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Gouraud shadingAmbient occlusionShaderRadiosityRay tracingPath tracingTexture filteringDeferred shadingNormal mappingPhoton mappingBump mappingPixel shaderPhysically based renderingParallax mappingHolography3d projectionTexture mappingRay marchingHigh-dynamic-range renderingPrecomputed radiance transferAlpha compositingComputer-generated imageryLathePerlin noisePhotometric stereoHogelImage-based lightingBillboardingTexture mapPhysics engineRay castingImage planeAntialiasing3d televisionRender output unitTone mappingStereoscopyBoussinesq approximationAnisotropic filteringMetropolis light transportGamma correctionShadowgraphSoft-body dynamicsSubsurface scatteringPhased-array opticsComputer-generated holographyRgb color modelTiled renderingOverdrawCalligraphic projectionMaximum intensity projectionCmyk color modelProjection mappingPtychographyRasterizationReflection mappingZ-bufferBrillouin scattering4d printingPhotonicsIsometric video game graphicsIsometric projectionBeam propagation methodVideogrammetryStereo displayColor balanceTexture synthesisSpatial anti-aliasingAxonometrySculptSpherical harmonic lightingFluid animation2.5dStokes stream functionFraunhofer diffraction equationColor temperatureImage histogramImmersed boundary methodGaussian opticsPhysical opticsGradient noisePhotovoltaicsOptical proximity correctionLightmapStructure from motionDraw distanceMultisamplingSplattingBloomDistance fogDigital compositing3d printing3d scanningSubpixel renderingLenticular printingTemporal anti-aliasingMultiple render targetsHuygens' principlePlasmaColor rendering index