Some more stuff:
Shadow Mapping: Rendering method for producing shadows. First, the entire scene is first rendered as seen from a light source. The contents of the Z buffer resulting from this renderer pass is then taken as the 'shadow map', for each pixel containing a depth value indicating distance from light source. Then, in a second pass, the scene is rendered as seen from the standard camera position. During this pass, for each pixel, the distance to the light source is again computed. Additionally, we find the position in the shadow map corresponding to the current pixel and look up the result. If the value read from the shadow map is less than the computed depth, then it implies that the current pixel is shadowed - if they are approximately equal, the current pixel is not shadowed and lighting should be applied. The main problems with shadow mapping is choosing an appropriate resolution for the shadow map (too low resolution gives stair-step shadow edges; too high resolution drag down performance) , determinining allowable error for "approximately equal", and the fact that the shadows generated this way have hard edges. A pdf detailing the shadow map process can be found
here.
Immediate-mode rendering, add: This is the rendering method performed by most present-day 3d acceleators, including all Voodoo, GeForce and Radeon series chips.
N-patches: A class of higher order surfaces where, for each patch, the control points correspond to the vertices of a triangle - the resulting surface is a smoothly curved surface instead of the flat triangle. Because the control points match triangle vertices, N-patches can be used as triangle replacements on pre-existing triangle models, as long as the models do not have any sharp edges or creases. (N-patches only work when the surface normal vector does not have any discontinuities.) The result is in general a more rounded look, which usually increases the realism of organic models.
Displacement mapping: Rendering technique used to create bumpy surfaces by modifying actual scene geometry - as opposed to bump-mapping, which uses texturing techniques to fake bumps in inherently flat surfaces. The actual method works as follows: First, a polygon mesh is generated. Then, for each vertex in the polygon mesh, a height value is loaded from a texture map (the 'displacement map'). This value is then used to move the vertex up or down ('displacement'). Finally, the polygon mesh is rendered. Displacement mappping is mostly useful for large bumps; it may be combined with bump-mapping, with bump-mapping used for small bumps and the displacement mapping for large bumps. Displacement mapping requires support for higher-order surfaces to generate the initial mesh; current implementations use N-patches for this purpose. For some example pictures of what displacement mapping can do, look
here.