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manual/glossary/index.rst
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| Kind of object that cannot hold any geometry. | Kind of object that cannot hold any geometry. | ||||
| Environment Map | Environment Map | ||||
| Method of calculating reflections. | Method of calculating reflections. | ||||
| It involves rendering images at strategic positions and applying them as textures to the mirror. | It involves rendering images at strategic positions and applying them as textures to the mirror. | ||||
| Now in most cases obsoleted by Raytracing, which though slower is easier to use and more accurate. | Now in most cases obsoleted by Raytracing, which though slower is easier to use and more accurate. | ||||
| Extrude | Extrude | ||||
| It's a tool used to create more geometry into the mesh. It is a very commonly used tool. | Modeling tool used to extend and add geometry to a mesh. | ||||
| Face | Face | ||||
| Mesh element that defines a piece of surface. It consists of 3 or more :term:`edges <edge>`. | Mesh element that defines a piece of surface. It consists of 3 or more :term:`edges <edge>`. | ||||
| Face Loop | Face Loop | ||||
| Chain of consecutive :term:`quads <quad>`. | Chain of consecutive :term:`quads <quad>`. | ||||
| A face loop stops at a :term:`triangle` or :term:`Ngon` (which don't belong to the loop), or at a boundary. | A face loop stops at a :term:`triangle` or :term:`Ngon` (which don't belong to the loop), or at a boundary. | ||||
| Otherwise it's cyclic. | Otherwise it's cyclic. | ||||
| Field of View | |||||
| The area in which objects are visible to the camera. Also see :term:`Focal Length <focal length>` | |||||
| Focal Length | |||||
| .. Distance required by a lens to focus collimated light. | |||||
| Defines the magnification power of a lens. Also see :term:`Field of View <field of view>` | |||||
| Geometric Center | Geometric Center | ||||
| An object's geometric center coincides with the geometric center of its bounding box. | An object's geometric center coincides with the geometric center of its bounding box. | ||||
| Global Illumination | Global Illumination | ||||
| Is a superset of radiosity and ray tracing. | Is a superset of radiosity and ray tracing. | ||||
| The goal is to compute all possible light interactions in a given scene, | The goal is to compute all possible light interactions in a given scene, | ||||
| and thus obtain a truly photo realistic image. | and thus obtain a truly photo realistic image. | ||||
| All combinations of diffuse and specular reflections and transmissions must be accounted for. | All combinations of diffuse and specular reflections and transmissions must be accounted for. | ||||
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| Vertex Buffer Object | Vertex Buffer Object | ||||
| Term used for uploading geometry to the graphics cards memory for improved performance. | Term used for uploading geometry to the graphics cards memory for improved performance. | ||||
| See Wikipedia's `Vertex Buffer Object <http://en.wikipedia.org/wiki/Vertex_Buffer_Object>`__ | See Wikipedia's `Vertex Buffer Object <http://en.wikipedia.org/wiki/Vertex_Buffer_Object>`__ | ||||
| article for more information. | article for more information. | ||||
| Vertex Group | Vertex Group | ||||
| Vertices can be grouped together so that certain operations can work on specific groups. | Vertices can be grouped together so that certain operations can work on specific groups. | ||||