptical Projection Filter Lookup
Light Mapping
Multipass Rendering
Sample Passes
User-Defined Shaders
The Camera
Lens Effects
Depth of Field
Animation
Motion Blur
3.7
Sampling Algorithms
Rasterizer
OpenGL Acceleration
Color Calculations
Color Profiles
Spectral Rendering
Image Output
Frame Buffers
3.6
Output Shaders
Output Files
Pixel Coverage
Contours
Caustics
Light Sources
Objects
Material Shaders and Photon Shaders for Caustics
Physically Plausible Material Shaders
Shader Functions
Fine-Tuning Caustics
Global Illumination
Light Sources
Objects
Fine-Tuning Global Illumination
Final Gathering
Ambient Occlusion
3.6
Volume Caustics
Global Illumination in Participating Media
Importons
3.6
Irradiance Particles
3.7
Path Raytracing
Diagnostic Modes
Accelerated Graphics Hardware Rendering
Hardware vs. Software Rendering
Layering
Speed vs. Quality Tradeoffs
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