# List of computer graphics and descriptive geometry topics

This is a list of computer graphics and descriptive geometry topics, by article name.
* 2D computer graphics
* 2D geometric model
* 3D computer graphics
* 3D modeling
* 3D projection
* 3D rendering
* A-buffer
* Algorithmic art
* Aliasing
* Alpha compositing
* Alpha mapping
* Alpha to coverage
* Ambient occlusion
* Anamorphosis
* Anisotropic filtering
* Anti-aliasing
* Asymptotic decider
* Augmented reality
* Axis-aligned bounding box
* Axonometric projection
* B-spline
* Back-face culling
* Barycentric coordinate system
* Beam tracing
* Bézier curve
* Bézier surface
* Bicubic interpolation
* Bidirectional reflectance distribution function
* Bidirectional scattering distribution function
* Bidirectional texture function
* Bilateral filter
* Bilinear interpolation
* Bin (computational geometry)
* Binary space partitioning
* Bit blit
* Bit plane
* Bitmap
* Bitmap textures
* Blend modes
* Blinn–Phong reflection model
* Bloom (shader effect)
* Bounding interval hierarchy
* Bounding sphere
* Bounding volume
* Bounding volume hierarchy
* Bresenham's line algorithm
* Bump mapping
* Calligraphic projection
* Cel shading
* Channel (digital image)
* Checkerboard rendering
* Circular thresholding
* Clip coordinates
* Clipmap
* Clipping (computer graphics)
* Clipping path
* Collision detection
* Color depth
* Color gradient
* Color space
* Colour banding
* Color bleeding (computer graphics)
* Color cycling
* Composite Bézier curve
* Compositing
* Computational geometry
* Compute kernel
* Computer animation
* Computer art
* Computer graphics
* Computer graphics (computer science)
* Computer graphics lighting
* Computer-generated imagery
* Cone tracing
* Constructive solid geometry
* Control point (mathematics)
* Convex hull
* Cross section (geometry)
* Cube mapping
* Curvilinear perspective
* Cutaway drawing
* Cylindrical perspective
* Data compression
* Deferred shading
* Delaunay triangulation
* Demo effect
* Depth map
* Depth peeling
* Device-independent pixel
* Diffuse reflection
* Digital art
* Digital compositing
* Digital differential analyzer (graphics algorithm)
* Digital image processing
* Digital painting
* Digital raster graphic
* Digital sculpting
* Displacement mapping
* Display list
* Display resolution
* Distance fog
* Distributed ray tracing
* Dither
* Dots per inch
* Draw distance
* Edge detection
* Elevation
* Engineering drawing
* Environment artist
* Exploded-view drawing
* False radiosity
* Fast approximate anti-aliasing
* Fillrate
* Flood fill
* Font rasterization
* Fractal
* Fractal landscape
* Fragment (computer graphics)
* Frame rate
* Framebuffer
* Free-form deformation
* Fresnel equations
* Gaussian splatting
* Geometric modeling
* Geometric primitive
* Geometrical optics
* Geometry processing
* Global illumination
* Gouraud shading
* GPU
* Graph drawing
* Graphics library
* Graphics pipeline
* Graphics software
* Graphics suite
* Heightmap
* Hemicube (computer graphics)
* Hidden-line removal
* Hidden-surface determination
* High dynamic range
* High-dynamic-range rendering
* Image and object order rendering
* Image-based lighting
* Image-based modeling and rendering
* Image compression
* Image file format
* Image plane
* Image resolution
* Image scaling
* Immediate mode (computer graphics)
* Implicit surface
* Importance sampling
* Impossible object
* Inbetweening
* Irregular Z-buffer
* Isometric projection
* Jaggies
* k-d tree
* Lambertian reflectance
* Lathe (graphics)
* Level of detail (computer graphics)
* Light field
* Light transport theory
* Lightmap
* Line clipping
* Line drawing algorithm
* Local coordinates
* Low-discrepancy sequence
* Low poly
* Marching cubes
* Marching squares
* Marching tetrahedra
* Mask (computing)
* Mesh generation
* Metropolis light transport
* Micropolygon
* Minimum bounding box
* Minimum bounding rectangle
* Mipmap
* Monte Carlo integration
* Morph target animation
* Morphing
* Morphological antialiasing
* Motion blur
* Multiple buffering
* Multisample anti-aliasing
* Multiview orthographic projection
* Nearest-neighbor interpolation
* Neural radiance field
* Non-photorealistic rendering
* Non-uniform rational B-spline (NURBS)
* Normal mapping
* Oblique projection
* Octree
* On-set virtual production
* Order-independent transparency
* Ordered dithering
* Oren–Nayar reflectance model
* Orthographic projection
* Painter's algorithm
* Palette (computing)
* Parallax mapping
* Parallax occlusion mapping
* Parallax scrolling
* Parallel projection
* Particle system
* Path tracing
* Per-pixel lighting
* Perlin noise
* Perspective (graphical)
* Perspective control
* Perspective distortion
* Phong reflection model
* Phong shading
* Photogrammetry
* Photon mapping
* Physically based rendering
* Physics engine
* Picture plane
* Pixel
* Pixel art
* Pixel-art scaling algorithms
* Pixel density
* Pixel geometry
* Point cloud
* Polygon (computer graphics)
* Polygon mesh
* Polygonal modeling
* Popping (computer graphics)
* Portal rendering
* Posterization
* Potentially visible set
* Pre-rendering
* Precomputed Radiance Transfer
* Procedural generation
* Procedural surface
* Procedural texture
* Progressive meshes
* Projection mapping
* Projection plane
* Projective geometry (for graphical projection see 3D projection)
* Quadtree
* Quasi-Monte Carlo method
* Radiosity
* Raster graphics
* Raster graphics editor
* Raster image processor
* Rasterisation
* Ray casting
* Ray marching
* Ray-traced ambient occlusion
* Ray tracing
* Real-time computer graphics
* Reflection (computer graphics)
* Reflection mapping
* Relief mapping (computer graphics)
* Render farm
* Render output unit
* Rendering (computer graphics)
* Rendering equation
* Resel
* Resolution independence
* Retained mode
* Reverse perspective
* Reyes rendering
* RGB color model
* Run-length encoding
* Scanline rendering
* Scene graph
* Scientific visualization
* Screen space ambient occlusion
* Screen space directional occlusion
* Scrolling
* Self-shadowing
* Shader
* Shading
* Shading language
* Shadow mapping
* Shadow volume
* Signed distance function
* Simplex noise
* Simulation noise
* Skeletal animation
* Slab method
* Soft-body dynamics
* Software rendering
* Space partitioning
* Sparse voxel octree
* Spatial anti-aliasing
* Spatial resolution
* Specular highlight
* Specularity
* Spherical harmonic lighting
* Spline (mathematics)
* Sprite (computer graphics)
* Stencil buffer
* Stereotomy (descriptive geometry)
* Stratified sampling
* Subdivision surface
* Subpixel rendering
* Subsurface scattering
* Supersampling
* Swizzling (computer graphics)
* T-spline
* Technical drawing
* Temporal anti-aliasing
* Tessellation (computer graphics)
* Texel (graphics)
* Texture atlas
* Texture compression
* Texture filtering
* Texture mapping
* Texture mapping unit
* Thin lens
* Tiled rendering
* Tone mapping
* Transform, clipping, and lighting
* Triangle mesh
* Triangle strip
* Trilinear filtering
* True length
* Unbiased rendering
* Uncanny valley
* Unified shader model
* UV mapping
* Value noise
* Vanishing point
* Vector graphics
* Vector graphics editor
* Vertex (computer graphics)
* View factor
* Viewing frustum
* Viewport
* Virtual reality
* Visual computing
* Visual effects
* Volume rendering
* Volumetric path tracing
* Voronoi diagram
* Voxel
* Warnock algorithm
* Wire-frame model
* Xiaolin Wu's line algorithm
* Z-buffering
* Z-fighting
* Z-order
* Z-order curve