Glossary of computer graphics: Difference between revisions

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{{Short description|Graphics glossarynone}}
{{Use dmy dates|date=August 2023}}
{{more citations needed|date=June 2016}}
This is a glossary of terms relating to [[computer graphics]].
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== 0–9 ==
{{glossary}}
{{term|7e3 format}}
{{defn|A packed pixel format supported by some [[graphics processing units]] (GPUs) where a single [[32-bit word]] encodes three 10-bit [[floating point]] color channels, each with seven bits of [[Floating-point#mantissa|mantissa]] and three bits of [[Floating-point#Exponent|exponent]].<ref>{{cite web|title=xbox360|url=http://fileadmin.cs.lth.se/cs/Personal/Michael_Doggett/talks/x05-xenos-doggett.pdf}}</ref>
{{dead link|date=June 2021}}
}}
 
{{term|[[Kernel (image processing)|2D convolution]]}}
{{defn|Operation that applies linear filtering to image with a given two-dimensional kernel, able to achieve e.g. edge detection, blurring, etc.}}
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{{term|2D texture map}}
{{defn|A [[texture map]] with [[Twotwo-dimensional space|two dimensions]], typically indexed by [[#UV coordinates|UV coordinates]].}}
 
{{term|2D vector}}
{{defn|aA [[Twotwo-dimensional space|two-dimensional]] [[vector (mathematics)|vector]], a common [[data type]] in [[rasterization]] algorithms, [[2D computer graphics]], [[graphical user interface]] libraries.}}
 
{{term|2.5D|content=[[2.5D]]}}
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{{term|3D graphics pipeline}}
{{defn|A [[graphics pipeline]] taking [[3D modelsmodel]]s and producing a 2D [[bitmap image]] result.}}
 
{{term|3D paint tool}}
{{defn|A [[3D graphics application]] for [[digital painting]] of multiple [[texture map]] image channels directly onto a rotated [[3D model]], such as [[zbrush]] or [[mudbox]], also sometimes able to modify vertex attributes.}}
 
{{term|3D scene}}
{{defn|A collection of [[3D model]]s and [[lightsource]]s in world space, into which a camera may be placed, describing a scene for [[3D rendering]].}}
 
{{term|3D paint tool}}
{{defn|A [[3D graphics application]] for [[digital painting]] of multiple [[texture map]] image channels directly onto a rotated [[3D model]], such as [[zbrush]] or [[mudbox]], also sometimes able to modify vertex attributes}}
 
{{term|3D unit vector}}
{{defn|A [[unit vector]] in [[3D space]].}}
 
{{term|[[4D vector]]}}
{{defn|aA common [[datatype]] in graphics code, holding [[homogeneous coordinatecoordinates]]s or [[#RGBA|RGBA]] data, or simply a [[3D vector]] with unused W to benefit from alignment, naturally handled by machines with 4-element [[SIMD]] registers.}}
 
{{term|4×4 matrix}}
{{defn|A [[matrix (mathematics)|matrix]] commonly used as a [[transformation matrix|transformation]] of [[homogeneous coordinates]] in [[3D graphics pipelines]].<ref>{{citeCite web|title=matrices for computer graphics|url=http://web.cs.wpi.edu/~emmanuel/courses/cs543/slides/lecture04_p1.pdf|title=matrices for computer graphics|accessdate=6 August 2023}}</ref>
}}
 
{{term|7e3 format}}
{{defn|A packed pixel format supported by some [[graphics processing unit]]s (GPUs) where a single [[32-bit word]] encodes three 10-bit [[floating-point arithmetic|floating-point]] color channels, each with seven bits of [[Floating-point#mantissa|mantissa]] and three bits of [[floating-point#Exponent|exponent]].<ref>{{Cite web|url=http://fileadmin.cs.lth.se/cs/Personal/Michael_Doggett/talks/x05-xenos-doggett.pdf|title=xbox360}}</ref>
}}
 
{{end glossary}}
 
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{{glossary}}
{{term|AABB}}
{{defn|[[Axis -aligned bounding box]] (sometimes called "axis oriented"), a [[bounding box]] stored in world coordinates; one of the simplest [[bounding volumesvolume]]s.}}
 
{{term|Additive blending}}
{{defn|A [[Blendblend modes|compositing operation]] where <math>dst=dst+src,</math> without the use of an [[Alphaalpha compositing|alpha channel]], used for various effects. Also known as ''[[linear dodge]]'' in some applications.}}
 
{{term|Affine texture mapping|content=[[Affine texture mapping]]}}
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{{defn|An additional image channel (e.g. extending an RGB image) or standalone channel controlling [[alpha blending]].}}
 
{{term|Ambient light|content=[[Shading#Ambient_lightingAmbient lighting|Ambient lighting]]}}
{{defn|An approximation to the light entering a region from a wide range of directions, used to avoid needing an exact solution to the [[rendering equation]].}}
 
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{{term|Anisotropic filtering|content=[[Anisotropic filtering]]}}
{{defn|Advanced texture filtering improving on [[Mipmappingmipmap]]ping, preventing aliasing while reducing blur in textured polygons at oblique angles to the camera.}}
 
{{term||Anti -aliasing|content=[[Spatial anti-aliasing|anti Anti-aliasing]]}}
{{defn|methodsMethods for filtering and sampling to avoid [[visual artefactartifact]]s associated with the uniform [[pixel]] grid in [[3D rendering]].}}
 
{{term|Array texture}}
{{defn|A form of [[texture map]] containing an [[array data structure|array]] of 2D texture slices selectable by a 3rd 'W' [[texture coordinate]]; used to reduce state changes in [[3D rendering]].<ref>{{citeCite web|title=textures|url=https://msdnlearn.microsoft.com/en-gb/libraryus/windows/desktopwin32/ff476906(vdirect3d11/overviews-direct3d-11-resources-textures-intro|title=vsIntroduction To Textures in Direct3D 11 - Win32 apps|date=August 23, 2019|website=learn.85)microsoft.aspxcom}}</ref>
}}
 
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{{term|AZDO}}
{{defn|Approaching zero driver overhead, a set of techniques aimed at reducing the [[Central processing unit|CPU]] overhead in preparing and submitting rendering commands in the [[OpenGL]] pipeline. A compromise between the traditional GL API and other high-performance low-level rendering APIs.<ref>{{citeCite web|title=AZDO|url=https://www.khronos.org/assets/uploads/developers/library/2014-gdc/Khronos-OpenGL-Efficiency-GDC-Mar14.pdf|title=AZDO|accessdate=6 August 2023}}</ref>
}}
 
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{{term|[[Texture mapping#Baking|Baking]]}}
{{defn|Performing an expensive calculation offline, and caching the results in a [[Texturetexture map]] or Vertexvertex attributes. Typically used for generating [[lightmapslightmap]]s, [[normal mapping|normal maps]], or low [[Levellevel of detail (computer graphics)|level of detail]] models.<ref>{{citeCite web|url=https://wiki.blender.org/index.php/Doc:2.4/Manual/Render/Bake|title=blender manual – baking|accessdate=6 August 2023|archive-date=27 November 2015|archive-url=https://web.archive.org/web/20151127191955/http://wiki.blender.org/index.php/Doc:2.4/Manual/Render/Bake|url-status=dead}}</ref>}}
 
{{term|[[Barycentric coordinate system|Barycentric coordinates]]}}
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{{term|[[Beam tracing]]}}
{{defn|Modification of [[Rayray tracing (graphics)|ray tracing]] which instead of lines uses pyramid-shaped beams to address some of the shortcomings of traditional ray tracing, such as aliasing.<ref>{{cite book |last1=Heckbert |first1=Paul |last2=Hanrahan |first2=Pat |title=Proceedings of the 11th annual conference on Computer graphics and interactive techniques - SIGGRAPH '84 |chapter=Beam Tracing Polygonal Objects |date=1984 |pages=119–127 |doi=10.1145/800031.808588 |isbn=0897911385 |s2cid=2845686 }}</ref>}}
 
{{term|Bicubic filtering|content=[[Bicubic interpolation]]}}
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{{term|Bit depth}}
{{defn|The number of [[bits per pixel]], sample, or [[Texeltexel (graphics)|texel]] in a [[bitmap image]] (holding one or modemore image channels, typical values being 4,&nbsp;8,&nbsp;16,&nbsp;24,&nbsp;32)}}
 
{{term|Bitmap|content=[[Bitmap]]}}
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{{term|Bit plane|content=[[Bit plane]]}}
{{defn|A format for [[bitmap image]]s storing [[monochrome|1 bit per pixel]] in a contiguous [[Two-dimensional array|2D array]]; Several such [[parallel array]]s combine to produce the a higher -[[#bit depth|bit -depth]] image. Opposite of packed -pixel format.}}
 
{{term|Blend operation}}
{{defn|A render state controlling [[alpha blending]], describing a formula for combining source and destination [[pixelspixel]]s.}}
 
{{term|Bone}}
{{defn|Coordinate systems used to control surface deformation (via Weight maps) during [[Skeletalskeletal animation]]. Typically stored in a [[hierarchy]], controlled by [[keyframeskey frame]]s, and other procedural [[Constraintconstraint (skeletal animation)|constraints]].}}
 
{{term|Bounding box|content=[[Bounding volume#bounding box|Bounding box]]}}
{{defn|One of the simplest type of [[bounding volume]], consisting of [[Axis axis-aligned bounding box|axis -aligned]] or [[Object -oriented bounding box|object -aligned]] [[Extentextent (computer graphics)|extent]]s.}}
 
{{term|Bounding volume|content=[[Bounding volume]]}}
{{defn|A mathematically simple volume, such as a sphere or a box, containing 3D objects, used to simplify and accelerate spatial tests (e.g. for visibility or collisions).<ref name="akenine" />{{rp|819}}}}
 
{{term|[[Bump mapping]]}}
{{defn|Technique similar to normal mapping that instead of normal maps uses so called bump maps (height maps).}}
 
{{term|BRDF}}
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|bibcode = 1965ApOpt...4..767N }}</ref>
}}
 
{{term|[[Bump mapping]]}}
{{defn|Technique similar to normal mapping that instead of normal maps uses so called bump maps (height maps).}}
 
{{term|BVH}}
{{defn|[[Bounding volume hierarchy]] is a tree structure on a set of geometric objects.}}
 
{{end glossary}}
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{{defn|Limiting specific operations to a specific region, usually the view frustum.}}
 
{{term|ClipClipping plane}}
{{defn|A [[Plane (geometry)|plane]] used to [[Clippingclipping (computer graphics)|clip]] [[rendering primitivesprimitive]]s in a [[graphics pipeline]]. These may define the [[Viewviewing frustum|view frustum]] or be used for other effects.}}
 
{{term|Clip space|content=[[Clip space]]}}
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{{term|Clip window}}
{{defn|A rectangular region in screen space, used during [[Clippingclipping (computer graphics)|clipping]]. A clip window may be used to enclose a region around a [[#portal|portal]] in [[portal rendering]].}}
 
{{term|CLUT|content=[[Color look-up table|CLUT]]}}
{{defn|A table of RGB color values to be indexed by a lower -[[bits per pixel|bit -depth]] image (typically 4-8bits4–8&nbsp;bits), a form of [[vector quantisationquantization]].}}
 
{{term|[[Color bleeding (computer graphics)|Color bleeding]]}}
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{{term|Command list}}
{{defn|aA group of rendering commands ready for submission to a [[graphics processing unit]], see also Command buffer.}}
 
{{term|Compute API}}
{{defn|anAn [[API]] for efficiently processing large amounts of data.<ref>{{cite book|last1=Cozzi|first1=Patrick|last2=Riccio|first2=Christophe|title=OpenGL Insights|date=2012|publisher=CRC Press|location=United States|isbn=9781439893760|page=133|url=https://books.google.com/books?id=CCVenzOGjpcC&q=compute+API&pg=PA133|access-date=27 August 2016|language=en}}</ref>}}
 
{{term|Compute shader}}
{{defn|aA [[compute kernel]] managed by a rendering API, with easy access to rendering resources.}}
 
{{term|[[Cone tracing]]}}
{{defn|Modification of [[Ray tracing (graphics)|ray tracing]] which instead of lines uses cones as rays in order to achieve e.g. [[antialiasing]] or soft shadows.<ref>{{cite journal |last1=Amanatides |first1=John |titlejournal=RayACM tracingSIGGRAPH withComputer conesGraphics |journaltitle=SIGGRAPHRay Comput.tracing Graph.with cones |date=January 1984 |volume=18 |issue=3 |pages=129–135 |doi=10.1145/964965.808589 }}</ref>}}
 
{{term|Connectivity information}}
{{defn|Indices defining [rendering primitive]s between [[Vertex (computer graphics)|vertices]], possibly held in index buffers. describes geometry as a [[Graphgraph (discrete mathematics)|graph]] or [[hypergraph]].}}
 
{{term|CSG}}
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{{term|Detail texture}}
{{defn|[[textureTexture mapsmap]]s repeated at high frequency combined with a ''main texture'' on a surface to prevent a blurred appearance close to the camera.}}
 
{{term|Deferred rendering|content=[[Deferred shading]]}}
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{{term|Degenerate triangles}}
{{defn|Zero area triangle primitives placed in a [[triangle strip]] between actual primitives, to allow many parts of a [[triangle mesh]] to be rendered in a single drawcall. These are trivially rejected by the triangle setup unit.<ref>{{cite web|title=sgi tristrip joining with degenerates|url=ftp://ftp.sgi.com/opengl/contrib/blythe/advanced99/notes/node18.html}}{{Dead link|date=October 2023 |bot=InternetArchiveBot |fix-attempted=yes }}</ref>
}}
 
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{{term|Depth buffer}}
{{defn|aA [[bitmap image]] holding depth values (either a [[Z buffer]] or a [[#W buffer|W buffer]]), used for [[visible surface determination]], during [[rasterization]] of 3D scenes}}
 
{{term|Depth map|content=[[Depth map]]}}
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{{term|Depth value}}
{{defn|aA value in a [[depth map]] representing a distance perpendicular to the space of an image.}}
 
{{term|Diffuse light|content=[[Diffuse lighting]]}}
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{{term|Displacement mapping|content=[[Displacement mapping]]}}
{{defn|a method for adding detail to surfaces by [[Subdivisionsubdivision (computer graphics)|subdivision]] and displacement of the resulting [[Vertex (computer graphics)|vertices]] formfrom a [[height map]].<ref>{{cite web|title = gpu gems displacement mapping|url = http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter08.html|access-date = 7 June 2016|archive-date = 25 May 2016|archive-url = https://web.archive.org/web/20160525122702/http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter08.html|url-status = dead}}</ref>
}}
 
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{{term|Drawcall}}
{{defn|A single rendering command submitted to a rendering API, referring to a single set of render states. }}
 
{{end glossary}}
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{{term|Edge vector}}
{{defn|aA [[vector (mathematics and physics)|vector]] between 2 position [[Vertex (computer graphics)|vertices]] in a [[polygon]] or [[polygon mesh]], along an [[Edge (geometry)|edge]].}}
 
{{term|[[Reflection mapping|Environment mapping]]}}
{{defn|Also reflection mapping, a technique of approximating reflections of environment on complex surfcessurfaces of [[3D modeling|3D models]] in real time. A complete 360 degree view of environment needs to be prerendered and stored in a texture using a specific mapping (e.g. [[cube mapping]], [[sphere mapping]] etc.)}}
 
{{term|Extents}}
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== F ==
{{glossary}}
 
{{term|Fixed-function pipeline}}
{{defn|A hardware [[rendering pipeline]] without [[shader]]s, composed entirely of [[fixed-function unit]]s. A limited number of functions may be controlled by render states.}}
 
{{term|Fixed-function unit}}
{{defn|A piece of hardware in a [[graphics processing unit]] implementing a specific function (such as triangle setup or texture sampling), without programmable control by [[shaders]].}}
 
{{term|[[Flat shading]]}}
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{{term|Forward rendering}}
{{defn|A term for traditional [[3D rendering pipeline]]s which sort [[lightsource]]s applicable to [[3D modeling|3D models]] in world space prior to [[rasterization]]. Contrasts with [[Deferred shading]].}}
 
{{term|Forward-plus rendering}}
{{defn|anAn extension of forward rendering using [[compute shader]]s to place [[lightsource]]s into screen space tiles, to accelerate the use of many [[lightsource]]s, bypassing some of the disadvantages of [[deferred shading]].<ref>{{citeCite web|title=forward+|url=httphttps://www.3dgep.com/forward-plus/|title=Forward+ Rendering|date=September 4, 2015}}</ref>
}}
 
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{{term|[[Frustum culling]]}}
{{defn|A stage in a [[rendering pipeline]], filtering out [[3D models]] whose [[bounding volume]]s fail an intersection test with the [[view frustum]], allowing trivial rejection.}}
 
{{term|Fixed-function pipeline}}
{{defn|A hardware [[rendering pipeline]] without [[shader]]s, composed entirely of [[fixed function unit|fixed-function unit]]s. A limited number of functions may be controlled by render states.}}
 
{{term|Fixed-function unit}}
{{defn|A piece of hardware in a [[graphics processing unit]] implementing a specific function (such as triangle setup or texture sampling), without programmable control by [[shaders]].}}
 
{{term|Fresnel}}
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{{term|FXAA|content=[[Fast approximate anti-aliasing|FXAA]]}}
{{defn|anAn approximate [[antialiasing]] method performed in a [[#post processing|post-processing]] step which smooths the image in screen space, guided by [[edge detection]] (contrasting with the usual [[supersampling]] approaches that require larger frame-buffers).}}
 
{{end glossary}}
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{{term|Geometry}}
{{defn|typicallyTypically used to refer to [[Vertex (computer graphics)|vertex]] & rendering primitive [[#connectivity information|connectivity information]] (distinct from [[Materials system|materials]] and [[Texturetexture map|textures]]).<ref name="akenine" />{{rp|47}}}}
 
{{term|Geometry shader}}
{{defn|In APIs such as [[OpenGL]] and [[Direct3D]], geometry shader is an optional stage able to process 3D model geometry in more advanced ways than a vertex or tessellation shaders (e.g. turn primitives into other primitives). }}
 
{{term|G-buffer}}
{{defn|A screen space representation of geometry and [[Materials system|material]] information, generated by an intermediate rendering pass in [[deferred shading]] [[rendering pipeline]]s.<ref>{{citeCite web|url=https://learnopengl.com/|title=openglLearn deferredOpenGL, shadingextensive tutorial resource for learning Modern OpenGL|urlwebsite=http://learnopengl.com/#!Advanced-Lighting/Deferred-Shading}}</ref>
}}
 
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{{term|Graphical shader}}
{{defn|aA [[shader]] associated with the [[rendering pipeline]]; not a [[compute shader]].}}
 
{{term|Grid cell index}}
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{{term|HDR}}
{{defn|[[High -dynamic -range imaging]], an [[#image format|image format]] using [[floating-point arithmetic|floating-point]] values. Allows additional realism with [[post processing (images)|post processing]].}}
 
{{term|Heightmap|content=[[Heightmap]]}}
{{defn|aA [[2D array]] or [[texture map]] holding height values; typically used for defining landscapes, or for [[displacement mapping]]}}
 
{{term|Homogenous coordinates|content=[[Homogeneous coordinates]]}}
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{{term|Image channel}}
{{defn|A single component (referred to as a [[Channelchannel (digital image)|channel]]) of a [[bitmap image]]; one of multiple components per [[pixel]], e.g. for [[RGB color space|RGB]] or [[YUV color space]], or additional channels for [[alpha blending]]}}
 
{{term|Image format}}
{{defn|A specific way of representing a [[bitmap image]] in [[Memorymemory (computing)|memory]], also refers to [[image file format]]s.}}
 
{{term|Image generation}}
{{defn|synonymousSynonymous with [[Rendering (computer graphics)|rendering]]; taking a 3D scene (or other form of encoded data) and producing a [[bitmap image]] result.}}
 
{{term|Image generator}}
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{{term|Immediate mode|content=[[Immediate mode (computer graphics)|Immediate mode rendering]]}}
{{defn|theThe submission of rendering commands and rendering primitive data without the extensive use of managed resources; rendering primitive vertex attribute data may be embedded directly into a command list, rather than referenced [[indirection (computing)|indirectly]] from resources. }}
 
{{term|Impostor}}
{{defn|A dynamically rendered [[Billboard (computer graphics)|Billboard]] [[texture map]] used to stand in for geometry in the distance. A form of [[Level of detail (computer graphics)|level of detail]] optimization.<ref>{{citeCite web|title=GPU Gems NVIDIA Developer|url=https://developer.nvidia.com/gpugems/GPUGems3gpugems3/gpugems3_ch21part-iv-image-effects/chapter-21-true-impostors|title=Chapter 21.html True Impostors|website=NVIDIA Developer}}</ref>
}}
 
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{{term|Intersection test}}
{{defn|determiningDetermining if two pieces of [[geometry]] [[Intersection (mathematics)|intersect]], commonly required in [[simulation]], [[rendering pipeline]]s, and [[3D modelling]] applications.
}}
 
Line 440 ⟶ 441:
 
{{term|Low level rendering API}}
{{defn|A library providing a minimal [[abstraction layer]] over a [[graphics processing unit]]'s raw command lists, such as [[Vulkan (API)|Vulkan]], [[LibGCM]], or [[Metal (API)]]. The user typically has more control over (and responsibility for) [[rendering resource|resource]] management, [[command buffers]], synchronisationsynchronization issues.}}
 
{{term|Lumels}}
{{defn|A term for [[texels]] in the [[texture map]] representing a [[lightmap]].}}
 
{{term|[[Computer graphics lighting|Lighting]]}}
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{{term|Light vector}}
{{defn|In shading calculations, a [[#3D3d unit vector|3D3d unit vector]] representing the direction of [[incident light]] onto a model's surface.}}
 
{{term|Light field|content=[[Light field]]}}
{{defn|aA [[data structure]] approximating the [[4D flux]] of [[light rays]] through a space (or in the general case, 5D); it may be captured using multiple cameras (e.g. [[light stage]]), or rendered from a [[3D modeling|3D model]] by [[ray tracing (graphics)|ray tracing]].}}
 
{{term|Line primitive}}
{{defn|A rendering primitive or modelling primitive representing a [[line segment]], used for [[wire-frame model|wireframes]].}}
 
{{term|Lumels}}
{{defn|A term for [[texel]]s in the [[texture map]] representing a [[lightmap]].}}
 
{{end glossary}}
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{{term|MegaTexturing}}
{{defn|Texturing technique that works with extremely large textures which are not loaded into memory all at once, but rather streamed from the [[hard disk]] depending on the camera view.<ref name="ahearn">{{cite book |last1=Ahearn |first1=Luke |title=3D Game Environments: Create Professional 3D Game Worlds |date=2017 |publisher=CRC Press, Taylor & Francis |isbn=978-1-138-92002-6 |edition=second}}</ref>{{rp|176}}}}
 
{{term|Microtexture}}
{{defn|An alternative term sometimes used for Detail textures.}}
 
{{term|Mipmapping|content=[[Mipmap]]}}
{{defn|Method of preventing [[aliasing]] by storing differently scaled versions of the same image and using the correct one during rendering.}}
 
{{term|Modelling primitive}}
{{defn|Basic elements from which [[3D modelmodeling|3D models]]s and 3D scenes are composed. Also known as a [[Geometric primitive]].}}
 
{{term|Model space}}
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{{term|Model transformation matrix}}
{{defn|aA [[transformation matrix]] producing [[world coordinatecoordinates]]s from a [[3D modeling|3D model]]'s [[local coordinates]].}}
 
{{term|Microtexture}}
{{defn|An alternative term sometimes used for Detail textures.}}
 
{{term|Mipmapping|content=[[Mipmap]]}}
{{defn|Method of preventing [[aliasing]] by storing differently scaled versions of the same image and using the correct one during rendering.}}
 
{{term|Multiply blend|content=[[Blend modes#Multiply|Multiply blend]]}}
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{{term|Near clipping}}
{{defn|The clipping of 3D [[rendering primitives]] against the near clip plane. Necessary to correctly display rendering primitives that partially pass behind the [[#camera|camera]]. }}
 
{{term|Nearest neighbor filtering|content=[[Nearest-neighbor interpolation]]}}
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{{term|Packed pixel format}}
{{defn|anAn [[#image format|image format]] where the [[channel (digital image)|image channels]] are interleaved contiguously in [[Memorymemory (computing)|memory]], possibly containing multiple channels within single [[machine word]]s, equivalent to an [[array of structure]]s for bitmap data. Contrasts with [[#planar image format|planar image format]]s.}}
 
{{term|Parallax mapping|content=[[Parallax mapping]]}}
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{{term|[[Physically based rendering]] (PBR)}}
{{defn|[[renderingRendering algorithm]]s based on [[physics simulation]] of [[light]], including [[conservation of energy]], [[empirical model]]s of surfaces.<ref>{{citeCite web|url=https://www.pbrt.org/|title=physicallyPhysically basedBased renderingRendering: From Theory to Implementation|urlwebsite=http://www.pbrt.org}}</ref>
}}
 
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{{term|Planar image format}}
{{defn|anAn [[#image format|image format]] where the image channels (or even bits) for a single [[pixel]] is separated into several [[parallel array]]s, equivalent to a [[structure of arrays]] for bitmap data.}}
 
{{term|Point cloud|content=[[Point cloud]]}}
{{defn|aA surface defined by a collection of [[Vertex (computer graphics)|vertices]] without [[#connectivity information|connectivity information]].<ref>{{citeCite web|url=http://www.enseignement.polytechnique.fr/informatique/INF555/Slides/lecture7.pdf|title=pointGeometric cloudModeling: lectureDigital Representation and Analysis of Shapes|archive-url=https://web.archive.org/web/20160819151452/http://www.enseignement.polytechnique.fr/informatique/INF555/Slides/lecture7.pdf|archive-date=19 August 2016|access-date=7 June 2016|url-status=live}}</ref>
}}
 
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{{term|Polygon mesh|content=[[Polygon mesh]]}}
{{defn|A [[3D modeling|3D model]] consisting of [[Vertexvertex (computer graphics)|vertices]] connected by [[polygon primitive]]s. }}
 
{{term|Polygon primitive}}
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{{term|Post processing}}
{{defn|Effects applied to a [[bitmap image]] in screen space after [[3D rendering pipeline]], for example [[tone mapping]], some approximations to [[motion blur#Computer graphics|motion blur]], and [[bloom (shader effect)|bloom]]s.<ref>{{citeCite web|title=post process effects|url=https://docs.unrealengine.com/latest5.2/INTen-US/Engine/Rendering/PostProcessEffectspost-process-effects-in-unreal-engine/|title=Post Process Effects in Unreal Engine|website=docs.unrealengine.com|publisher = Epic Games}}</ref>
}}
 
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{{term|Premultiplied alpha}}
{{defn|A variation of a [[bitmap image]] or [[alpha blending]] calculation in which the RGB color values are assumed to be already multiplied by an alpha channel, to reduce computations during [[Alphaalpha blending]]; uses the [[blend operation]]: {{code|1= dst *= (1 - alpha) + src}}; capable of mixing [[alpha blending]] with [[additive blending]] effects}}
 
{{term|Primitive}}
{{defn|A basic unit of [[geometry]] for rendering or modelling.}}
 
{{term|Procedural generation|content=[[Procedural generation]]}}
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{{term|[[Procedural texture]]}}
{{defn|A texture (very often a volume texture) generated procedurally by a mathematical function and with the use of noise functions.<ref name="akenine">{{cite book |last1=Akenine-Möller |first1=Tomas |last2=Haines |first2=Eric |last3=Hoffman |first3=Naty |title=Real-Time Rendering |date=2018 |publisher=CRC Press, Taylor & Francis |isbn=978-1-1386-2700-0 |edition=Fourth}}</ref>{{rp|198}}}}
 
{{end glossary}}
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{{glossary}}
{{term|[[Quaternion]]}}
{{defn|aA means of representing [[rotation (geometry)|rotation]]s in a 4D vector, useful for [[skeletal animation]], with advantages for [[interpolation]] compared to [[euler angles]] (i.e. not suffering from [[gimbal lock]]).<ref>{{cite web|title=quaternions for rotations|url=http://run.usc.edu/cs520-s15/quaternions/quaternions-cs520.pdf|access-date=10 June 2016|archive-date=7 October 2016|archive-url=https://web.archive.org/web/20161007031227/http://run.usc.edu/cs520-s15/quaternions/quaternions-cs520.pdf|url-status=dead}}</ref>
}}
 
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{{defn|Graphics represented as a rectangular grid of pixels.}}
 
{{term|Rasterization|content=[[Rasterisation|Rasterization]]}}
{{defn|Converting vector graphics to raster graphics. This terms also denotes a common method of rendering 3D models in real time.}}
 
Line 648 ⟶ 649:
 
{{term|Recursive subdivision|content=Recursive subdivision}}
{{defn|The process of [[subdivision (computer graphics)|subdividing]] an object (either geometric object, or a data structure) [[recursion (computer science)|recursively]] until some criteriacriterion is met.}}
 
{{term|Rendering equation|content=[[Rendering equation]]}}
{{defn|Mathematical equation used as a model of light behavior in photorealistic rendering.}}
 
{{term|RGB888}} {{defn|an RGB color value encoded as [[8-bit color|8 bits]] per [[Channel (digital image)|channel]]}}
{{term|RGBA|content=[[RGBA]]}}
{{defn|An RGB color value together with an alpha channel, typically held in [[bitmap image]]s or intermediates in [[#shading calculation|shading calculation]]s.}}
{{term|RGBA888}} {{defn|an RGBA color value encoded as [[8-bit color|8 bits]] per [[Channel (digital image)|channel]]}}
 
{{term|RGB image}}
{{defn|A [[bitmap image]] holding RGB color values in 3 [[image channels]]}}
 
{{term|RGB color value}}
{{defn|a [[3D vector]] describing a color using the [[RGB color model]]; may use [[fixed-point arithmetic|fixed point]] or [[floating-point]] representations.}}
 
{{term|Rendering API|content=[[List of rendering APIs|Rendering API]]}}
{{defn|A [[software library]] for submitting rendering commands, and managing render states and rendering resources;examples include [[OpenGL]], [[Direct3D]], [[Vulkan (API)|Vulkan]]. Provides an abstraction layer for a [[graphics processing unit]].}}
 
{{term|Render mapping}}
{{defn|The [[Baking (computer graphics)|baking]] of a rendering of a [[3D modeling|3D model]] surface into a [[texture map]] to capture surface properties. Also known as 'render surface map'.<ref>{{Cite web|url=http://help.autodesk.com/cloudhelp/2015/ENU/3DSMax/files/GUID-08738349-9267-4D9C-986F-C6198E9AA900.htm#!|title=Render Surface Map|website=help.autodesk.com}}</ref><ref>{{Cite web|url=https://download.autodesk.com/global/docs/softimage2014/en_us/userguide/index.html?url=files/rendermap_RendermappingMultipleObjects.htm,topicNumber=d30e601778|title=Softimage User Guide|website=download.autodesk.com}}</ref>
{{cite web|title=render surface map|url=https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2015/ENU/3DSMax/files/GUID-08738349-9267-4D9C-986F-C6198E9AA900-htm.html}}
</ref><ref>
{{cite web|title=render mapping|url=http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/index.html?url=files/rendermap_RendermappingMultipleObjects.htm,topicNumber=d30e601778}}
</ref>
}}
 
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{{term|Render to texture}}
{{defn|The process of [[rasterizing]] into a [[texture map]] (or texture buffer) for further use as a resource in subsequent render passes. Used for [[environment mapping]], impostor rendering, [[shadow mapping]] and [[#post processing|post-processing]] filters. Requires the ability to use a [[texture map]] as a [[render target]].}}
 
{{term|Rendering API|content=[[List of rendering APIs|Rendering API]]}}
{{defn|A [[software library]] for submitting rendering commands, and managing render states and rendering resources. Examples include [[OpenGL]], [[Vulkan (API)|Vulkan]], [[Direct3D]], and [[Metal (API)|Metal]]. Provides an abstraction layer for a [[graphics processing unit]].}}
 
{{term|Rendering command}}
{{defn|An instruction for [[rasterizing]] geometry in a [[3D graphics pipeline]], typically held in a command buffer, or submitted programaticallyprogrammatically through a [[rendering API]].}}
 
{{term|Rendering equation|content=[[Rendering equation]]}}
{{defn|Mathematical equation used as a model of light behavior in photorealistic rendering.}}
 
{{term|Rendering primitive}}
{{defn|geometryGeometry that can be drawn by a [[rasterizer]] or [[graphics processing unit]], connecting [[Vertexvertex (computer graphics)|vertices]], e.g. points, [[line primitive|line]]s, triangles, quadrilaterals}}
 
{{term|Rendering resources}}
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{{term|Repeating texture}}
{{defn|A [[texture map]] applied with wrap-round UV coordinates extending between the 0-10–1 range (representing one unit of the image), exhibiting [[Frequencyfrequency|periodicity]]. Contrasts with clamped, mirrored modes or unique mappings.}}
 
{{term|Resource}}
{{defn|Data (often held in a buffer managed by a rendering API) read by a [[graphics pipeline]], e.g. [[texture mapsmap]]s, vertex buffers, [[shader]]s, index buffers, or other pieces of [[3D modeling|3D model]] data.}}
 
{{term|RGB888}}
{{defn|An RGB color value encoded as [[8-bit color|8 bits]] per [[channel (digital image)|channel]].}}
 
{{term|RGBA|content=[[RGBA]]}}
{{defn|An RGB color value together with an alpha channel, typically held in [[bitmap image]]s or intermediates in [[#shading calculation|shading calculation]]s.}}
{{term|RGBA888}} {{defn|an RGBA color value encoded as [[8-bit color|8 bits]] per [[channel (digital image)|channel]]}}
 
{{term|RGB color value}}
{{defn|A [[3D vector]] describing a color using the [[RGB color model]]; may use [[fixed-point arithmetic|fixed-point]] or [[floating-point arithmetic|floating-point]] representations.}}
 
{{term|RGB image}}
{{defn|A [[bitmap image]] holding RGB color values in 3 [[channel (digital image)|image channel]]s}}
 
{{term|Rounding radius}}
{{defn|aA value used in smoothing the corners of a [[geometric figure]] such as a [[2D polygon]] or [[3D polygon mesh]].<ref>{{citeCite web|title=rounding radius|url=https://reference.wolfram.com/language/ref/RoundingRadius.html.en|title=RoundingRadius—Wolfram Language Documentation|website=reference.wolfram.com}}</ref>}}
 
{{end glossary}}
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{{term|Screen space}}
{{defn|The [[coordinate space]] of the resulting [[#2D2d image|2D2d image]] during [[3D rendering]]. The result of [[3D projection]] on [[geometry]] in [[camera space]].}}
 
{{term|[[Screen space ambient occlusion]] (SSAO)}}
Line 719 ⟶ 718:
 
{{term|Screen space directional occlusion}}
{{defn|An enhancement of [[Screenscreen space ambient occlusion]] (SSAO) taking direction into account to sample the [[#Ambientambient light|ambient light]], to better approximate [[global illumination]].<ref>{{citeCite web|title=SSDO|url=https://people.mpi-inf.mpg.de/~ritschel/Papers/SSDO.pdf|title=Max-Planck-Institut für Informatik: Data Protection|website=people.mpi-inf.mpg.de}}</ref>}}
 
{{term|Shader|content=[[Shader]]}}
{{defn|aA subroutine written in a [[shading language]] describing: [[vertex transformationstransformation]]s, skinning, and possibly [[vertex lighting]] (in [[vertex shader]]s); [[#shading calculation|shading calculation]]s (in [[pixel shader]]s); control over [[Tessellationtessellation (computer graphics)|tessellation]] ([[tessellation shader]]s); or [[Computecompute shader|general purpose computation]].}}
 
{{term|Shading calculation}}
{{defn|[[surfaceSurface lighting]] and [[texturing blending]] operations, e.g. including [[specularity]], [[bump mapping]] etc.}}
 
{{term|Shadow buffer}}
Line 731 ⟶ 730:
 
{{term|Shadow map}}
{{defn|A texture buffer holding depth values rendered in a separate render pass from the perspective of a [[lightsource]], used in [[Shadow mapping]]; it is typically rendered onto other geometry in the main rendering pass.<ref>{{citeCite web|title=shadow mapping with todays GL hardware|url=https://www.google.co.uk/search?client=safari&rls=en&q=shadow+mapping+sigraph&ie=UTF-8&oe=UTF-8&gfe_rd=cr&ei=Ci9aV8y-Au3a8AfS3qeACg|title=shadow mapping sigraph - Google Search|website=www.google.co.uk}}</ref>
}}
 
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{{term|Sliverous triangle}}
{{term|Sliver triangle}}
{{defn|A triangle with one or two extremely [[acute angle]]s, hence a long/thin shape, which has undesirable properties during some [[interpolation]] or [[rasterization]] processes.<ref>{{citeCite web|title=cleanup of sliver triangles|url=http://www.cs.iit.edu/~xli/paper/Conf/sliver-STOC00.pdf|title=cleanup of sliver triangles|accessdate=6 August 2023}}</ref>
}}
 
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{{term|Specular exponent}}
{{defn|Controls the glossiness in the [[phongPhong shading]] model.}}
 
{{term|Specular highlights}}
{{defn|In shading, specular highlight is a bright highlight caused by specular [[reflection (computer graphics)|reflections]], more prominent on metallic surfaces. These highlights depend on the viewer's position as well as the position of the light source and surface normal.}}
 
{{term|Spline}}
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{{term|State changes}}
{{defn|theThe passing of changes in render states in a [[graphics pipeline]], incurring a performance overhead. This overhead is typically minimised by scene [[Sortingsorting (computer science)|sorting]].}}
 
{{term|Stencil buffer|content=[[Stencil buffer]]}}
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{{term|Stereo rendering}}
{{defn|Rendering the view twice separately for each eye in order to present [[Stereopsisstereopsis|depth]].}}
 
{{term|Surface normal vector}}
{{defn|In shading calculations, the [[Normal (geometry)|normal]] to a [[3D modeling|3D model]] surface, typically compared with the light and view vectors to compute the resulting visible colour. Also used for [[displacement mapping]].}}
 
{{term|Swizzled texture}}
{{defn|A [[texture map]] stored out of the natural pixel order; see [[Swizzlingswizzling (computer graphics)]]. For example, it may be stored in [[morton order]], giving improved [[cache coherency]] for 2D [[memory access pattern]]s.<ref>{{cite web|title=Optimizing Memory Access on GPUs using Morton Order Indexing|url=http://john.cs.olemiss.edu/~rhodes/papers/Nocentino10.pdf|access-date=10 June 2016|archive-date=15 August 2020|archive-url=https://web.archive.org/web/20200815023648/https://john.cs.olemiss.edu/~rhodes/papers/Nocentino10.pdf|url-status=dead}}</ref>
}}
 
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{{term|Texture cache}}
{{defn|A specialised read-only [[Cachecache (computing)|cache]] in a [[graphics processing unit]] for buffering [[texture map]] reads, accelerating texture sampling operations.}}
 
{{term|Texture sampling|content=Texture sampling}}
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{{term|Texture sampling unit}}
{{defn|A [[fixed function unit|fixed-function unit]] performing texture sampling; also known as a [[texture mapping unit]].}}
 
{{term|Texture buffer}}
Line 812 ⟶ 811:
 
{{term|Texture map|content=[[Texture map]]}}
{{defn|A [[bitmap image]]/rendering resource used in [[texture mapping]], applied to [[3D modeling|3D models]] and indexed by [[UV mapping]] for [[3D rendering]].}}
 
{{term|Texture space}}
{{defn|The [[coordinate space]] of a [[texture map]], usually corresponding to UV coordinates in a [[3D modeling|3D model]]. Used for some [[rendering algorithm]]s such as [[texture space diffusion]]}}
 
{{term|Transform feedback}}
{{defn|A feature of a [[rendering pipeline]] where transformed vertices may be written back to a buffer for later use (e.g. for re-use in additional [[render passespass]]es or subsequent rendering commands), e.g. caching the result of [[skeletal animation]] for use in [[shadow rendering]].<ref>{{citeCite web|title=GL transform feedback|url=https://open.gl/feedback|title=OpenGL - Transform Feedback|website=open.gl}}</ref>
}}
 
{{term|Triangulation|content=[[Surface triangulation|Triangulation]]}}
{{defn|theThe process of turning arbitrary geometric models into [[triangle primitivesprimitive]]s, suitable for [[algorithm]]s requiring [[triangle mesh]]es}}
 
{{term|Triangle primitive}}
Line 828 ⟶ 827:
 
{{term|Triangle setup}}
{{defn|theThe process of ordering triangle primitive vertices, calculating [[#signed triangle area|signed triangle area]] and parameter gradients between vertex attributes as a prerequisite for [[rasterization]].<ref name="triangle setup">{{citeCite web|title=triangle setup|url=http://citeseerx.ist.psu.edu/viewdoc/download?rep=rep1&type=pdf&doi=10.1.1.52.3080|title=triangle setup|accessdate=6 August 2023}}</ref>
}}
 
{{term|Triangle setup unit}}
{{defn|A [[fixed function unit|fixed-function unit]] in a [[graphics processing unit|GPU]] performingthat performs triangle setup (and may perform [[backface culling]]), prior to actual [[rasterization]].<ref name="triangle setup">{{cite web|title=triangle setup|url=http://citeseerx.ist.psu.edu/viewdoc/download?rep=rep1&type=pdf&doi=10.1.1.52.3080}}</ref>
}}
 
{{term|Trilinear filtering|content=[[Trilinear filtering]]}}
{{defn|Extension of bilinear filtering that additionally linearly interpolates between different Mipmap[[mipmap]] levels of the texture, eliminating sharp transitions.}}
 
{{term|Triple buffering}}
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{{term|Trivial accept}}
{{defn|The process of accepting an entire [[rendering primitive]], [[3D modeling|3D model]], or [[bounding volume]] contents without further tests for [[Clippingclipping (computer graphics)|clipping]] or [[occlusion culling]]. The opposite of trivial rejection.}}
 
{{term|Trivial rejection}}
{{defn|Rejecting a rendering primitive or [[3D modeling|3D model]] based on a cheap calculation performed early in a [[graphics pipeline]], (e.g. using [[#outcode|outcode]]s in [[Clippingclipping (computer graphics)|clipping]]). The opposite of trivial accept.}}
 
{{end glossary}}
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== U ==
{{glossary}}
 
{{term|UV unwrapping|content=[[UV mapping#UV unwrapping|UV unwrapping]]}}
{{defn|The process of flattening a [[3D model]]'s surface into a flat [[2D plane]] in a contiguous, spatially coherent manner for [[texture mapping]].}}
 
{{term|Unified memory}}
{{defn|A [[memory architecture]] where the [[CPU]] and [[GPU]] share the same [[address space]], and often the same [[physical memory]]. It is common in Intel<ref>{{Cite web|url=https://www.intel.com.au/content/www/au/en/support/articles/000020962/graphics.html|title = Frequently Asked Questions for Intel® Graphics Memory on}}</ref> <ref>{{cite web|url=https://software.intel.com/content/dam/develop/external/us/en/documents/the-compute-architecture-of-intel-processor-graphics-gen9-v1d0.pdf|title=The Compute Architecture of Intel® Processor Graphics Gen9|website=Intel®|access-date=6 August 2023}}</ref> and AMD<ref>{{cite web | title=Configuring UMA Frame Buffer Size on Desktop Systems with Integrated Graphics | website=AMD | date=31 March 2021 | url=https://www.amd.com/en/support/kb/faq/pa-280 | access-date=6 August 2023}}</ref><ref>{{Cite web|url=https://www.anandtech.com/show/7677/amd-kaveri-review-a8-7600-a10-7850k/6|title = AMD Kaveri Review: A8-7600 and A10-7850K Tested}}</ref> processors with integrated graphics, [[System on a chip|SoC]]s and [[video game console]]s. Supported on some [[discrete GPU]]s with the use of an [[Memorymemory management unit|MMU]].}}
 
{{term|UV coordinates}}
{{defn|[[Coordinates]] in [[texture space]], assigned as vertex attributes and/or calculated in [[vertex shader]]s, used for [[texture lookup]], defining the mapping from texture space to a [[3D modeling|3D model]] surface or any rendering primitive.}}
 
{{term|UV unwrapping|content=[[UV mapping#UV unwrapping|UV unwrapping]]}}
{{defn|The process of flattening a [[3D modeling|3D model]]'s surface into a flat [[2D plane]] in a contiguous, spatially coherent manner for [[texture mapping]].}}
 
{{end glossary}}
Line 873 ⟶ 872:
 
{{term|Vector maths library}}
{{defn|A library defining mathematical operations on [[vector space]]s used in [[3D graphics]], concentrating on [[3D vector|3D]] and 4D vectors, and 4x4 matrices, often with optimised [[SIMD]] implementations.<ref>{{Cite news|url=https://forum.beyond3d.com/threads/sony-open-sources-vector-math-and-simd-math-libraries-cell-ppu-spu-other-platforms.38677/|title=Sony open sources Vector Math and SIMD math libraries (Cell PPU/SPU/other platforms)|work=Beyond3D Forum|access-date=2018-11-03|language=en-US|archive-date=24 June 2016|archive-url=https://web.archive.org/web/20160624183718/https://forum.beyond3d.com/threads/sony-open-sources-vector-math-and-simd-math-libraries-cell-ppu-spu-other-platforms.38677/|url-status=dead}}</ref>}}
 
{{term|Vertex buffer|content=[[Vertex Buffer Object#vertex buffer|Vertex buffer]]}}
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{{term|Voxel|content=[[Voxel]]}}
{{defn|An extension of [[pixelspixel]]s into 3 dimensions.}}
 
{{term|[[Vulkan (API)|Vulkan]]}}
{{defn|High performance, low level graphics API by [[Khronos Group]].}}
 
{{term|VSync}}
{{defn|Vertical synchronization, synchronizes the rendering rate with the monitor refresh rate in order to prevent displaying only partially updated frame buffer, which is disturbing especially with horizontal camera movement.}}
 
{{term|[[Vulkan (API)|Vulkan]]}}
{{defn|High-performance, low-level graphics API by [[Khronos Group]].}}
 
{{end glossary}}
Line 917 ⟶ 916:
 
{{term|Weight map}}
{{defn|A set of Vertex attributes controlling deformation of a [[3D modeling|3D model]] during [[skeletal animation]]. Per-[[Vertexvertex (computer graphics)|vertex]] [[Weightingweighting|weights]] are assigned to control the influence of multiple bones (achieved by interpolating the transformations from each).<ref>{{cite web|title=weight maps|url=http://softimage.wiki.softimage.com/xsidocs/weightmaps_WeightMaps.htm|access-date=2016-06-10|archive-url=https://web.archive.org/web/20160531213127/http://softimage.wiki.softimage.com/xsidocs/weightmaps_WeightMaps.htm|archive-date=2016-05-31|url-status=dead}}</ref>
}}
 
Line 924 ⟶ 923:
 
{{term|Wireframe}}
{{defn|mayMay refer to [[Wireframewireframe modelsmodel]]s or [[wireframe rendering]].}}
 
{{term|Wireframe rendering}}
{{defn|aA rendering of a [[3D modeling|3D model]] displaying only [[Edgeedge (computer graphics)|edge]] [[#connectivity information|connectivity]]; used in [[3D modelling application]]s for greater interactive speed, and clarity for [[mesh editing]].}}
 
{{term|World space}}
{{defn|The global [[coordinate system]] in a 3D scene, reached by applying a [[#model transformation matrix|model transformation matrix]] from the objects' [[local coordinates]].}}
 
{{end glossary}}
Line 938 ⟶ 937:
 
{{term|Z buffer|content=[[Z buffer]]}}
{{defn|aA [[2D array]] holding depth values in screen space; a component of a [[framebuffer]]; used for [[hidden surface determination]].}}
 
{{term|Z test culling}}
{{defn|a form of [[occlusion culling]] by testing [[bounding volume]]s against a [[Z buffer]]; may be performed by a [[graphics processing unit]] using occlusion queries.}}
 
{{term|Z order|content=[[Z order]]}}
{{defn|A [[mortonMorton order]] [[space filling curve]], useful for increasing [[cache coherency]] of spatial traversals.}}
 
{{term|Z test culling}}
{{defn|A form of [[occlusion culling]] by testing [[bounding volume]]s against a [[Z buffer]]; may be performed by a [[graphics processing unit]] using occlusion queries.}}
 
{{glossary end}}
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== References ==
{{Reflist}}
 
{{Glossaries of computers}}
 
[[Category:Computer graphics]]
[[Category:Video game graphics]]
[[Category:Glossaries of computers|Graphics]]
[[Category:Wikipedia glossaries using description lists]]