Come ogni mondo specialistico che si rispetti anche la computer graphics tridimensionale nel corso degli anni ha sviluppato un proprio vocabolario specifico.
Ecco una carrellata dei termini relativi:
3D computer graphics software
3D episode
3D printing
3D scanner
3Dc
3Delight
3dm
FXT1
FaceFX
Fahrenheit graphics API
Fiduciary marker
List of films made with Autodesk 3ds Max
Forward kinematic animation
Fragment (computer graphics)
FrameBuffer UI
Marching cubes
MegaTexture
Mesa 3D
Metaballs
Metropolis light transport
Micropolygon
MiniGL
Mipmap
Mobile 3D Graphics API
Morph target animation
Motion capture
Afterimage (shader effect)
Agar (software)
Ambient occlusion
Anisotropic filtering
Armature (computer animation)
GLSL
GLU
GLUI
Generative Modelling Language
Geometric model
Geometry Processing
Geometry pipelines
Geometry shader
Glide API
Global illumination
Glu3d
Gouraud shading
Graphics pipeline
Open Inventor
OpenGL
OpenGL Architecture Review Board
OpenGL Extension Wrangler Library
OpenGL Performer
OpenGL Utility Toolkit
OpenGL++
OpenRT
Oren-Nayar diffuse model
Back-face culling
Beam tracing
Bilinear filtering
Blender (software)
Blinn–Phong shading model
Bloom (shader effect)
Bounding interval hierarchy
Bounding volume
Box modeling
Bucket rendering
Bui Tuong Phong
Bump mapping
Hemicube
Hidden line removal
Hidden surface determination
High Level Shader Language
High dynamic range imaging
High dynamic range rendering
Humanoid Animation
PHIGS
PLIB
PLY (file format)
PSGL
Painter's algorithm
Parallax mapping
Particle system
Path tracing
Per-pixel lighting
Perl OpenGL
Phong lighting
Phong reflection model
Phong shading
PhotoRealistic RenderMan
Photon mapping
Photon tracing
Photorealistic (Morph)
Pixel shader
Polygon (computer graphics)
Polygon mesh
Polygonal modeling
Pre-rendered
Precomputed Radiance Transfer
Procedural generation
Procedural modeling
Procedural texture
3D projection
Pyramid of vision
COLLADA
Catmull-Clark subdivision surface
Cel-shaded animation
Cg (programming language)
Chromium (software)
Clipmap
Comparison of OpenGL and Direct3D
Computed Corpuscle Sectioning
Cone tracing
Constructive solid geometry
Conversion between quaternions and Euler angles
Core OpenGL
Cornell Box
Crowd simulation
Cube mapping
IMPACT (computer graphics)
IRIS GL
Image based lighting
Image plane
Immediate mode
Inflatable Icons
Interactive skeleton-driven simulation
Inverse kinematic animation
Inverse kinematics
Irregular Z-buffer
Isosurface
Java 3D
Java OpenGL
Joint constraint
DPVS
Deferred shading
Diffuse reflection
Digital puppetry
Dilution of precision (computer graphics)
Direct3D
Displacement mapping
Distance fog
Doo-Sabin subdivision surface
Draw distance
Lambert's cosine law
Lambertian reflectance
Lathe (graphics)
Level of detail
Lightweight Java Game Library
List of common shading algorithms
Loft (3D)
Low poly
Lunarstudio
Qualitative invisibility
Quaternions and spatial rotation
Radiosity
Ray Processing Unit
Ray casting
Ray tracing
Ray tracing hardware
Reflection (computer graphics)
Reflection mapping
Relief mapping
Render Output unit
Render layers
RenderMan Interface Specification
RenderMan Shading Language
Rendering (computer graphics)
Retained mode
Reyes rendering
Edge loops
Elan Graphics
Euler boolean operation
Euler operator
Extracting Position From A Maya Inverse Transformation Matrix
Extreme Graphics
Nebulaud Shading
Newell's algorithm
Nonuniform rational B-spline
Normal mapping
S3 Texture Compression
STL (file format)
SaarCOR
Scanline rendering
Self-shadowing
Shader
Shading
Shadow mapping
Shadow volume
Silhouette edge
Skeletal animation
Sketch based modeling
Solid modeling
Specular highlight
Turbosmooth
Taper
UVW Map
Unwrap
Wave
Vertex Paint
V-Ray
Xform