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FuzzyPhoton

Raytracing reference

The raytracing reference gives short, easily-understood explanations of common terms encountered while writing a raytracing program, reading other people's comments on the subject, or looking at a raytracing webpage. The various terms are arranged alphabetically below. Please note that in the interests of readability, very common terms have often not been marked as cross-references even though they may have been defined elsewhere. If you need more information on that term, check the comprehensive index below or just click the first letter of the term in the menu at the top of the page and scroll down the page contents list.

Note: If you can't find the term you're looking for, it may a proper noun, i.e., the name of a product, program, organization or author. In that case, I advise you to check the page on raytracing programs. As a last resort, check the links page for items I may have links to, but have not listed here (or have forgotten to list, in which case please inform me!)

A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z

A

Ambient light

Antialiasing

Area light

Artifact

B

Bezier curve

Bicubic patch

Bitmap

Blobby object

Boolean solid

Bounding Volume Hierarchy (BVH)

Bounding volume

Box object

B-spline

Bump mapping

C

Camera

Clipping

Colour

Cone

Constructive Solid Geometry (CSG)

Coordinate system

Cubic

Cubic spline

Cylinder

D

Degree

Density map

Depth

Derivative

Diffuse

Dimension

E

Efficiency

Ellipsoid

Epsilon

Equation

F

Filter

Finite

Flat shading

Focal blur

Fog

Frame

G

Global illumination

H

Height field

Hidden surface

Hierarchy

Highlight

I

Incident

Index of refraction

Infinite

Inside

Integral

Intensity

Interpolation

Intersection

Isosurface

Iterative

J

Jitter

K

L

Lathe

Lens

Lighting model

Light source

M

Matrix

Mesh

Model

Monte Carlo

Motion blur

N

Noise

Normal

NURBS

O

Object

Origin

Output

P

Parametric

Perspective

Phong highlight

Phong shading

Pixel

Plane

Point light

Polygon

Polynomial

Primitive

Procedural texturing

Q

Quadratic

Quadric

Quartic

R

Radiosity

Ray

Raycasting

Raytracing

Reflection

Refraction

Rendering

Rotation

S

Scaling

Scene

Shader

Shadow

Shadow ray

Soft shadow

Space subdivision

Specular

Sphere

Spline

Spline patch

Subdivision surface

Superquadric

T

Texture

Torus

Transformation

Translation

Transmittivity

Triangle

Turbulence

U

uv coordinates

V

View coordinates (uvn)

View plane

View volume

Volumetric rendering

W

World coordinates

X

Y

Z

Siddhartha Chaudhuri, 2002