Tags
- 3D modeling
- A
- ACM Transactions on Graphics
- An
- Blender
- Blinn–Phong shading model
- Bryce
- B-spline
- Carl Sagan
- Catmull–Clark subdivision surface
- Compound
- Computer font
- Computer graphics
- Cosmos: A Personal Voyage
- Demo effect
- Digital sculpting
- DOI
- Energy loss
- Fast inverse square root
- FMOD
- FreeBSD
- Function
- Global illumination
- Guilty Gear X
- Inverse-square law
- IRIX
- Isosurface
- Jim Blinn
- Keep
- Kinematics
- Lambert Phong
- Lens flare
- Loose Parts
- Mạc
- Marching cubes
- Meatballs
- Mesh Ha
- Mitosis
- Motion graphic design
- Much
- Natural number
- Nearest neighbor search
- Non-uniform rational B-spline
- Normal distribution
- Opening
- Oxford University Press
- Path
- Piece
- Polygon mesh
- Ray casting
- Rendering
- Result
- Shader
- SIGGRAPH
- Smoothness
- Solid modeling
- Source
- Support
- TrueType
- User experience design
- User interface
- Walk cycle
- Worcester Polytechnic Institute
- XScreenSaver
- YafaRay