RGB color modelThe RGB color model is an additive color model in which the red, green and blue primary colors of light are added together in various ways to reproduce a broad array of colors. The name of the model comes from the initials of the three additive primary colors, red, green, and blue. The main purpose of the RGB color model is for the sensing, representation, and display of images in electronic systems, such as televisions and computers, though it has also been used in conventional photography.
Unbiased renderingNOTOC Within the field of computer graphics, unbiased rendering refers to any rendering technique that does not introduce systematic error, or bias, into the radiance approximation. The term refers to statistical bias, not the broader meaning of subjective bias. Because of this, an unbiased rendering technique can produce a reference image to compare against renders that use other techniques. In simple terms, unbiased rendering tries to mimic the real world as closely as possible without taking short cuts.
ReflectanceThe reflectance of the surface of a material is its effectiveness in reflecting radiant energy. It is the fraction of incident electromagnetic power that is reflected at the boundary. Reflectance is a component of the response of the electronic structure of the material to the electromagnetic field of light, and is in general a function of the frequency, or wavelength, of the light, its polarization, and the angle of incidence. The dependence of reflectance on the wavelength is called a reflectance spectrum or spectral reflectance curve.
Reflection mappingIn computer graphics, environment mapping, or reflection mapping, is an efficient technique for approximating the appearance of a reflective surface by means of a precomputed texture. The texture is used to store the of the distant environment surrounding the rendered object. Several ways of storing the surrounding environment have been employed. The first technique was sphere mapping, in which a single texture contains the image of the surroundings as reflected on a spherical mirror.
Bump mappingBump mapping is a texture mapping technique in computer graphics for simulating bumps and wrinkles on the surface of an object. This is achieved by perturbing the surface normals of the object and using the perturbed normal during lighting calculations. The result is an apparently bumpy surface rather than a smooth surface although the surface of the underlying object is not changed. Bump mapping was introduced by James Blinn in 1978. Normal mapping is the most common variation of bump mapping used.
Scanline renderingScanline rendering (also scan line rendering and scan-line rendering) is an algorithm for visible surface determination, in 3D computer graphics, that works on a row-by-row basis rather than a polygon-by-polygon or pixel-by-pixel basis. All of the polygons to be rendered are first sorted by the top y coordinate at which they first appear, then each row or scan line of the image is computed using the intersection of a scanline with the polygons on the front of the sorted list, while the sorted list is updated to discard no-longer-visible polygons as the active scan line is advanced down the picture.
Texture filteringIn computer graphics, texture filtering or texture smoothing is the method used to determine the texture color for a texture mapped pixel, using the colors of nearby texels (pixels of the texture). There are two main categories of texture filtering, magnification filtering and minification filtering. Depending on the situation texture filtering is either a type of reconstruction filter where sparse data is interpolated to fill gaps (magnification), or a type of anti-aliasing (AA), where texture samples exist at a higher frequency than required for the sample frequency needed for texture fill (minification).
Procedural textureIn computer graphics, a procedural texture is a texture created using a mathematical description (i.e. an algorithm) rather than directly stored data. The advantage of this approach is low storage cost, unlimited texture resolution and easy texture mapping. These kinds of textures are often used to model surface or volumetric representations of natural elements such as wood, marble, granite, metal, stone, and others. Usually, the natural look of the rendered result is achieved by the usage of fractal noise and turbulence functions.
Fluorescent lampA fluorescent lamp, or fluorescent tube, is a low-pressure mercury-vapor gas-discharge lamp that uses fluorescence to produce visible light. An electric current in the gas excites mercury vapor, which produces short-wave ultraviolet light that then causes a phosphor coating on the inside of the lamp to glow. A fluorescent lamp converts electrical energy into useful light much more efficiently than an incandescent lamp. The typical luminous efficacy of fluorescent lighting systems is 50–100 lumens per watt, several times the efficacy of incandescent bulbs with comparable light output.
Displacement mappingDisplacement mapping is an alternative computer graphics technique in contrast to bump, normal, and parallax mapping, using a texture or height map to cause an effect where the actual geometric position of points over the textured surface are displaced, often along the local surface normal, according to the value the texture function evaluates to at each point on the surface. It gives surfaces a great sense of depth and detail, permitting in particular self-occlusion, self-shadowing and silhouettes; on the other hand, it is the most costly of this class of techniques owing to the large amount of additional geometry.