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- Catmull–Clark subdivision surface
- 3Dc
- 3D computer graphics
- 3D computer graphics software
- 3D modeling
- 3D projection
- Back-face culling
- Beam tracing
- Bilinear filtering
- Blinn–Phong shading model
- Bloom (shader effect)
- Bounding volume
- Box modeling
- Bui Tuong Phong
- Bump mapping
- Catmull–Clark subdivision surface
- Cel-shaded animation
- Cg (programming language)
- Clipmap
- COLLADA
- Comparison of OpenGL and Direct3D
- Cone tracing
- Constructive solid geometry
- Conversion between quaternions and Euler angles
- Cornell Box
- Crowd simulation
- Cube mapping
- Diffuse reflection
- Digital puppetry
- Dilution of precision (computer graphics)
- Microsoft Direct3D
- Displacement mapping
- Distance fog
- Draw distance
- Solid modeling
- Shading
- Forward kinematic animation
- Gelato (software)
- Geometric modeling
- Geometry pipelines
- Geometry processing
- OpenGL Easy Extension library
- OpenGL Extension Wrangler Library
- Glide API
- Global illumination
- GLSL
- God Lives Underwater
- OpenGL User Interface Library
- Gouraud shading
- Graphics pipeline
- Hidden line removal
- Hidden surface determination
- High dynamic range rendering
- High Level Shader Language
- Humanoid Animation
- Image-based lighting
- Image plane
- Inverse kinematics
- Irregular Z-buffer
- Isosurface
- Joint constraints
- Lambertian reflectance
- Lambert's cosine law
- Level of detail
- Low poly
- MegaTexture
- Mesa 3D (OpenGL)
- Metaballs
- Metropolis light transport
- Micropolygon
- Mipmap
- Morph target animation
- Motion capture
- Newell's algorithm
- Normal mapping
- OpenGL
- OpenGL++
- OpenGL ES
- OpenGL Utility Toolkit
- Open Inventor
- OpenRT
- Painter's algorithm
- Parallax mapping
- Particle system
- Path tracing
- Perlin noise
- Per-pixel lighting
- Phong shading
- Photon mapping
- PLIB
- Polygonal modeling
- Polygon (computer graphics)
- Polygon mesh
- Precomputed Radiance Transfer
- Pre-rendering
- Procedural generation
- Procedural texture
- Quaternions and spatial rotation
- Radiosity (3D computer graphics)
- Ray casting
- Ray tracing (graphics)
- Ray tracing hardware
- Reflection mapping
- Rendering (computer graphics)
- Render layers
- Retained mode
- S3 Texture Compression
- Scanline rendering
- Scene graph
- Shader
- Shading language
- Shadow mapping
- Shadow volume
- Specular highlight
- Subdivision surface
- Subsurface scattering
- Surface caching
- Surface normal
- Texel (graphics)
- Texture filtering
- Transform, clipping, and lighting
- Unified lighting and shadowing
- Utah teapot
- UV mapping
- Vertex (computer graphics)
- Viewing frustum
- Volumetric lighting
- Voxel
- Z-buffering
- Z-fighting