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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