3d 渲染行话集

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以下是比较常用的术语集的一部分,即我还不是太熟的一部分,anyway总还是有其字面意思的.....


GLOSS MAP
A texture map that controls the reflective characteristics of a surface rather than supply image data for the texturing operation.

1D TEXTURE
A one-dimensional (width only) array of values stored in texture memory.


2D TEXTURE
A two-dimensional (width and height) array of values stored in texture memory.

 
3D TEXTURE
A three-dimensional (width, height, and depth) array of values stored in texture memory.


ACCUMULATION BUFFER
An OpenGL offscreen memory buffer that can accumulate the results of multiple rendering operations. This buffer often has more bits per pixel than the other offscreen memory buffers in order to support such accumulation operations.

 
ACTIVE ATTRIBUTES
Attribute variables that can be accessed when a vertex shader is executed, including built-in attribute variables and user-defined attribute variables. (It is allowed to have attribute variables that are defined but never used within a vertex shader.)

 
ACTIVE SAMPLERS
Samplers that can be accessed when a program is executed.

 
ACTIVE TEXTURE UNIT
The texture unit currently defined as the target of commands that modify texture access state such as the current 1D/2D/3D/cube map texture, texture unit enable/disable, texture environment state, and so on.

 
ACTIVE UNIFORMS
Uniform variables that can be accessed when a shader is executed, including built-in uniform variables and user-defined uniform variables. (It is allowed to have uniform variables that are defined but never used within a shader.)

 
ALIASING
Artifacts caused by insufficient sampling or inadequate representation of high-frequency components in a computer graphics image. These artifacts are also commonly referred to as "jaggies."

 
ALPHA
The fourth component of a color value (after red, green, and blue). Alpha indicates the opacity of a pixel (1.0 means the pixel is fully opaque; 0.0 means the pixel is fully transparent). Alpha is used in color blending operations.

 
ALPHA TEST
An OpenGL pipeline stage that discards fragments depending on the outcome of a comparison between the current fragment's alpha value and a constant reference alpha value.

 
AMBIENT OCCLUSION
A technique for producing more realistic lighting and shadowing effects that uses a precomputed occlusion (or accessibility) factor to scale the diffuse illumination at each point on the surface of an object.

 
AMPLITUDE
The distance of a function's maximum or minimum from the mean of the function.

 
ANISOTROPIC
Something with properties that differ when measured in different directions, such as the property of a material (anisotropic reflection) or a characteristic of an algorithm (anisotropic texture filtering). Contrast with ISOTROPIC.

 
ANTIALIASING
The effort to reduce or eliminate artifacts caused by insufficient sampling or inadequate representation of high-frequency components in a computer graphics image.

 
APPLICATION PROGRAMMING INTERFACE (API)
A source-level interface provided for use by applications.

 
AREA SAMPLING
An antialiasing technique that considers the area of the primitive being sampled. This method usually produces better results than either point sampling or supersampling, but it can be more expensive to compute.

 
ATTENUATION
In the lighting computation, the effect of light intensity diminishing as a function of distance from the light source.

 
ATTRIBUTE ALIASING
Binding more than one user-defined attribute variable to the same generic vertex attribute index. This binding is allowed only if just one of the aliased attributes is active in the executable program or if no path through the shader consumes more than one attribute of a set of attributes aliased to the same location.

 
ATTRIBUTE VARIABLE
An OpenGL Shading Language variable that is qualified with the attribute keyword. Attribute variables contain the values that an application passes through the OpenGL API by using generic, numbered vertex attributes. With attribute variables, a vertex shader can obtain unique data at every vertex. These variables are read-only and can be defined only in vertex shaders. Attribute variables are used to pass frequently changing data to a shader.

 
AUXILIARY BUFFER
A region of offscreen memory that stores arbitrary or generic data, for example, intermediate results from a multipass rendering algorithm. A framebuffer may have more than one associated auxiliary buffer.

 
BENT NORMAL
A surface attribute that represents the average direction of the available light that is received at that point on the surface. This value is computed as follows: Cast rays from the point on the surface in the hemisphere indicated by the surface normal and then average all rays that are unoccluded by other parts of the model.

 
BIDIRECTIONAL REFLECTANCE DISTRIBUTION FUNCTION (BRDF)
A model for computing the reflection from a surface. The elevation and azimuth angles of the incoming and outgoing energy directions are used to compute the relative amount of energy reflected in the outgoing direction. Measurements of real-world materials can be used in this computation to create a more realistic looking surface. BRDFs can more accurately render materials with anisotropic reflection properties.

 
BRDF
See BIDIRECTIONAL REFLECTANCE DISTRIBUTION FUNCTION.

 
BUFFERS
Regions of memory on the graphics accelerator devoted to storing a particular type of data. A color buffer stores color values, a depth buffer stores depth values, etc.

 
BUMP MAP
A two-dimensional array of normal perturbation values that can be stored in texture memory.

 
BUMP MAPPING
A rendering technique that simulates the appearance of bumps, wrinkles, or other surface irregularities by perturbing surface normals before lighting calculations are performed.

 
CALL BY VALUE-RETURN
A subroutine calling convention whereby input parameters are copied into the function at call time and output parameters are copied back to the caller before the function exits.

 
CHROMATIC ABERRATION
The tendency of a lens to bend light of different colors by unequal amounts because of differences in the indices of refraction of the constituent wavelengths of the light.

 
CHROMATIC DISPERSION
The effect of distributing a light source into its constituent wavelengths, for example, by passing it through a prism.

 
CLIP SPACE
See CLIPPING COORDINATE SYSTEM.

 
CLIPPING
The process of comparing incoming graphics primitives to one or more reference planes and discarding any portion of primitives that are deemed to be outside those reference planes.

 
CLIPPING COORDINATE SYSTEM
The coordinate system in which view-volume clipping occurs. Graphics primitives are transformed from the eye coordinate system into the clipping coordinate system by the projection matrix.

 
COLOR SUM
The OpenGL pipeline stage that adds together the primary color and the secondary color. This stage occurs after texturing to allow a specular highlight that is the color of the light source to be applied on top of the textured surface.

 
COMPILER FRONT END
The part of the compiler that performs lexical, syntactical, and semantic analysis of source code and produces a binary representation of the code that is suitable for consumption by subsequent phases of compilation.

 
CONSTRUCTOR
A programming language feature for initializing aggregate data types or converting between data types.

 
CONTROL TEXTURE
A texture map whose primary function is to provide values that determine the behavior of a rendering algorithm rather than provide data for the rendering process.

 
CONVOLUTION
The weighted average of a function over a specified interval.

 
CONVOLUTION FILTER
See CONVOLUTION KERNEL.


CONVOLUTION KERNEL
The values that are used for weighting in a convolution operation.

 
CUBE MAP
A texture map comprising six 2D textures that correspond to faces on a cube. The faces are identified by their axial direction (±x, ±y, ±z), and the proper face is automatically selected when a texture access is performed.

 
CUBE MAPPING
The process of accessing the proper face of a cube map texture to retrieve the value that will be used in texture application. Cube mapping is one method for performing environment mapping.

 
CULLING
The act of discarding graphics primitives according to a particular criterion, such as whether the primitives are back facing with respect to the current viewing position.

 
DEFERRED SHADING
A shading algorithm that first identifies the visible surfaces in a scene and then applies a shading effect only to those visible surfaces.

 
DEPENDENT TEXTURE READ
A texture access operation that depends on values obtained from a previous texture-access operation.

 
DEPTH BUFFER
An OpenGL offscreen memory buffer that maintains depth values. This buffer stores the depth of the topmost visible graphics primitive at each pixel. In conjunction with the depth test operation, this buffer can perform hidden surface elimination.

 
DEPTH-CUING
A graphics rendering technique that alters the appearance of a graphics primitive according to its distance from the viewer. Depth-cuing is often used to fade the color of distant primitives to the background color to make them appear more distant.

 
DEPTH MAP
See SHADOW MAP.

 
DEPTH TEST
An OpenGL pipeline stage that compares the depth associated with the incoming fragment with the depth value retrieved from the framebuffer. If the test fails, the fragment is discarded.

 
DIFFRACTION
The change in the directions and intensities of a group of waves (e.g., light waves) as they pass by an obstacle or pass through an aperture.

 
DIFFRACTION GRATING
A glass or metal surface with large numbers of small, parallel, equally spaced grooves or slits that produces a diffraction effect.

 
DISPLAY LIST
A sequence of OpenGL commands that is stored in OpenGLmanaged memory for later execution.

 
DISPLAY LIST MODE
A mode of rendering in which OpenGL commands are stored in a display list for execution at a later time rather than being executed when they are specified.

 
DISPLAY MEMORY
Framebuffer memory that is allocated to maintaining the image displayed on the computer monitor or LCD. Display memory is read many times per second (the refresh rate) and updates the visible display surface.

 
DOUBLE BUFFERING
A graphics rendering technique that involves rendering to a back buffer while displaying a front buffer. When rendering is completed, the two buffers are swapped. In this way, the end user never sees partially complete images, and animation can be smoother and more realistic.

 
DRIVER
A piece of software that interacts with the native operating system and controls a specific piece of hardware in the system.

 
ENVIRONMENT MAPPING
A rendering technique that involves saving the scene surrounding an object as one or more specialized texture maps and then, when rendering the object, accessing these texture maps to compute accurate reflections of that environment.
 
1D TEXTURE
A one-dimensional (width only) array of values stored in texture memory.

 
2D TEXTURE
A two-dimensional (width and height) array of values stored in texture memory.

 
3D TEXTURE
A three-dimensional (width, height, and depth) array of values stored in texture memory.

 
ACCUMULATION BUFFER
An OpenGL offscreen memory buffer that can accumulate the results of multiple rendering operations. This buffer often has more bits per pixel than the other offscreen memory buffers in order to support such accumulation operations.

 
ACTIVE ATTRIBUTES
Attribute variables that can be accessed when a vertex shader is executed, including built-in attribute variables and user-defined attribute variables. (It is allowed to have attribute variables that are defined but never used within a vertex shader.)

 
ACTIVE SAMPLERS
Samplers that can be accessed when a program is executed.

 
ACTIVE TEXTURE UNIT
The texture unit currently defined as the target of commands that modify texture access state such as the current 1D/2D/3D/cube map texture, texture unit enable/disable, texture environment state, and so on.

 
ACTIVE UNIFORMS
Uniform variables that can be accessed when a shader is executed, including built-in uniform variables and user-defined uniform variables. (It is allowed to have uniform variables that are defined but never used within a shader.)

 
ALIASING
Artifacts caused by insufficient sampling or inadequate representation of high-frequency components in a computer graphics image. These artifacts are also commonly referred to as "jaggies."

 
ALPHA
The fourth component of a color value (after red, green, and blue). Alpha indicates the opacity of a pixel (1.0 means the pixel is fully opaque; 0.0 means the pixel is fully transparent). Alpha is used in color blending operations.

 
ALPHA TEST
An OpenGL pipeline stage that discards fragments depending on the outcome of a comparison between the current fragment's alpha value and a constant reference alpha value.

 
AMBIENT OCCLUSION
A technique for producing more realistic lighting and shadowing effects that uses a precomputed occlusion (or accessibility) factor to scale the diffuse illumination at each point on the surface of an object.

 
AMPLITUDE
The distance of a function's maximum or minimum from the mean of the function.

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