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{{Short description|
{{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|[[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 [[
{{term|2D vector}}
{{defn|
{{term|2.5D|content=[[2.5D]]}}
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{{term|3D graphics pipeline}}
{{defn|A [[graphics pipeline]] taking [[3D
{{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 unit vector}}
{{defn|A [[unit vector]] in [[3D space]].}}
{{term|[[4D vector]]}}
{{defn|
{{term|4×4 matrix}}
{{defn|A [[matrix (mathematics)|matrix]] commonly used as a [[transformation matrix|transformation]] of [[homogeneous coordinates]] in [[3D graphics pipelines]].<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
{{term|Additive blending}}
{{defn|A [[
{{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#
{{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 [[
{{term
{{defn|
{{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>{{
}}
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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>{{
}}
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{{term|[[Texture mapping#Baking|Baking]]}}
{{defn|Performing an expensive calculation offline,
{{term|[[Barycentric coordinate system|Barycentric coordinates]]}}
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{{term|[[Beam tracing]]}}
{{defn|Modification of [[
{{term|Bicubic filtering|content=[[Bicubic interpolation]]}}
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{{term|Bit depth}}
{{defn|The number of [[bits per pixel]], sample, or [[
{{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
{{term|Blend operation}}
{{defn|A render state controlling [[alpha blending]], describing a formula for combining source and destination [[
{{term|Bone}}
{{defn|Coordinate systems used to control surface deformation (via Weight maps) during [[
{{term|Bounding box|content=[[Bounding volume#bounding box|Bounding box]]}}
{{defn|One of the simplest type of [[bounding volume]], consisting of [[
{{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|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|
{{defn|A [[Plane (geometry)|plane]] used to [[
{{term|Clip space|content=[[Clip space]]}}
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{{term|Clip window}}
{{defn|A rectangular region in screen space, used during [[
{{term|CLUT|content=[[Color look-up table|CLUT]]}}
{{defn|A table of RGB color values to be indexed by a lower
{{term|[[Color bleeding (computer graphics)|Color bleeding]]}}
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{{term|Command list}}
{{defn|
{{term|Compute API}}
{{defn|
{{term|Compute shader}}
{{defn|
{{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 |
{{term|Connectivity information}}
{{defn|Indices defining [rendering primitive]s between [[Vertex (computer graphics)|vertices]], possibly held in index buffers. describes geometry as a [[
{{term|CSG}}
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{{term|Detail texture}}
{{defn|[[
{{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
}}
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{{term|Depth buffer}}
{{defn|
{{term|Depth map|content=[[Depth map]]}}
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{{term|Depth value}}
{{defn|
{{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 [[
}}
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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|
{{term|[[Reflection mapping|Environment mapping]]}}
{{defn|Also reflection mapping, a technique of approximating reflections of environment on complex
{{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|
}}
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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|Fresnel}}
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{{term|FXAA|content=[[Fast approximate anti-aliasing|FXAA]]}}
{{defn|
{{end glossary}}
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{{term|Geometry}}
{{defn|
{{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>{{
}}
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{{term|Graphical shader}}
{{defn|
{{term|Grid cell index}}
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{{term|HDR}}
{{defn|[[High
{{term|Heightmap|content=[[Heightmap]]}}
{{defn|
{{term|Homogenous coordinates|content=[[Homogeneous coordinates]]}}
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{{term|Image channel}}
{{defn|A single component (referred to as a [[
{{term|Image format}}
{{defn|A specific way of representing a [[bitmap image]] in [[
{{term|Image generation}}
{{defn|
{{term|Image generator}}
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{{term|Immediate mode|content=[[Immediate mode (computer graphics)|Immediate mode rendering]]}}
{{defn|
{{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>{{
}}
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{{term|Intersection test}}
{{defn|
}}
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{{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]],
{{term|[[Computer graphics lighting|Lighting]]}}
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{{term|Light vector}}
{{defn|In shading calculations, a [[#
{{term|Light field|content=[[Light field]]}}
{{defn|
{{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
{{term|Model space}}
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{{term|Model transformation matrix}}
{{defn|
{{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|
{{term|Parallax mapping|content=[[Parallax mapping]]}}
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{{term|[[Physically based rendering]] (PBR)}}
{{defn|[[
}}
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{{term|Planar image format}}
{{defn|
{{term|Point cloud|content=[[Point cloud]]}}
{{defn|
}}
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{{term|Polygon mesh|content=[[Polygon mesh]]}}
{{defn|A [[3D modeling|3D model]] consisting of [[
{{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>{{
}}
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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 [[
{{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|
}}
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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.}}
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{{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
{{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>
}}
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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
{{term|Rendering equation|content=[[Rendering equation]]}}
{{defn|Mathematical equation used as a model of light behavior in photorealistic rendering.}}
{{term|Rendering primitive}}
{{defn|
{{term|Rendering resources}}
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{{term|Repeating texture}}
{{defn|A [[texture map]] applied with wrap-round UV coordinates extending between the
{{term|Resource}}
{{defn|Data (often held in a buffer managed by a rendering API) read by a [[graphics pipeline]], e.g. [[texture
{{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|
{{end glossary}}
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{{term|Screen space}}
{{defn|The [[coordinate space]] of the resulting [[#
{{term|[[Screen space ambient occlusion]] (SSAO)}}
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{{term|Screen space directional occlusion}}
{{defn|An enhancement of [[
{{term|Shader|content=[[Shader]]}}
{{defn|
{{term|Shading calculation}}
{{defn|[[
{{term|Shadow buffer}}
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{{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>{{
}}
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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>{{
}}
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{{term|Specular exponent}}
{{defn|Controls the glossiness in the [[
{{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|
{{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 [[
{{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 [[
}}
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{{term|Texture cache}}
{{defn|A specialised read-only [[
{{term|Texture sampling|content=Texture sampling}}
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{{term|Texture sampling unit}}
{{defn|A [[
{{term|Texture buffer}}
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{{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
}}
{{term|Triangulation|content=[[Surface triangulation|Triangulation]]}}
{{defn|
{{term|Triangle primitive}}
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{{term|Triangle setup}}
{{defn|
}}
{{term|Triangle setup unit}}
{{defn|A [[
}}
{{term|Trilinear filtering|content=[[Trilinear filtering]]}}
{{defn|Extension of bilinear filtering that additionally linearly interpolates between different
{{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 [[
{{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 [[
{{end glossary}}
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== U ==
{{glossary}}
{{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>
{{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}}
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{{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 [[
{{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}}
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{{term|Weight map}}
{{defn|A set of Vertex attributes controlling deformation of a [[3D modeling|3D model]] during [[skeletal animation]]. Per-[[
}}
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{{term|Wireframe}}
{{defn|
{{term|Wireframe rendering}}
{{defn|
{{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}}
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{{term|Z buffer|content=[[Z buffer]]}}
{{defn|
{{term|Z order|content=[[Z order]]}}
{{defn|A [[
{{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]]
|