Table of Contents
282 relations: Abstraction layer, Address space, Addressing mode, Algorithm, Aliasing, Alpha compositing, Ambient occlusion, Angle, Anisotropic filtering, Anti-aliasing, AoS and SoA, API, Array (data structure), Array (data type), Artificial intelligence, Atlas (topology), Augmented reality, Autodesk Mudbox, Back-face culling, Bare machine, Barycentric coordinate system, Beam tracing, Bicubic interpolation, Bidirectional reflectance distribution function, Bilinear interpolation, Billboard, Binary space partitioning, Bit plane, Bitmap, Bitwise operation, Blend modes, Bloom (shader effect), Boolean function, Bounding volume, Bounding volume hierarchy, Bresenham's line algorithm, Bump mapping, Cache (computing), Cache coherence, Camera, Camera matrix, Caustic (optics), Cel shading, Central processing unit, Channel (digital image), Clip coordinates, Clipping (computer graphics), Collision detection, Color bleeding (computer graphics), Color depth, ... Expand index (232 more) »
- Glossaries of computers
- Video game graphics
Abstraction layer
In computing, an abstraction layer or abstraction level is a way of hiding the working details of a subsystem.
See Glossary of computer graphics and Abstraction layer
Address space
In computing, an address space defines a range of discrete addresses, each of which may correspond to a network host, peripheral device, disk sector, a memory cell or other logical or physical entity.
See Glossary of computer graphics and Address space
Addressing mode
Addressing modes are an aspect of the instruction set architecture in most central processing unit (CPU) designs.
See Glossary of computer graphics and Addressing mode
Algorithm
In mathematics and computer science, an algorithm is a finite sequence of mathematically rigorous instructions, typically used to solve a class of specific problems or to perform a computation.
See Glossary of computer graphics and Algorithm
Aliasing
In signal processing and related disciplines, aliasing is the overlapping of frequency components resulting from a sample rate below the Nyquist rate.
See Glossary of computer graphics and Aliasing
Alpha compositing
In computer graphics, alpha compositing or alpha blending is the process of combining one image with a background to create the appearance of partial or full transparency.
See Glossary of computer graphics and Alpha compositing
Ambient occlusion
In 3D computer graphics, modeling, and animation, ambient occlusion is a shading and rendering technique used to calculate how exposed each point in a scene is to ambient lighting.
See Glossary of computer graphics and Ambient occlusion
Angle
In Euclidean geometry, an angle is the figure formed by two rays, called the sides of the angle, sharing a common endpoint, called the vertex of the angle.
See Glossary of computer graphics and Angle
Anisotropic filtering
In 3D computer graphics, anisotropic filtering (abbreviated AF) is a method of enhancing the image quality of textures on surfaces of computer graphics that are at oblique viewing angles with respect to the camera where the projection of the texture (not the polygon or other primitive on which it is rendered) appears to be non-orthogonal (thus the origin of the word: "an" for not, "iso" for same, and "tropic" from tropism, relating to direction; anisotropic filtering does not filter the same in every direction).
See Glossary of computer graphics and Anisotropic filtering
Anti-aliasing
Anti-aliasing may refer to any of a number of techniques to combat the problems of aliasing in a sampled signal such as a digital image or digital audio recording Specific topics in anti-aliasing include. Glossary of computer graphics and anti-aliasing are computer graphics.
See Glossary of computer graphics and Anti-aliasing
AoS and SoA
In computing, an array of structures (AoS), structure of arrays (SoA) or array of structures of arrays (AoSoA) are contrasting ways to arrange a sequence of records in memory, with regard to interleaving, and are of interest in SIMD and SIMT programming.
See Glossary of computer graphics and AoS and SoA
API
An is a way for two or more computer programs or components to communicate with each other.
See Glossary of computer graphics and API
Array (data structure)
In computer science, an array is a data structure consisting of a collection of elements (values or variables), of same memory size, each identified by at least one array index or key.
See Glossary of computer graphics and Array (data structure)
Array (data type)
In computer science, array is a data type that represents a collection of elements (values or variables), each selected by one or more indices (identifying keys) that can be computed at run time during program execution.
See Glossary of computer graphics and Array (data type)
Artificial intelligence
Artificial intelligence (AI), in its broadest sense, is intelligence exhibited by machines, particularly computer systems.
See Glossary of computer graphics and Artificial intelligence
Atlas (topology)
In mathematics, particularly topology, an atlas is a concept used to describe a manifold.
See Glossary of computer graphics and Atlas (topology)
Augmented reality
Augmented reality (AR) is an interactive experience that combines the real world and computer-generated 3D content.
See Glossary of computer graphics and Augmented reality
Autodesk Mudbox
Mudbox is a proprietary computer-based 3D sculpting and painting tool.
See Glossary of computer graphics and Autodesk Mudbox
Back-face culling
In computer graphics, back-face culling determines whether a polygon is drawn.
See Glossary of computer graphics and Back-face culling
Bare machine
In computer science, bare machine (or bare metal) refers to a computer executing instructions directly on logic hardware without an intervening operating system.
See Glossary of computer graphics and Bare machine
Barycentric coordinate system
In geometry, a barycentric coordinate system is a coordinate system in which the location of a point is specified by reference to a simplex (a triangle for points in a plane, a tetrahedron for points in three-dimensional space, etc.). The barycentric coordinates of a point can be interpreted as masses placed at the vertices of the simplex, such that the point is the center of mass (or barycenter) of these masses.
See Glossary of computer graphics and Barycentric coordinate system
Beam tracing
Beam tracing is an algorithm to simulate wave propagation.
See Glossary of computer graphics and Beam tracing
Bicubic interpolation
In mathematics, bicubic interpolation is an extension of cubic spline interpolation (a method of applying cubic interpolation to a data set) for interpolating data points on a two-dimensional regular grid.
See Glossary of computer graphics and Bicubic interpolation
Bidirectional reflectance distribution function
The bidirectional reflectance distribution function (BRDF), symbol f_(\omega_,\, \omega_), is a function of four real variables that defines how light from a source is reflected off an opaque surface.
See Glossary of computer graphics and Bidirectional reflectance distribution function
Bilinear interpolation
In mathematics, bilinear interpolation is a method for interpolating functions of two variables (e.g., x and y) using repeated linear interpolation.
See Glossary of computer graphics and Bilinear interpolation
Billboard
A billboard (also called a hoarding in the UK and many other parts of the world) is a large outdoor advertising structure (a billing board), typically found in high-traffic areas such as alongside busy roads.
See Glossary of computer graphics and Billboard
Binary space partitioning
In computer science, binary space partitioning (BSP) is a method for space partitioning which recursively subdivides a Euclidean space into two convex sets by using hyperplanes as partitions.
See Glossary of computer graphics and Binary space partitioning
Bit plane
A bit plane of a digital discrete signal (such as image or sound) is a set of bits corresponding to a given bit position in each of the binary numbers representing the signal.
See Glossary of computer graphics and Bit plane
Bitmap
In computing, a bitmap (also called raster) graphic is an image formed from rows of different colored pixels.
See Glossary of computer graphics and Bitmap
Bitwise operation
In computer programming, a bitwise operation operates on a bit string, a bit array or a binary numeral (considered as a bit string) at the level of its individual bits.
See Glossary of computer graphics and Bitwise operation
Blend modes
Blend modes (alternatively blending modes or mixing modes) in digital image editing and computer graphics are used to determine how two layers are blended with each other.
See Glossary of computer graphics and Blend modes
Bloom (shader effect)
Bloom (sometimes referred to as light bloom or glow) is a computer graphics effect used in video games, demos, and high-dynamic-range rendering (HDRR) to reproduce an imaging artifact of real-world cameras.
See Glossary of computer graphics and Bloom (shader effect)
Boolean function
In mathematics, a Boolean function is a function whose arguments and result assume values from a two-element set (usually, or). Alternative names are switching function, used especially in older computer science literature, and truth function (or logical function), used in logic.
See Glossary of computer graphics and Boolean function
Bounding volume
In computer graphics and computational geometry, a bounding volume (or bounding region) for a set of objects is a closed region that completely contains the union of the objects in the set.
See Glossary of computer graphics and Bounding volume
Bounding volume hierarchy
A bounding volume hierarchy (BVH) is a tree structure on a set of geometric objects.
See Glossary of computer graphics and Bounding volume hierarchy
Bresenham's line algorithm
Bresenham's line algorithm is a line drawing algorithm that determines the points of an n-dimensional raster that should be selected in order to form a close approximation to a straight line between two points.
See Glossary of computer graphics and Bresenham's line algorithm
Bump mapping
Bump mapping is a texture mapping technique in computer graphics for simulating bumps and wrinkles on the surface of an object.
See Glossary of computer graphics and Bump mapping
Cache (computing)
In computing, a cache is a hardware or software component that stores data so that future requests for that data can be served faster; the data stored in a cache might be the result of an earlier computation or a copy of data stored elsewhere.
See Glossary of computer graphics and Cache (computing)
Cache coherence
In computer architecture, cache coherence is the uniformity of shared resource data that ends up stored in multiple local caches.
See Glossary of computer graphics and Cache coherence
Camera
A camera is an instrument used to capture and store images and videos, either digitally via an electronic image sensor, or chemically via a light-sensitive material such as photographic film.
See Glossary of computer graphics and Camera
Camera matrix
In computer vision a camera matrix or (camera) projection matrix is a 3 \times 4 matrix which describes the mapping of a pinhole camera from 3D points in the world to 2D points in an image.
See Glossary of computer graphics and Camera matrix
Caustic (optics)
In optics, a caustic or caustic network is the envelope of light rays which have been reflected or refracted by a curved surface or object, or the projection of that envelope of rays on another surface.
See Glossary of computer graphics and Caustic (optics)
Cel shading
Cel shading or toon shading is a type of non-photorealistic rendering designed to make 3D computer graphics appear to be flat by using less shading color instead of a shade gradient or tints and shades. Glossary of computer graphics and Cel shading are video game graphics.
See Glossary of computer graphics and Cel shading
Central processing unit
A central processing unit (CPU), also called a central processor, main processor, or just processor, is the most important processor in a given computer.
See Glossary of computer graphics and Central processing unit
Channel (digital image)
Color digital images are made of pixels, and pixels are made of combinations of primary colors represented by a series of code. Glossary of computer graphics and Channel (digital image) are computer graphics.
See Glossary of computer graphics and Channel (digital image)
Clip coordinates
The clip coordinate system is a homogeneous coordinate system in the graphics pipeline that is used for clipping.
See Glossary of computer graphics and Clip coordinates
Clipping (computer graphics)
Clipping, in the context of computer graphics, is a method to selectively enable or disable rendering operations within a defined region of interest. Glossary of computer graphics and Clipping (computer graphics) are computer graphics.
See Glossary of computer graphics and Clipping (computer graphics)
Collision detection
Collision detection is the computational problem of detecting an intersection of two or more spatial objects, commonly computer graphics objects. Glossary of computer graphics and Collision detection are computer graphics.
See Glossary of computer graphics and Collision detection
Color bleeding (computer graphics)
In computer graphics and 3D rendering, color bleeding is the phenomenon in which objects or surfaces are colored by reflection of colored light from nearby surfaces.
See Glossary of computer graphics and Color bleeding (computer graphics)
Color depth
Color depth or colour depth (see spelling differences), also known as bit depth, is either the number of bits used to indicate the color of a single pixel, or the number of bits used for each color component of a single pixel.
See Glossary of computer graphics and Color depth
Compute kernel
In computing, a compute kernel is a routine compiled for high throughput accelerators (such as graphics processing units (GPUs), digital signal processors (DSPs) or field-programmable gate arrays (FPGAs)), separate from but used by a main program (typically running on a central processing unit).
See Glossary of computer graphics and Compute kernel
Computer data storage
Computer data storage or digital data storage is a technology consisting of computer components and recording media that are used to retain digital data.
See Glossary of computer graphics and Computer data storage
Computer graphics
Computer graphics deals with generating images and art with the aid of computers.
See Glossary of computer graphics and Computer graphics
Computer graphics lighting
Computer graphics lighting is the collection of techniques used to simulate light in computer graphics scenes.
See Glossary of computer graphics and Computer graphics lighting
Computer hardware
Computer hardware includes the physical parts of a computer, such as the central processing unit (CPU), random access memory (RAM), motherboard, computer data storage, graphics card, sound card, and computer case.
See Glossary of computer graphics and Computer hardware
Computer memory
Computer memory stores information, such as data and programs, for immediate use in the computer.
See Glossary of computer graphics and Computer memory
Cone tracing
Cone tracing and beam tracing are a derivative of the ray tracing algorithm that replaces rays, which have no thickness, with thick rays. Glossary of computer graphics and Cone tracing are computer graphics.
See Glossary of computer graphics and Cone tracing
Conservation of energy
The law of conservation of energy states that the total energy of an isolated system remains constant; it is said to be ''conserved'' over time.
See Glossary of computer graphics and Conservation of energy
Constructive solid geometry
Constructive solid geometry (CSG; formerly called computational binary solid geometry) is a technique used in solid modeling.
See Glossary of computer graphics and Constructive solid geometry
Control point (mathematics)
In computer-aided geometric design a control point is a member of a set of points used to determine the shape of a spline curve or, more generally, a surface or higher-dimensional object.
See Glossary of computer graphics and Control point (mathematics)
Coordinate system
In geometry, a coordinate system is a system that uses one or more numbers, or coordinates, to uniquely determine the position of the points or other geometric elements on a manifold such as Euclidean space.
See Glossary of computer graphics and Coordinate system
Cross product
In mathematics, the cross product or vector product (occasionally directed area product, to emphasize its geometric significance) is a binary operation on two vectors in a three-dimensional oriented Euclidean vector space (named here E), and is denoted by the symbol \times.
See Glossary of computer graphics and Cross product
Cube mapping
In computer graphics, cube mapping is a method of environment mapping that uses the six faces of a cube as the map shape.
See Glossary of computer graphics and Cube mapping
Cubic Hermite spline
In numerical analysis, a cubic Hermite spline or cubic Hermite interpolator is a spline where each piece is a third-degree polynomial specified in Hermite form, that is, by its values and first derivatives at the end points of the corresponding domain interval.
See Glossary of computer graphics and Cubic Hermite spline
Curve
In mathematics, a curve (also called a curved line in older texts) is an object similar to a line, but that does not have to be straight.
See Glossary of computer graphics and Curve
Data structure
In computer science, a data structure is a data organization, and storage format that is usually chosen for efficient access to data.
See Glossary of computer graphics and Data structure
Data type
In computer science and computer programming, a data type (or simply type) is a collection or grouping of data values, usually specified by a set of possible values, a set of allowed operations on these values, and/or a representation of these values as machine types.
See Glossary of computer graphics and Data type
Deferred shading
In the field of 3D computer graphics, deferred shading is a screen-space shading technique that is performed on a second rendering pass, after the vertex and pixel shaders are rendered.
See Glossary of computer graphics and Deferred shading
Delaunay triangulation
In computational geometry, a Delaunay triangulation or Delone triangulation of a set of points in the plane subdivides their convex hull into triangles whose circumcircles do not contain any of the points.
See Glossary of computer graphics and Delaunay triangulation
Depth map
In 3D computer graphics and computer vision, a depth map is an image or image channel that contains information relating to the distance of the surfaces of scene objects from a viewpoint.
See Glossary of computer graphics and Depth map
Derivative
The derivative is a fundamental tool of calculus that quantifies the sensitivity of change of a function's output with respect to its input.
See Glossary of computer graphics and Derivative
Digital painting
Digital painting is the creation of imagery on a computer, using pixels (picture elements) which are assigned a color.
See Glossary of computer graphics and Digital painting
Direct3D
Direct3D is a graphics application programming interface (API) for Microsoft Windows.
See Glossary of computer graphics and Direct3D
Directed acyclic graph
In mathematics, particularly graph theory, and computer science, a directed acyclic graph (DAG) is a directed graph with no directed cycles.
See Glossary of computer graphics and Directed acyclic graph
Displacement mapping
Displacement mapping is an alternative computer graphics technique in contrast to bump, normal, and parallax mapping, using a texture or height map to cause an effect where the actual geometric position of points over the textured surface are displaced, often along the local surface normal, according to the value the texture function evaluates to at each point on the surface.
See Glossary of computer graphics and Displacement mapping
Distributed ray tracing
Distributed ray tracing, also called distribution ray tracing and stochastic ray tracing, is a refinement of ray tracing that allows for the rendering of "soft" phenomena.
See Glossary of computer graphics and Distributed ray tracing
Division (mathematics)
Division is one of the four basic operations of arithmetic.
See Glossary of computer graphics and Division (mathematics)
Doom engine
id Tech 1, also known as the Doom engine, is the game engine used in the id Software video games Doom and Doom II: Hell on Earth.
See Glossary of computer graphics and Doom engine
Dynamical simulation
Dynamical simulation, in computational physics, is the simulation of systems of objects that are free to move, usually in three dimensions according to Newton's laws of dynamics, or approximations thereof.
See Glossary of computer graphics and Dynamical simulation
Edge (geometry)
In geometry, an edge is a particular type of line segment joining two vertices in a polygon, polyhedron, or higher-dimensional polytope.
See Glossary of computer graphics and Edge (geometry)
Edge detection
Edge detection includes a variety of mathematical methods that aim at identifying edges, defined as curves in a digital image at which the image brightness changes sharply or, more formally, has discontinuities.
See Glossary of computer graphics and Edge detection
Empirical modelling
Empirical modelling refers to any kind of (computer) modelling based on empirical observations rather than on mathematically describable relationships of the system modelled.
See Glossary of computer graphics and Empirical modelling
Error term
In mathematics and statistics, an error term is an additive type of error.
See Glossary of computer graphics and Error term
Euclidean distance
In mathematics, the Euclidean distance between two points in Euclidean space is the length of the line segment between them.
See Glossary of computer graphics and Euclidean distance
Euclidean plane
In mathematics, a Euclidean plane is a Euclidean space of dimension two, denoted \textbf^2 or \mathbb^2.
See Glossary of computer graphics and Euclidean plane
Euclidean vector
In mathematics, physics, and engineering, a Euclidean vector or simply a vector (sometimes called a geometric vector or spatial vector) is a geometric object that has magnitude (or length) and direction.
See Glossary of computer graphics and Euclidean vector
Euler angles
The Euler angles are three angles introduced by Leonhard Euler to describe the orientation of a rigid body with respect to a fixed coordinate system.
See Glossary of computer graphics and Euler angles
Evans & Sutherland
Evans & Sutherland is an American computer graphics firm founded in 1968 by David Evans and Ivan Sutherland.
See Glossary of computer graphics and Evans & Sutherland
Fast approximate anti-aliasing
Fast approximate anti-aliasing (FXAA) is a screen-space anti-aliasing algorithm created by Timothy Lottes at Nvidia.
See Glossary of computer graphics and Fast approximate anti-aliasing
Fixed-point arithmetic
In computing, fixed-point is a method of representing fractional (non-integer) numbers by storing a fixed number of digits of their fractional part.
See Glossary of computer graphics and Fixed-point arithmetic
Floating-point arithmetic
In computing, floating-point arithmetic (FP) is arithmetic that represents subsets of real numbers using an integer with a fixed precision, called the significand, scaled by an integer exponent of a fixed base.
See Glossary of computer graphics and Floating-point arithmetic
Flux
Flux describes any effect that appears to pass or travel (whether it actually moves or not) through a surface or substance.
See Glossary of computer graphics and Flux
Fractal
In mathematics, a fractal is a geometric shape containing detailed structure at arbitrarily small scales, usually having a fractal dimension strictly exceeding the topological dimension.
See Glossary of computer graphics and Fractal
Framebuffer
A framebuffer (frame buffer, or sometimes framestore) is a portion of random-access memory (RAM) containing a bitmap that drives a video display. Glossary of computer graphics and framebuffer are computer graphics.
See Glossary of computer graphics and Framebuffer
Free-form deformation
In computer graphics, free-form deformation (FFD) is a geometric technique used to model simple deformations of rigid objects.
See Glossary of computer graphics and Free-form deformation
Frequency
Frequency (symbol f), most often measured in hertz (symbol: Hz), is the number of occurrences of a repeating event per unit of time.
See Glossary of computer graphics and Frequency
Fresnel equations
The Fresnel equations (or Fresnel coefficients) describe the reflection and transmission of light (or electromagnetic radiation in general) when incident on an interface between different optical media.
See Glossary of computer graphics and Fresnel equations
Geometric primitive
In vector computer graphics, CAD systems, and geographic information systems, geometric primitive (or prim) is the simplest (i.e. 'atomic' or irreducible) geometric shape that the system can handle (draw, store). Glossary of computer graphics and geometric primitive are computer graphics.
See Glossary of computer graphics and Geometric primitive
Geometry
Geometry is a branch of mathematics concerned with properties of space such as the distance, shape, size, and relative position of figures.
See Glossary of computer graphics and Geometry
Geometry instancing
In real-time computer graphics, geometry instancing is the practice of rendering multiple copies of the same mesh in a scene at once.
See Glossary of computer graphics and Geometry instancing
Gimbal lock
Gimbal lock is the loss of one degree of freedom in a multi-dimensional mechanism at certain alignments of the axes.
See Glossary of computer graphics and Gimbal lock
Global illumination
Global illumination (GI), or indirect illumination, is a group of algorithms used in 3D computer graphics that are meant to add more realistic lighting to 3D scenes.
See Glossary of computer graphics and Global illumination
Glossary of computer graphics
This is a glossary of terms relating to computer graphics. Glossary of computer graphics and glossary of computer graphics are computer graphics, Glossaries of computers and video game graphics.
See Glossary of computer graphics and Glossary of computer graphics
Glossary of computer hardware terms
This glossary of computer hardware terms is a list of definitions of terms and concepts related to computer hardware, i.e. the physical and structural components of computers, architectural issues, and peripheral devices. Glossary of computer graphics and glossary of computer hardware terms are Glossaries of computers.
See Glossary of computer graphics and Glossary of computer hardware terms
Gouraud shading
Gouraud shading, named after Henri Gouraud, is an interpolation method used in computer graphics to produce continuous shading of surfaces represented by polygon meshes.
See Glossary of computer graphics and Gouraud shading
Graph (discrete mathematics)
In discrete mathematics, particularly in graph theory, a graph is a structure consisting of a set of objects where some pairs of the objects are in some sense "related".
See Glossary of computer graphics and Graph (discrete mathematics)
Graphical user interface
A graphical user interface, or GUI, is a form of user interface that allows users to interact with electronic devices through graphical icons and visual indicators such as secondary notation.
See Glossary of computer graphics and Graphical user interface
Graphics card
A graphics card (also called a video card, display card, graphics accelerator, graphics adapter, VGA card/VGA, video adapter, display adapter, or colloquially GPU) is a computer expansion card that generates a feed of graphics output to a display device such as a monitor.
See Glossary of computer graphics and Graphics card
Graphics pipeline
The computer graphics pipeline, also known as the rendering pipeline or graphics pipeline, is a framework within computer graphics that outlines the necessary procedures for transforming a three-dimensional (3D) scene into a two-dimensional (2D) representation on a screen.
See Glossary of computer graphics and Graphics pipeline
Graphics processing unit
A graphics processing unit (GPU) is a specialized electronic circuit initially designed for digital image processing and to accelerate computer graphics, being present either as a discrete video card or embedded on motherboards, mobile phones, personal computers, workstations, and game consoles.
See Glossary of computer graphics and Graphics processing unit
Hard disk drive
A hard disk drive (HDD), hard disk, hard drive, or fixed disk is an electro-mechanical data storage device that stores and retrieves digital data using magnetic storage with one or more rigid rapidly rotating platters coated with magnetic material.
See Glossary of computer graphics and Hard disk drive
Hardware acceleration
Hardware acceleration is the use of computer hardware designed to perform specific functions more efficiently when compared to software running on a general-purpose central processing unit (CPU).
See Glossary of computer graphics and Hardware acceleration
Hash function
A hash function is any function that can be used to map data of arbitrary size to fixed-size values, though there are some hash functions that support variable length output.
See Glossary of computer graphics and Hash function
Heightmap
In computer graphics, a heightmap or heightfield is a raster image used mainly as Discrete Global Grid in secondary elevation modeling.
See Glossary of computer graphics and Heightmap
Hidden-surface determination
In 3D computer graphics, hidden-surface determination (also known as shown-surface determination, hidden-surface removal (HSR), occlusion culling (OC) or visible-surface determination (VSD)) is the process of identifying what surfaces and parts of surfaces can be seen from a particular viewing angle.
See Glossary of computer graphics and Hidden-surface determination
Hierarchy
A hierarchy (from Greek:, from, 'president of sacred rites') is an arrangement of items (objects, names, values, categories, etc.) that are represented as being "above", "below", or "at the same level as" one another.
See Glossary of computer graphics and Hierarchy
High dynamic range
High dynamic range (HDR), also known as wide dynamic range, extended dynamic range, or expanded dynamic range, is a signal with a higher dynamic range than usual.
See Glossary of computer graphics and High dynamic range
Homogeneous coordinates
In mathematics, homogeneous coordinates or projective coordinates, introduced by August Ferdinand Möbius in his 1827 work Der barycentrische Calcul, are a system of coordinates used in projective geometry, just as Cartesian coordinates are used in Euclidean geometry.
See Glossary of computer graphics and Homogeneous coordinates
Hypergraph
In mathematics, a hypergraph is a generalization of a graph in which an edge can join any number of vertices.
See Glossary of computer graphics and Hypergraph
Image and object order rendering
In computer graphics, image order algorithms iterate over the pixels in the image to be produced, rather than the elements in the scene to be rendered.
See Glossary of computer graphics and Image and object order rendering
Image file format
An image file format is a file format for a digital image.
See Glossary of computer graphics and Image file format
Image plane
In 3D computer graphics, the image plane is that plane in the world which is identified with the plane of the display monitor used to view the image that is being rendered.
See Glossary of computer graphics and Image plane
Immediate mode (computer graphics)
Immediate mode is an API design pattern in computer graphics libraries, in which. Glossary of computer graphics and Immediate mode (computer graphics) are computer graphics.
See Glossary of computer graphics and Immediate mode (computer graphics)
Implicit surface
In mathematics, an implicit surface is a surface in Euclidean space defined by an equation An implicit surface is the set of zeros of a function of three variables.
See Glossary of computer graphics and Implicit surface
Integer
An integer is the number zero (0), a positive natural number (1, 2, 3,...), or the negation of a positive natural number (−1, −2, −3,...). The negations or additive inverses of the positive natural numbers are referred to as negative integers.
See Glossary of computer graphics and Integer
Interpolation
In the mathematical field of numerical analysis, interpolation is a type of estimation, a method of constructing (finding) new data points based on the range of a discrete set of known data points.
See Glossary of computer graphics and Interpolation
Intersection
In mathematics, the intersection of two or more objects is another object consisting of everything that is contained in all of the objects simultaneously.
See Glossary of computer graphics and Intersection
Kernel (image processing)
In image processing, a kernel, convolution matrix, or mask is a small matrix used for blurring, sharpening, embossing, edge detection, and more.
See Glossary of computer graphics and Kernel (image processing)
Key frame
In animation and filmmaking, a key frame (or keyframe) is a drawing or shot that defines the starting and ending points of a smooth transition. Glossary of computer graphics and key frame are computer graphics.
See Glossary of computer graphics and Key frame
Khronos Group
The Khronos Group, Inc. is an open, non-profit, member-driven consortium of 170 organizations developing, publishing and maintaining royalty-free interoperability standards for 3D graphics, virtual reality, augmented reality, parallel computation, vision acceleration and machine learning.
See Glossary of computer graphics and Khronos Group
Landscape
A landscape is the visible features of an area of land, its landforms, and how they integrate with natural or human-made features, often considered in terms of their aesthetic appeal.
See Glossary of computer graphics and Landscape
Level of detail (computer graphics)
In computer graphics, level of detail (LOD) refers to the complexity of a 3D model representation.
See Glossary of computer graphics and Level of detail (computer graphics)
Library (computing)
In computer science, a library is a collection of read-only resources that is leveraged during software development to implement a computer program.
See Glossary of computer graphics and Library (computing)
Light
Light, visible light, or visible radiation is electromagnetic radiation that can be perceived by the human eye.
See Glossary of computer graphics and Light
Light field
A light field, or lightfield, is a vector function that describes the amount of light flowing in every direction through every point in a space.
See Glossary of computer graphics and Light field
Light stage
A light stage is an active illumination system used for shape, texture, reflectance and motion capture often with structured light and a multi-camera setup.
See Glossary of computer graphics and Light stage
Lightmap
A lightmap is a data structure used in lightmapping, a form of surface caching in which the brightness of surfaces in a virtual scene is pre-calculated and stored in texture maps for later use. Glossary of computer graphics and lightmap are video game graphics.
See Glossary of computer graphics and Lightmap
Line segment
In geometry, a line segment is a part of a straight line that is bounded by two distinct end points, and contains every point on the line that is between its endpoints.
See Glossary of computer graphics and Line segment
Linear interpolation
In mathematics, linear interpolation is a method of curve fitting using linear polynomials to construct new data points within the range of a discrete set of known data points.
See Glossary of computer graphics and Linear interpolation
List of 3D modeling software
Following is a list of notable 3D modeling software, computer programs used for developing a mathematical representation of any Three Dimensional surface of objects, also called 3D modeling.
See Glossary of computer graphics and List of 3D modeling software
List of rendering APIs
Rendering APIs typically provide just enough functionality to abstract a graphics accelerator, focussing on rendering primitives, state management, command lists/command buffers; and as such differ from fully fledged 3D graphics libraries, 3D engines (which handle scene graphs, lights, animation, materials etc.), and GUI frameworks; Some provide fallback software rasterisers, which were important for compatibility and adoption before graphics accelerators became widespread.
See Glossary of computer graphics and List of rendering APIs
Local coordinates
Local coordinates are the ones used in a local coordinate system or a local coordinate space. Glossary of computer graphics and local coordinates are computer graphics.
See Glossary of computer graphics and Local coordinates
Map extent
A map extent is the portion of area of a region shown in a map.
See Glossary of computer graphics and Map extent
Marching cubes
Marching cubes is a computer graphics algorithm, published in the 1987 SIGGRAPH proceedings by Lorensen and Cline, for extracting a polygonal mesh of an isosurface from a three-dimensional discrete scalar field (the elements of which are sometimes called voxels).
See Glossary of computer graphics and Marching cubes
Mathematical model
A mathematical model is an abstract description of a concrete system using mathematical concepts and language.
See Glossary of computer graphics and Mathematical model
Matrix (mathematics)
In mathematics, a matrix (matrices) is a rectangular array or table of numbers, symbols, or expressions, with elements or entries arranged in rows and columns, which is used to represent a mathematical object or property of such an object.
See Glossary of computer graphics and Matrix (mathematics)
Memory access pattern
In computing, a memory access pattern or IO access pattern is the pattern with which a system or program reads and writes memory on secondary storage.
See Glossary of computer graphics and Memory access pattern
Memory architecture
Memory architecture describes the methods used to implement electronic computer data storage in a manner that is a combination of the fastest, most reliable, most durable, and least expensive way to store and retrieve information.
See Glossary of computer graphics and Memory architecture
Memory management unit
A memory management unit (MMU), sometimes called paged memory management unit (PMMU), is a computer hardware unit that examines all memory references on the memory bus, translating these requests, known as virtual memory addresses, into physical addresses in main memory.
See Glossary of computer graphics and Memory management unit
Metal (API)
Metal is a low-level, low-overhead hardware-accelerated 3D graphic and compute shader API created by Apple, debuting in iOS 8.
See Glossary of computer graphics and Metal (API)
Microsoft Windows
Microsoft Windows is a product line of proprietary graphical operating systems developed and marketed by Microsoft.
See Glossary of computer graphics and Microsoft Windows
Minimum bounding box
In geometry, the minimum bounding box or smallest bounding box (also known as the minimum enclosing box or smallest enclosing box) for a point set in dimensions is the box with the smallest measure (area, volume, or hypervolume in higher dimensions) within which all the points lie.
See Glossary of computer graphics and Minimum bounding box
Mipmap
In computer graphics, mipmaps (also MIP maps) or pyramids are pre-calculated, optimized sequences of images, each of which is a progressively lower resolution representation of the previous.
See Glossary of computer graphics and Mipmap
Monochrome
A monochrome or monochromatic image, object or palette is composed of one color (or values of one color).
See Glossary of computer graphics and Monochrome
Multiple buffering
In computer science, multiple buffering is the use of more than one buffer to hold a block of data, so that a "reader" will see a complete (though perhaps old) version of the data instead of a partially updated version of the data being created by a "writer".
See Glossary of computer graphics and Multiple buffering
Multiplication
Multiplication (often denoted by the cross symbol, by the mid-line dot operator, by juxtaposition, or, on computers, by an asterisk) is one of the four elementary mathematical operations of arithmetic, with the other ones being addition, subtraction, and division.
See Glossary of computer graphics and Multiplication
Nearest-neighbor interpolation
Nearest-neighbor interpolation (also known as proximal interpolation or, in some contexts, point sampling) is a simple method of multivariate interpolation in one or more dimensions.
See Glossary of computer graphics and Nearest-neighbor interpolation
Noise (signal processing)
In signal processing, noise is a general term for unwanted (and, in general, unknown) modifications that a signal may suffer during capture, storage, transmission, processing, or conversion.
See Glossary of computer graphics and Noise (signal processing)
Normal (geometry)
In geometry, a normal is an object (e.g. a line, ray, or vector) that is perpendicular to a given object.
See Glossary of computer graphics and Normal (geometry)
Normal mapping
In 3D computer graphics, normal mapping, or Dot3 bump mapping, is a texture mapping technique used for faking the lighting of bumps and dents – an implementation of bump mapping.
See Glossary of computer graphics and Normal mapping
OpenGL
OpenGL (Open Graphics Library) is a cross-language, cross-platform application programming interface (API) for rendering 2D and 3D vector graphics.
See Glossary of computer graphics and OpenGL
Origin (mathematics)
In mathematics, the origin of a Euclidean space is a special point, usually denoted by the letter O, used as a fixed point of reference for the geometry of the surrounding space.
See Glossary of computer graphics and Origin (mathematics)
Palette (computing)
In computer graphics, a palette is the set of available colors from which an image can be made.
See Glossary of computer graphics and Palette (computing)
Parallax mapping
Parallax mapping (also called offset mapping or virtual displacement mapping) is an enhancement of the bump mapping or normal mapping techniques applied to textures in 3D rendering applications such as video games.
See Glossary of computer graphics and Parallax mapping
Parallel array
In computing, a group of parallel arrays (also known as structure of arrays or SoA) is a form of implicit data structure that uses multiple arrays to represent a singular array of records.
See Glossary of computer graphics and Parallel array
Particle system
A particle system is a technique in game physics, motion graphics, and computer graphics that uses many minute sprites, 3D models, or other graphic objects to simulate certain kinds of "fuzzy" phenomena, which are otherwise very hard to reproduce with conventional rendering techniques – usually highly chaotic systems, natural phenomena, or processes caused by chemical reactions.
See Glossary of computer graphics and Particle system
Path tracing
Path tracing is a computer graphics Monte Carlo method of rendering images of three-dimensional scenes such that the global illumination is faithful to reality.
See Glossary of computer graphics and Path tracing
Perlin noise
Perlin noise is a type of gradient noise developed by Ken Perlin in 1983. Glossary of computer graphics and Perlin noise are computer graphics.
See Glossary of computer graphics and Perlin noise
Phong reflection model
The Phong reflection model (also called Phong illumination or Phong lighting) is an empirical model of the local illumination of points on a surface designed by the computer graphics researcher Bui Tuong Phong.
See Glossary of computer graphics and Phong reflection model
Phong shading
In 3D computer graphics, Phong shading, Phong interpolation, or normal-vector interpolation shading is an interpolation technique for surface shading invented by computer graphics pioneer Bui Tuong Phong.
See Glossary of computer graphics and Phong shading
Photogrammetry
Photogrammetry is the science and technology of obtaining reliable information about physical objects and the environment through the process of recording, measuring and interpreting photographic images and patterns of electromagnetic radiant imagery and other phenomena.
See Glossary of computer graphics and Photogrammetry
Photometry (optics)
Photometry is a branch of optics that deals with the measurement of light in terms of its perceived brightness to the human eye.
See Glossary of computer graphics and Photometry (optics)
Photon mapping
In computer graphics, photon mapping is a two-pass global illumination rendering algorithm developed by Henrik Wann Jensen between 1995 and 2001 that approximately solves the rendering equation for integrating light radiance at a given point in space.
See Glossary of computer graphics and Photon mapping
Physically based rendering
Physically based rendering (PBR) is a computer graphics approach that seeks to render images in a way that models the lights and surfaces with optics in the real world. Glossary of computer graphics and Physically based rendering are computer graphics.
See Glossary of computer graphics and Physically based rendering
Pixel
In digital imaging, a pixel (abbreviated px), pel, or picture element is the smallest addressable element in a raster image, or the smallest addressable element in a dot matrix display device.
See Glossary of computer graphics and Pixel
Plane (mathematics)
In mathematics, a plane is a two-dimensional space or flat surface that extends indefinitely.
See Glossary of computer graphics and Plane (mathematics)
PlayStation 3 system software
The PlayStation 3 system software is the updatable firmware and operating system of the PlayStation 3.
See Glossary of computer graphics and PlayStation 3 system software
Point cloud
A point cloud is a discrete set of data points in space.
See Glossary of computer graphics and Point cloud
Polygon
In geometry, a polygon is a plane figure made up of line segments connected to form a closed polygonal chain.
See Glossary of computer graphics and Polygon
Polygon mesh
In 3D computer graphics and solid modeling, a polygon mesh is a collection of, s and s that defines the shape of a polyhedral object.
See Glossary of computer graphics and Polygon mesh
Polynomial interpolation
In numerical analysis, polynomial interpolation is the interpolation of a given bivariate data set by the polynomial of lowest possible degree that passes through the points of the dataset.
See Glossary of computer graphics and Polynomial interpolation
Portal rendering
In computer-generated imagery and real-time 3D computer graphics, portal rendering is an algorithm for visibility determination. Glossary of computer graphics and portal rendering are computer graphics.
See Glossary of computer graphics and Portal rendering
Potentially visible set
In 3D computer graphics, Potentially Visible Sets are used to accelerate the rendering of 3D environments.
See Glossary of computer graphics and Potentially visible set
Procedural generation
In computing, procedural generation (sometimes shortened as proc-gen) is a method of creating data algorithmically as opposed to manually, typically through a combination of human-generated content and algorithms coupled with computer-generated randomness and processing power. Glossary of computer graphics and procedural generation are computer graphics.
See Glossary of computer graphics and Procedural generation
Procedural texture
In computer graphics, a procedural texture is a texture created using a mathematical description (i.e. an algorithm) rather than directly stored data.
See Glossary of computer graphics and Procedural texture
Quaternion
In mathematics, the quaternion number system extends the complex numbers.
See Glossary of computer graphics and Quaternion
Radiance
In radiometry, radiance is the radiant flux emitted, reflected, transmitted or received by a given surface, per unit solid angle per unit projected area.
See Glossary of computer graphics and Radiance
Radiometry
Radiometry is a set of techniques for measuring electromagnetic radiation, including visible light.
See Glossary of computer graphics and Radiometry
Raster graphics
smiley face in the top left corner is a raster image. When enlarged, individual pixels appear as squares. Enlarging further, each pixel can be analyzed, with their colors constructed through combination of the values for red, green and blue. In computer graphics and digital photography, a raster graphic represents a two-dimensional picture as a rectangular matrix or grid of pixels, viewable via a computer display, paper, or other display medium. Glossary of computer graphics and raster graphics are computer graphics.
See Glossary of computer graphics and Raster graphics
Rasterisation
In computer graphics, rasterisation (British English) or rasterization (American English) is the task of taking an image described in a vector graphics format (shapes) and converting it into a raster image (a series of pixels, dots or lines, which, when displayed together, create the image which was represented via shapes). Glossary of computer graphics and rasterisation are computer graphics.
See Glossary of computer graphics and Rasterisation
Ray (optics)
In optics, a ray is an idealized geometrical model of light or other electromagnetic radiation, obtained by choosing a curve that is perpendicular to the wavefronts of the actual light, and that points in the direction of energy flow.
See Glossary of computer graphics and Ray (optics)
Ray casting
Ray casting is the methodological basis for 3D CAD/CAM solid modeling and image rendering.
See Glossary of computer graphics and Ray casting
Ray marching
Ray marching is a class of rendering methods for 3D computer graphics where rays are traversed iteratively, effectively dividing each ray into smaller ray segments, sampling some function at each step.
See Glossary of computer graphics and Ray marching
Ray tracing (graphics)
In 3D computer graphics, ray tracing is a technique for modeling light transport for use in a wide variety of rendering algorithms for generating digital images. Glossary of computer graphics and ray tracing (graphics) are computer graphics.
See Glossary of computer graphics and Ray tracing (graphics)
Real-time computer graphics
Real-time computer graphics or real-time rendering is the sub-field of computer graphics focused on producing and analyzing images in real time. Glossary of computer graphics and real-time computer graphics are computer graphics.
See Glossary of computer graphics and Real-time computer graphics
Recursion (computer science)
In computer science, recursion is a method of solving a computational problem where the solution depends on solutions to smaller instances of the same problem.
See Glossary of computer graphics and Recursion (computer science)
Reflection (computer graphics)
Reflection in computer graphics is used to render reflective objects like mirrors and shiny surfaces. Glossary of computer graphics and Reflection (computer graphics) are computer graphics.
See Glossary of computer graphics and Reflection (computer graphics)
Reflection mapping
In computer graphics, reflection mapping or environment mapping is an efficient image-based lighting technique for approximating the appearance of a reflective surface by means of a precomputed texture.
See Glossary of computer graphics and Reflection mapping
Rendering (computer graphics)
Rendering or image synthesis is the process of generating a photorealistic or non-photorealistic image from a 2D or 3D model by means of a computer program.
See Glossary of computer graphics and Rendering (computer graphics)
Rendering equation
In computer graphics, the rendering equation is an integral equation in which the equilibrium radiance leaving a point is given as the sum of emitted plus reflected radiance under a geometric optics approximation. Glossary of computer graphics and rendering equation are computer graphics.
See Glossary of computer graphics and Rendering equation
RGB color model
The RGB color model is an additive color model in which the red, green and blue primary colors of light are added together in various ways to reproduce a broad array of colors.
See Glossary of computer graphics and RGB color model
RGB color spaces
RGB color spaces are additive colorimetric color spaces specifying part of its absolute color space definition using the RGB color model.
See Glossary of computer graphics and RGB color spaces
RGBA color model
RGBA stands for red green blue alpha.
See Glossary of computer graphics and RGBA color model
Rotation (mathematics)
Rotation in mathematics is a concept originating in geometry.
See Glossary of computer graphics and Rotation (mathematics)
Scene graph
A scene graph is a general data structure commonly used by vector-based graphics editing applications and modern computer games, which arranges the logical and often spatial representation of a graphical scene.
See Glossary of computer graphics and Scene graph
Screen space ambient occlusion
Screen space ambient occlusion (SSAO) is a computer graphics technique for efficiently approximating the ambient occlusion effect in real time. Glossary of computer graphics and Screen space ambient occlusion are computer graphics.
See Glossary of computer graphics and Screen space ambient occlusion
Shader
In computer graphics, a shader is a computer program that calculates the appropriate levels of light, darkness, and color during the rendering of a 3D scene—a process known as shading.
See Glossary of computer graphics and Shader
Shading
Shading refers to the depiction of depth perception in 3D models (within the field of 3D computer graphics) or illustrations (in visual art) by varying the level of darkness. Glossary of computer graphics and Shading are computer graphics.
See Glossary of computer graphics and Shading
Shading language
A shading language is a graphics programming language adapted to programming shader effects.
See Glossary of computer graphics and Shading language
Shadow mapping
Shadow mapping or shadowing projection is a process by which shadows are added to 3D computer graphics.
See Glossary of computer graphics and Shadow mapping
Shadow volume
Shadow volume is a technique used in 3D computer graphics to add shadows to a rendered scene.
See Glossary of computer graphics and Shadow volume
Shape
A shape is a graphical representation of an object's form or its external boundary, outline, or external surface.
See Glossary of computer graphics and Shape
Simulation
A simulation is an imitative representation of a process or system that could exist in the real world.
See Glossary of computer graphics and Simulation
Single instruction, multiple data
Single instruction, multiple data (SIMD) is a type of parallel processing in Flynn's taxonomy.
See Glossary of computer graphics and Single instruction, multiple data
Skeletal animation
Skeletal animation or rigging is a technique in computer animation in which a character (or other articulated object) is represented in two parts: a polygonal or parametric mesh representation of the surface of the object, and a hierarchical set of interconnected parts (called joints or bones, and collectively forming the skeleton), a virtual armature used to animate (pose and keyframe) the mesh.
See Glossary of computer graphics and Skeletal animation
Skybox (video games)
A skybox is a method of creating backgrounds to make a video game level appear larger than it really is. Glossary of computer graphics and skybox (video games) are video game graphics.
See Glossary of computer graphics and Skybox (video games)
Software rendering
Software rendering is the process of generating an image from a model by means of computer software.
See Glossary of computer graphics and Software rendering
Solid modeling
Solid modeling (or solid modelling) is a consistent set of principles for mathematical and computer modeling of three-dimensional shapes (solids).
See Glossary of computer graphics and Solid modeling
Sorting algorithm
In computer science, a sorting algorithm is an algorithm that puts elements of a list into an order.
See Glossary of computer graphics and Sorting algorithm
Space-filling curve
In mathematical analysis, a space-filling curve is a curve whose range reaches every point in a higher dimensional region, typically the unit square (or more generally an n-dimensional unit hypercube).
See Glossary of computer graphics and Space-filling curve
Spatial anti-aliasing
In digital signal processing, spatial anti-aliasing is a technique for minimizing the distortion artifacts (aliasing) when representing a high-resolution image at a lower resolution.
See Glossary of computer graphics and Spatial anti-aliasing
Specularity
Specularity is the visual appearance of specular reflections.
See Glossary of computer graphics and Specularity
Sphere mapping
In computer graphics, sphere mapping (or spherical environment mapping) is a type of reflection mapping that approximates reflective surfaces by considering the environment to be an infinitely far-away spherical wall.
See Glossary of computer graphics and Sphere mapping
Sprite (computer graphics)
In computer graphics, a sprite is a two-dimensional bitmap that is integrated into a larger scene, most often in a 2D video game. Glossary of computer graphics and sprite (computer graphics) are computer graphics and video game graphics.
See Glossary of computer graphics and Sprite (computer graphics)
Stencil buffer
A stencil buffer is an extra data buffer, in addition to the color buffer and Z-buffer, found on modern graphics hardware. Glossary of computer graphics and stencil buffer are computer graphics.
See Glossary of computer graphics and Stencil buffer
Stereopsis
Stereopsis is the component of depth perception retrieved through binocular vision.
See Glossary of computer graphics and Stereopsis
Subdivision surface
In the field of 3D computer graphics, a subdivision surface (commonly shortened to SubD surface or Subsurf) is a curved surface represented by the specification of a coarser polygon mesh and produced by a recursive algorithmic method.
See Glossary of computer graphics and Subdivision surface
Subsurface scattering
Subsurface scattering (SSS), also known as subsurface light transport (SSLT), is a mechanism of light transport in which light that penetrates the surface of a translucent object is scattered by interacting with the material and exits the surface potentially at a different point.
See Glossary of computer graphics and Subsurface scattering
Supersampling
Supersampling or supersampling anti-aliasing (SSAA) is a spatial anti-aliasing method, i.e. a method used to remove aliasing (jagged and pixelated edges, colloquially known as "jaggies") from images rendered in computer games or other computer programs that generate imagery.
See Glossary of computer graphics and Supersampling
Surface triangulation
Triangulation of a surface means.
See Glossary of computer graphics and Surface triangulation
Swizzling (computer graphics)
In computer graphics, swizzles are a class of operations that transform vectors by rearranging components. Glossary of computer graphics and Swizzling (computer graphics) are computer graphics.
See Glossary of computer graphics and Swizzling (computer graphics)
System on a chip
A system on a chip or system-on-chip (SoC; pl. SoCs) is an integrated circuit that integrates most or all components of a computer or other electronic system.
See Glossary of computer graphics and System on a chip
Taxicab geometry
Taxicab geometry or Manhattan geometry is geometry where the familiar Euclidean distance is ignored, and the distance between two points is instead defined to be the sum of the absolute differences of their respective Cartesian coordinates, a distance function (or metric) called the taxicab distance, Manhattan distance, or city block distance.
See Glossary of computer graphics and Taxicab geometry
Terrain cartography
Terrain cartography or relief mapping is the depiction of the shape of the surface of the Earth on a map, using one or more of several techniques that have been developed.
See Glossary of computer graphics and Terrain cartography
Tessellation (computer graphics)
In computer graphics, tessellation is the dividing of datasets of polygons (sometimes called vertex sets) presenting objects in a scene into suitable structures for rendering. Glossary of computer graphics and tessellation (computer graphics) are computer graphics.
See Glossary of computer graphics and Tessellation (computer graphics)
Texel (graphics)
In computer graphics, a texel, texture element, or texture pixel is the fundamental unit of a texture map.
See Glossary of computer graphics and Texel (graphics)
Texture filtering
In computer graphics, texture filtering or texture smoothing is the method used to determine the texture color for a texture mapped pixel, using the colors of nearby texels (ie. pixels of the texture). Glossary of computer graphics and texture filtering are computer graphics.
See Glossary of computer graphics and Texture filtering
Texture mapping
Texture mapping is a method for mapping a texture on a computer-generated graphic. Glossary of computer graphics and texture mapping are computer graphics.
See Glossary of computer graphics and Texture mapping
Texture mapping unit
In computer graphics, a texture mapping unit (TMU) is a component in modern graphics processing units (GPUs).
See Glossary of computer graphics and Texture mapping unit
Three-dimensional space
In geometry, a three-dimensional space (3D space, 3-space or, rarely, tri-dimensional space) is a mathematical space in which three values (coordinates) are required to determine the position of a point.
See Glossary of computer graphics and Three-dimensional space
Tone mapping
Tone mapping is a technique used in image processing and computer graphics to map one set of colors to another to approximate the appearance of high-dynamic-range (HDR) images in a medium that has a more limited dynamic range. Glossary of computer graphics and Tone mapping are computer graphics.
See Glossary of computer graphics and Tone mapping
Transformation matrix
In linear algebra, linear transformations can be represented by matrices. Glossary of computer graphics and transformation matrix are computer graphics.
See Glossary of computer graphics and Transformation matrix
Triangle mesh
In computer graphics, a triangle mesh is a type of polygon mesh.
See Glossary of computer graphics and Triangle mesh
Triangle strip
In computer graphics, a triangle strip is a subset of triangles in a triangle mesh with shared vertices, and is a more memory-efficient method of storing information about the mesh. Glossary of computer graphics and triangle strip are computer graphics.
See Glossary of computer graphics and Triangle strip
Trilinear filtering
Trilinear filtering is an extension of the bilinear texture filtering method, which also performs linear interpolation between mipmaps.
See Glossary of computer graphics and Trilinear filtering
Two-dimensional space
A two-dimensional space is a mathematical space with two dimensions, meaning points have two degrees of freedom: their locations can be locally described with two coordinates or they can move in two independent directions.
See Glossary of computer graphics and Two-dimensional space
Unique key
In relational database management systems, a unique key is a candidate key.
See Glossary of computer graphics and Unique key
Unit vector
In mathematics, a unit vector in a normed vector space is a vector (often a spatial vector) of length 1.
See Glossary of computer graphics and Unit vector
UV mapping
UV mapping is the 3D modeling process of projecting a 3D model's surface to a 2D image for texture mapping.
See Glossary of computer graphics and UV mapping
Vector (mathematics and physics)
In mathematics and physics, vector is a term that refers informally to some quantities that cannot be expressed by a single number (a scalar), or to elements of some vector spaces.
See Glossary of computer graphics and Vector (mathematics and physics)
Vector graphics
Vector graphics are a form of computer graphics in which visual images are created directly from geometric shapes defined on a Cartesian plane, such as points, lines, curves and polygons. Glossary of computer graphics and Vector graphics are computer graphics.
See Glossary of computer graphics and Vector graphics
Vector quantization
Vector quantization (VQ) is a classical quantization technique from signal processing that allows the modeling of probability density functions by the distribution of prototype vectors.
See Glossary of computer graphics and Vector quantization
Vector space
In mathematics and physics, a vector space (also called a linear space) is a set whose elements, often called ''vectors'', can be added together and multiplied ("scaled") by numbers called ''scalars''.
See Glossary of computer graphics and Vector space
Vertex (computer graphics)
A vertex (plural vertices) in computer graphics is a data structure that describes certain attributes, like the position of a point in 2D or 3D space, or multiple points on a surface. Glossary of computer graphics and vertex (computer graphics) are computer graphics.
See Glossary of computer graphics and Vertex (computer graphics)
Vertex buffer object
A vertex buffer object (VBO) is an OpenGL feature that provides methods for uploading vertex data (position, normal vector, color, etc.) to the video device for non-immediate-mode rendering.
See Glossary of computer graphics and Vertex buffer object
Video game console
A video game console is an electronic device that outputs a video signal or image to display a video game that can be played with a game controller.
See Glossary of computer graphics and Video game console
Video post-processing
The term post-processing (or postproc for short) is used in the video and film industry for quality-improvement image processing (specifically digital image processing) methods used in video playback devices, such as stand-alone DVD-Video players; video playing software; and transcoding software.
See Glossary of computer graphics and Video post-processing
Viewing frustum
In 3D computer graphics, a viewing frustum or view frustum is the region of space in the modeled world that may appear on the screen; it is the field of view of a perspective virtual camera system.
See Glossary of computer graphics and Viewing frustum
Virtual camera system
In 3D video games, a virtual camera system aims at controlling a camera or a set of cameras to display a view of a 3D virtual world. Glossary of computer graphics and virtual camera system are video game graphics.
See Glossary of computer graphics and Virtual camera system
Virtual reality
Virtual reality (VR) is a simulated experience that employs 3D near-eye displays and pose tracking to give the user an immersive feel of a virtual world. Glossary of computer graphics and virtual reality are computer graphics.
See Glossary of computer graphics and Virtual reality
Visual artifact
Visual artifacts (also artefacts) are anomalies apparent during visual representation as in digital graphics and other forms of imagery, especially photography and microscopy.
See Glossary of computer graphics and Visual artifact
Voxel
A voxel is a three-dimensional counterpart to a pixel.
See Glossary of computer graphics and Voxel
Vulkan
Vulkan is a low-level, low-overhead cross-platform API and open standard for 3D graphics and computing.
See Glossary of computer graphics and Vulkan
Wavefront .obj file
OBJ (or.OBJ) is a geometry definition file format first developed by Wavefront Technologies for its Advanced Visualizer animation package.
See Glossary of computer graphics and Wavefront .obj file
Weighting
The process of frequency weighting involves emphasizing the contribution of particular aspects of a phenomenon (or of a set of data) over others to an outcome or result; thereby highlighting those aspects in comparison to others in the analysis.
See Glossary of computer graphics and Weighting
White noise
In signal processing, white noise is a random signal having equal intensity at different frequencies, giving it a constant power spectral density.
See Glossary of computer graphics and White noise
Window (computing)
In computing, a window is a graphical control element.
See Glossary of computer graphics and Window (computing)
Wire-frame model
A wire-frame model, also wireframe model, is a visual representation of a three-dimensional (3D) physical object used in 3D computer graphics.
See Glossary of computer graphics and Wire-frame model
Word (computer architecture)
In computing, a word is the natural unit of data used by a particular processor design.
See Glossary of computer graphics and Word (computer architecture)
Y′UV
Y′UV, also written YUV, is the color model found in the PAL analogue color TV standard (excluding PAL-N).
See Glossary of computer graphics and Y′UV
Z-buffering
A depth buffer, also known as a z-buffer, is a type of data buffer used in computer graphics to represent depth information of objects in 3D space from a particular perspective.
See Glossary of computer graphics and Z-buffering
Z-order
Z-order is an ordering of overlapping two-dimensional objects, such as windows in a stacking window manager, shapes in a vector graphics editor, or objects in a 3D application. Glossary of computer graphics and z-order are computer graphics.
See Glossary of computer graphics and Z-order
Z-order curve
In mathematical analysis and computer science, functions which are Z-order, Lebesgue curve, Morton space-filling curve, Morton order or Morton code map multidimensional data to one dimension while preserving locality of the data points.
See Glossary of computer graphics and Z-order curve
ZBrush
Maxon ZBrush is a digital sculpting tool that combines 3D/2.5D modeling, texturing and painting.
See Glossary of computer graphics and ZBrush
2.5D
2.5D (basic pronunciation two-and-a-half dimensional) perspective refers to gameplay or movement in a video game or virtual reality environment that is restricted to a two-dimensional (2D) plane with little or no access to a third dimension in a space that otherwise appears to be three-dimensional and is often simulated and rendered in a 3D digital environment. Glossary of computer graphics and 2.5D are video game graphics.
See Glossary of computer graphics and 2.5D
2D computer graphics
2D computer graphics is the computer-based generation of digital images—mostly from two-dimensional models (such as 2D geometric models, text, and digital images) and by techniques specific to them. Glossary of computer graphics and 2D computer graphics are computer graphics.
See Glossary of computer graphics and 2D computer graphics
3D computer graphics
3D computer graphics, sometimes called CGI, 3-D-CGI or three-dimensional computer graphics, are graphics that use a three-dimensional representation of geometric data (often Cartesian) that is stored in the computer for the purposes of performing calculations and rendering digital images, usually 2D images but sometimes 3D images. Glossary of computer graphics and 3D computer graphics are computer graphics.
See Glossary of computer graphics and 3D computer graphics
3D modeling
In 3D computer graphics, 3D modeling is the process of developing a mathematical coordinate-based representation of a surface of an object (inanimate or living) in three dimensions via specialized software by manipulating edges, vertices, and polygons in a simulated 3D space.
See Glossary of computer graphics and 3D modeling
3D projection
A 3D projection (or graphical projection) is a design technique used to display a three-dimensional (3D) object on a two-dimensional (2D) surface.
See Glossary of computer graphics and 3D projection
3D rendering
3D rendering is the 3D computer graphics process of converting 3D models into 2D images on a computer.
See Glossary of computer graphics and 3D rendering
4D vector
In computer science, a 4D vector is a 4-component vector data type.
See Glossary of computer graphics and 4D vector
8-bit color
8-bit color graphics are a method of storing image information in a computer's memory or in an image file, so that each pixel is represented by 8 bits (1 byte).
See Glossary of computer graphics and 8-bit color
See also
Glossaries of computers
- Glossary of BitTorrent terms
- Glossary of Internet-related terms
- Glossary of Unified Modeling Language terms
- Glossary of backup terms
- Glossary of blogging
- Glossary of computer graphics
- Glossary of computer hardware terms
- Glossary of computer science
- Glossary of cryptographic keys
- Glossary of digital forensics terms
- Glossary of reconfigurable computing
- Glossary of video game terms
- MUD terminology
Video game graphics
- 2.5D
- Adaptive tile refresh
- Cel shading
- Claymation
- Digital 3D
- First-person (video games)
- Full-motion video
- Glossary of computer graphics
- Isometric video game graphics
- Lightmap
- Popping (computer graphics)
- Pre-rendering
- Scrolling
- Skybox (video games)
- Sprite (computer graphics)
- Text-based game
- Tile-based video game
- Video game graphics
- Virtual camera system
References
Also known as 3D paint tool, 3D scene, 3d camera coordinate system, 3d world coordinate system, 4×4 matrix, 7e3, AZDO, Analytic model, Array textures, Baking (computer graphics), Bit depth (computer graphics), Blend operation, Clip window, Color resolution, Command buffer, Command list, Deformation lattice, Edge vector, Fixed function unit, Fixed function units, Fixed-function pipeline, Fixed-function unit, Forward rendering, G-buffer, Geometry (computer graphics), Grid cell indices, Image generator, Incremental error algorithm, Index buffer, Intersection test, Linear Dodge, Lumel, Modelling primitive (computer graphics), Occlusion queries, Outcodes (computer graphics), Physically correct rendering, Planar image format, Point sprites, Predicated rendering, Premultiplied by alpha, RGB color value, RGB color values, RGB image, RGB888, Recursive subdivision, Render Target, Render mapping, Render to texture, Rendering API, Rendering primitive, Rendering resource, Repeating texture, Repeating textures, Screen space, Screen-space, Shadow buffer, Sliver triangle, Spatial hashing, Specular exponent, Surface normal vector, Swizzled texture, Test for overlap, Texture buffers, Texture cache, Texture sampling, Texture sampling unit, Tiled forward rendering, Transform feedback, Triangle primitive, Triangle setup, Triangle setup engine, Trivial accept, Trivial reject, Trivial rejection, Trivially accepted, UV coordinate, Unified memory, Vector maths libraries, Vector maths library, Vertex Buffer, Vertex buffers, Vertex cache, Vertex weighting, View vector, Weight map, Weight maps, Wireframe rendering.
, Compute kernel, Computer data storage, Computer graphics, Computer graphics lighting, Computer hardware, Computer memory, Cone tracing, Conservation of energy, Constructive solid geometry, Control point (mathematics), Coordinate system, Cross product, Cube mapping, Cubic Hermite spline, Curve, Data structure, Data type, Deferred shading, Delaunay triangulation, Depth map, Derivative, Digital painting, Direct3D, Directed acyclic graph, Displacement mapping, Distributed ray tracing, Division (mathematics), Doom engine, Dynamical simulation, Edge (geometry), Edge detection, Empirical modelling, Error term, Euclidean distance, Euclidean plane, Euclidean vector, Euler angles, Evans & Sutherland, Fast approximate anti-aliasing, Fixed-point arithmetic, Floating-point arithmetic, Flux, Fractal, Framebuffer, Free-form deformation, Frequency, Fresnel equations, Geometric primitive, Geometry, Geometry instancing, Gimbal lock, Global illumination, Glossary of computer graphics, Glossary of computer hardware terms, Gouraud shading, Graph (discrete mathematics), Graphical user interface, Graphics card, Graphics pipeline, Graphics processing unit, Hard disk drive, Hardware acceleration, Hash function, Heightmap, Hidden-surface determination, Hierarchy, High dynamic range, Homogeneous coordinates, Hypergraph, Image and object order rendering, Image file format, Image plane, Immediate mode (computer graphics), Implicit surface, Integer, Interpolation, Intersection, Kernel (image processing), Key frame, Khronos Group, Landscape, Level of detail (computer graphics), Library (computing), Light, Light field, Light stage, Lightmap, Line segment, Linear interpolation, List of 3D modeling software, List of rendering APIs, Local coordinates, Map extent, Marching cubes, Mathematical model, Matrix (mathematics), Memory access pattern, Memory architecture, Memory management unit, Metal (API), Microsoft Windows, Minimum bounding box, Mipmap, Monochrome, Multiple buffering, Multiplication, Nearest-neighbor interpolation, Noise (signal processing), Normal (geometry), Normal mapping, OpenGL, Origin (mathematics), Palette (computing), Parallax mapping, Parallel array, Particle system, Path tracing, Perlin noise, Phong reflection model, Phong shading, Photogrammetry, Photometry (optics), Photon mapping, Physically based rendering, Pixel, Plane (mathematics), PlayStation 3 system software, Point cloud, Polygon, Polygon mesh, Polynomial interpolation, Portal rendering, Potentially visible set, Procedural generation, Procedural texture, Quaternion, Radiance, Radiometry, Raster graphics, Rasterisation, Ray (optics), Ray casting, Ray marching, Ray tracing (graphics), Real-time computer graphics, Recursion (computer science), Reflection (computer graphics), Reflection mapping, Rendering (computer graphics), Rendering equation, RGB color model, RGB color spaces, RGBA color model, Rotation (mathematics), Scene graph, Screen space ambient occlusion, Shader, Shading, Shading language, Shadow mapping, Shadow volume, Shape, Simulation, Single instruction, multiple data, Skeletal animation, Skybox (video games), Software rendering, Solid modeling, Sorting algorithm, Space-filling curve, Spatial anti-aliasing, Specularity, Sphere mapping, Sprite (computer graphics), Stencil buffer, Stereopsis, Subdivision surface, Subsurface scattering, Supersampling, Surface triangulation, Swizzling (computer graphics), System on a chip, Taxicab geometry, Terrain cartography, Tessellation (computer graphics), Texel (graphics), Texture filtering, Texture mapping, Texture mapping unit, Three-dimensional space, Tone mapping, Transformation matrix, Triangle mesh, Triangle strip, Trilinear filtering, Two-dimensional space, Unique key, Unit vector, UV mapping, Vector (mathematics and physics), Vector graphics, Vector quantization, Vector space, Vertex (computer graphics), Vertex buffer object, Video game console, Video post-processing, Viewing frustum, Virtual camera system, Virtual reality, Visual artifact, Voxel, Vulkan, Wavefront .obj file, Weighting, White noise, Window (computing), Wire-frame model, Word (computer architecture), Y′UV, Z-buffering, Z-order, Z-order curve, ZBrush, 2.5D, 2D computer graphics, 3D computer graphics, 3D modeling, 3D projection, 3D rendering, 4D vector, 8-bit color.
