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Rendering

Algorithms that turn scene data into images.

Rendering algorithms compute how geometry, lights, cameras, and surfaces become pixels on a screen or image.

RenderingO(p)

Rasterization

Converts geometric shapes into pixels on a screen.

IntermediateFoundationFormula11 links
GraphicsGeometryVisibilityClassic
RenderingO(p r log n)

Ray Tracing

Renders images by tracing rays from the camera into a scene.

AdvancedFoundationFormula20 links
GraphicsGeometryVisibilityRecursion
RenderingO(p s b log n)

Path Tracing

Simulates light transport by sampling random paths through a scene.

AdvancedSpecializedFormula13 links
GraphicsGlobal IlluminationStochasticAdvanced
RenderingO(f)

Z-Buffering

Keeps the closest visible fragment for each pixel.

BeginnerFoundationFormula7 links
GraphicsVisibilityClassic
RenderingO(p s)

Ambient Occlusion

Darkens areas where nearby geometry blocks ambient light.

IntermediateCoreFormula3 links
GraphicsAmbient OcclusionLighting
RenderingO(n)

Marching Cubes

Extracts a triangle surface from a 3D scalar field.

AdvancedExtendedFormula3 links
GraphicsSurface ExtractionGeometry
RenderingO((p + s) log n)

Photon Mapping

Simulates global illumination by tracing photons from light sources.

AdvancedSpecializedFormula2 links
GraphicsGlobal IlluminationLighting
RenderingO(p s)

Ray Marching

Renders by stepping along rays until they hit or pass through scene features.

AdvancedExtendedFormula4 links
GraphicsRay MarchingGeometry
RenderingO(p + e)

Scanline Rendering

Renders polygons row by row across the image.

IntermediateCoreFormula3 links
GraphicsVisibilityClassic
RenderingO(p s)

Screen Space Ambient Occlusion

Approximates ambient occlusion from the visible depth buffer.

IntermediateSpecializedFormula3 links
GraphicsAmbient OcclusionReal Time
RenderingO(f)

Shadow Mapping

Creates shadows by comparing camera pixels with depth from the light's view.

IntermediateCoreFormula6 links
GraphicsShadowVisibility
RenderingO(p s)

Sphere Tracing

Ray marches signed distance fields using safe distance steps.

AdvancedExtendedFormula4 links
GraphicsRay MarchingGeometry
RenderingO(pixels * rays * intersection cost)

Whitted Ray Tracing

Traces primary, reflection, and refraction rays for sharp recursive lighting effects.

IntermediateCoreFormula3 links
GraphicsRay IntersectionLightingRecursion
RenderingO(geometry + pixels * lights)

Deferred Shading

Separates geometry rendering from lighting by first storing surface data in screen-space buffers.

IntermediateExtendedNo formula8 links
GraphicsShadingScreen-SpaceLighting
RenderingO(geometry * lights)

Forward Rendering

Shades objects as they are drawn directly into the final image.

BeginnerCoreFormula4 links
GraphicsShadingLightingVisibility
RenderingO(tiles * lights + shaded pixels)

Tiled Rendering

Divides the screen into tiles so each tile can process only nearby or relevant lights.

AdvancedExtendedNo formula3 links
GraphicsShadingScreen-SpaceOptimization
RenderingO(clusters * lights + shaded pixels)

Clustered Shading

Groups screen space and depth into clusters so lights are culled in three dimensions.

AdvancedSpecializedFormula4 links
GraphicsShadingScreen-SpaceOptimization
RenderingO(pixels * steps)

Screen Space Reflections

Approximates reflections by ray marching through already rendered screen-space depth.

AdvancedSpecializedFormula2 links
GraphicsScreen-SpaceRay MarchingVisibility
RenderingO(pixels)

Temporal Anti-Aliasing

Reduces aliasing by accumulating jittered samples across frames.

AdvancedSpecializedFormula4 links
GraphicsAnti-AliasingScreen-SpaceFiltering
RenderingO(pixels)

FXAA

Smooths jagged image edges with a fast post-process filter.

BeginnerExtendedFormula4 links
GraphicsAnti-AliasingFilteringScreen-Space
RenderingO(samples * visibility cost)

Next Event Estimation

Reduces path tracing noise by sampling direct light sources at each shading point.

AdvancedSpecializedFormula4 links
GraphicsGlobal IlluminationBRDFSampling
RenderingO(pixels * samples)

MSAA

Reduces geometric aliasing by sampling coverage multiple times per pixel.

IntermediateCoreFormula4 links
GraphicsAnti-AliasingRasterizationSampling
RenderingO(pixels * candidates)

ReSTIR Sampling

Reuses light samples with reservoir sampling to improve direct lighting estimates.

AdvancedSpecializedFormula2 links
GraphicsSamplingLightingGlobal Illumination
RenderingO(samples * expected path length)

Russian Roulette Path Termination

Randomly terminates low-contribution light paths while preserving an unbiased estimator.

IntermediateCoreFormula3 links
GraphicsPath TracingSamplingStochastic
RenderingO(samples)

Importance Sampling BRDF

Samples BRDF directions with a matching PDF so Monte Carlo paths spend more work on likely scattering directions.

AdvancedCoreFormula9 links
GraphicsBRDFSamplingLighting
RenderingO(log n)

BVH Traversal

Tests rays against a hierarchy of bounding volumes before testing contained geometry.

IntermediateCoreFormula6 links
GraphicsAcceleration StructureRay IntersectionSpatial Index
RenderingO(pixels)

Mipmapping

Samples prefiltered texture levels so distant surfaces avoid aliasing and cache waste.

IntermediateCoreFormula2 links
GraphicsTexture MappingFilteringSampling
RenderingO(pixels)

Normal Mapping

Adds lighting detail by perturbing shading normals from a texture instead of changing geometry.

IntermediateCoreFormula3 links
GraphicsShadingTexture MappingLighting
RenderingO(pixels * steps)

Parallax Occlusion Mapping

Offsets texture coordinates by ray-marching through a height field on the surface.

AdvancedExtendedFormula3 links
GraphicsTexture MappingRay MarchingShading
RenderingO(geometry + pixels)

Shadow Volumes

Creates extruded volumes from occluders to identify pixels in shadow.

AdvancedExtendedNo formula3 links
GraphicsShadowVisibilityGeometry
RenderingO(pixels)

Variance Shadow Maps

Stores depth moments so shadow maps can be filtered with probabilistic bounds.

AdvancedExtendedFormula3 links
GraphicsShadowFilteringVisibility
RenderingO(pixels * lights)

Cook-Torrance Shading

Models specular reflection using microfacet surface behavior.

AdvancedCoreFormula4 links
GraphicsBRDFShadingLighting
RenderingO(pixels * lights)

Phong Shading

Computes local lighting with ambient, diffuse, and specular terms per fragment.

BeginnerFoundationFormula4 links
GraphicsShadingLightingClassic
RenderingO(pixels * lights)

Blinn-Phong Shading

Approximates specular highlights with a halfway vector between light and view directions.

BeginnerCoreFormula4 links
GraphicsShadingLightingClassic
RenderingO(pixels)

Tone Mapping

Maps high-dynamic-range color values into a displayable range.

IntermediateCoreFormula1 links
GraphicsImage ProcessingFilteringVisualization
RenderingO(p s)

SVGF Denoising

SVGF Denoising computes visibility, shading, filtering, or lighting for images.

IntermediateSpecializedNo formula1 links
RenderingGraphics
RenderingO(p s)

Irradiance Caching

Irradiance Caching computes visibility, shading, filtering, or lighting for images.

IntermediateExtendedNo formula1 links
RenderingGraphics
RenderingO(p s)

Light Mapping

Light Mapping computes visibility, shading, filtering, or lighting for images.

IntermediateExtendedNo formula1 links
RenderingGraphics
RenderingO(p s)

Light Propagation Volumes

Light Propagation Volumes computes visibility, shading, filtering, or lighting for images.

IntermediateSpecializedNo formula1 links
RenderingGraphics
RenderingO(p s)

Cascaded Shadow Maps

Cascaded Shadow Maps computes visibility, shading, filtering, or lighting for images.

IntermediateCoreNo formula1 links
RenderingGraphics
RenderingO(p s)

Percentage-Closer Filtering

Percentage-Closer Filtering computes visibility, shading, filtering, or lighting for images.

IntermediateCoreFormula1 links
RenderingGraphics
RenderingO(p s)

Physically Based Shading

Physically Based Shading computes visibility, shading, filtering, or lighting for images.

IntermediateCoreFormula1 links
RenderingGraphics
RenderingO(p s)

Oren-Nayar Shading

Oren-Nayar Shading computes visibility, shading, filtering, or lighting for images.

IntermediateExtendedFormula1 links
RenderingGraphics
RenderingO(p s)

Subsurface Scattering Approximation

Subsurface Scattering Approximation computes visibility, shading, filtering, or lighting for images.

IntermediateSpecializedNo formula1 links
RenderingGraphics
RenderingO(n log n)

Depth Peeling

Depth Peeling addresses order-independent transparency by rendering successive depth layers from front to back.

IntermediateExtendedNo formula4 links
Rendering
RenderingO(n log n)

Order-Independent Transparency

Renders transparent fragments without requiring a single global depth-sorted draw order.

IntermediateCoreNo formula4 links
Rendering