Themen |
- OpenGL-Geschichte, Rendering Pipelines
- Grafik-Primitive, konvex, konkav, planar, NURB, Voxel
- Display Listen, Vertex Arrays, Buffer Objects
- Koordinatensystem, homogene Koordinaten, Transformation, Projektion, Clipping, Viewport
- Verdeckung, z-Buffer
- Farbmodelle (RGBA, CMYK, HSV), Farbmischung, Nebel
- Anti-Aliasing: Aliasing, Abtasttheorem, Flächenabtastung, Accumulation Buffer, Multisample Anti Aliasing
- Shader: Vertex-Shader, Fragment-Shader, Tesselation, Geometry Shader, GLSL
- Beleuchtung: Ray Tracing, Radiosity, Diffus / Spekular / Ambient / Emissiv, Material, Lichtquellen, Normalenvektoren
- Schattierung: Flat Shading, Gouraud Shading, Phong Shading
- Texturen: Texturkoordinaten, Texure Mapping, Textur-Filter, Mipmaps, Texture Wraps, Bump-Mapping, Multipass Rendering
- Schatten: hart / weich, umbra / penumbra, Shadow Mapping, Tiefenkorrektur, Cascaded Shadow Mapping, Ambient Occlusion, Billboards, Volumenschatten
- Double Buffering, Animation, inverse Kinematik, Morphing, Partikel
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