Differential D2503 Diff 8241 C:/Users/Aaron/BlenderDev/bf_manual/trunk/blender_docs/manual/glossary/computer_graphics.rst
Changeset View
Changeset View
Standalone View
Standalone View
C:/Users/Aaron/BlenderDev/bf_manual/trunk/blender_docs/manual/glossary/computer_graphics.rst
| Property | Old Value | New Value |
|---|---|---|
| svn:eol-style | null | LF \ No newline at end of property |
| ***************** | |||||
| Computer Graphics | |||||
| ***************** | |||||
| .. For writing style guide, see: :doc:`/about/contribute/style_guides/writing_guide` | |||||
| If you add new entries, keep the alphabetical sorting! | |||||
| .. glossary:: | |||||
| Baking | |||||
| The process of computing and storing the result of a potentially time-consuming calculation | |||||
| so as to avoid needing to calculate it again. | |||||
| Bézier | |||||
| A computer graphics technique for generating and representing curves. | |||||
| BVH | |||||
| Bounding Volume Hierarchy | |||||
| A hierarchical structure of geometric objects. | |||||
| See also `Bounding Volume Hierarchy <https://en.wikipedia.org/wiki/Bounding_volume_hierarchy>`__ on Wikipedia. | |||||
| Double Buffer | |||||
| Technique for drawing and displaying content on the screen. | |||||
| Blender uses two buffers (images) to draw the interface in. | |||||
| The content of one buffer is displayed while drawing occurs on the other buffer. | |||||
| When drawing is complete, the buffers are switched. | |||||
| Non-uniform Rational Basis Spline | |||||
| NURBS | |||||
| A computer graphics technique for generating and representing curves and surfaces. | |||||
| OpenGL | |||||
| The graphics system used by Blender (and many other graphics applications) | |||||
| for drawing 3D graphics, often taking advantage of hardware acceleration. | |||||
| See also `OpenGL <https://en.wikipedia.org/wiki/OpenGL>`__ on Wikipedia. | |||||
| Pixel | |||||
| The smallest unit of information in a 2D raster image, | |||||
| representing a single color made up of red, green, and blue channels. | |||||
| If the image has an :term:`alpha channel`, the pixel will contain a corresponding fourth channel. | |||||
| Voxel | |||||
| A cubicle 3D equivalent to the square 2D pixel. | |||||
| The name is a combination of the terms "Volumetric" and ":term:`Pixel <pixel>`". | |||||
| Used to store smoke and fire data from physics simulations. | |||||
| Animation | |||||
| ========= | |||||
| .. glossary:: | |||||
| Animation | |||||
| Simulation of motion. | |||||
| Bone | |||||
| The building block of an :term:`Armature`. Made up of a :term:`Head`, :term:`Tail` | |||||
| and :term:`Roll Angle` which define a set of local axes and a point of rotation at the :term:`Head`. | |||||
| F-Curve | |||||
| A curve that holds the animation values of a specific property. | |||||
| Head | |||||
| A subcomponent of a :term:`Bone`. The point of rotation for that :term:`Bone`. | |||||
| Has X, Y and Z coordinates measured in the :term:`Local Space` of the :term:`Armature` :term:`Object`. | |||||
| Used in conjunction with the :term:`Tail` to define the :term:`local <Local Space>` Y axis of the :term:`Bone` | |||||
| in :term:`Pose Mode`. The larger of the two ends when drawn as an :term:`Octahedron`. | |||||
| Inverse Kinematics | |||||
| The process of determining the movement of interconnected segments of a body or model. | |||||
| Using ordinary Kinematics on a hierarchically structured object you can, for example, | |||||
| move the shoulder of a puppet. The upper and lower arm and hand will automatically follow that movement. | |||||
| IK will allow you to move the hand and let the lower and upper arm go along with the movement. | |||||
| Without IK the hand would come off the model and would move independently in space. | |||||
| Keyframe | |||||
| A frame in an animated sequence drawn or otherwise constructed directly by the user. | |||||
| In classical animation, when all frames were drawn by animators, | |||||
| the senior artist would draw these frames, leaving the "in between" frames to an apprentice. | |||||
| Now, the animator creates only the first and last frames of a simple sequence (keyframes); | |||||
| the computer fills in the gap. | |||||
| Keyframing | |||||
| Inserting :term:`Keyframes <Keyframe>` to build an animated sequence. | |||||
| Non-linear Animation | |||||
| Animation technique that allows the animator to edit motions as a whole, | |||||
| not just the individual keys. Nonlinear animation allows you to combine, | |||||
| mix, and blend different motions to create entirely new animations. | |||||
| Posing | |||||
| Moving, Rotating and Scaling the :term:`bones <Bone>` of an :term:`armature` | |||||
| to achieve an aesthetically pleasing pose for a character. | |||||
| Rig | |||||
| A system of relationships that determine how something moves. The act of building of such a system. | |||||
| Tail | |||||
| A subcomponent of a :term:`Bone`. Has X, Y and Z coordinates measured in the :term:`Local Space` | |||||
| of the Armature Object. Used in conjunction with the :term:`Head` | |||||
| to define the :term:`local <Local Space>` Y axis of a :term:`Bone` in :term:`Pose Mode`. | |||||
| The smaller of the two ends when drawn as an :term:`Octahedron`. | |||||
| Walk Cycle | |||||
| In animation, a walk cycle is a character that has just the walking function animated. | |||||
| Later on in the animation process the character is placed in an environment | |||||
| and the rest of the functions are animated. | |||||
| Texturing | |||||
| ========= | |||||
| .. glossary:: | |||||
| Bump Mapping | |||||
| Technique for simulating slight variations in surface height using a grayscale "height-map" texture. | |||||
| Environment Map | |||||
| A method of calculating reflections. | |||||
| 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. | |||||
| Glossy Map | |||||
| See :term:`Roughness Map`. | |||||
| Normal mapping | |||||
| Is similar to :term:`Bump mapping`, but instead of the image being a grayscale heightmap, | |||||
| the colors define in which direction the normal should be shifted, | |||||
| the three color channels being mapped to the three directions X, Y and Z. | |||||
| This allows more detail and control over the effect. | |||||
| Procedural Texture | |||||
| Computer generated (generic) textures. Procedural textures can be configured via parameters. | |||||
| Roughness Map | |||||
| A gray scale texture that defines how rough or smooth the surface of a material is. | |||||
| This may also be known as a :term:`Glossy Map`. | |||||
| Radiosity | |||||
| A global lighting method. | |||||
| that calculates patterns of light and shadow for rendering graphics images from three-dimensional models. | |||||
| One of the many different tools which can simulate diffuse lighting in Blender. | |||||
| See also | |||||
| `Radiosity (computer graphics) <https://en.wikipedia.org/wiki/Radiosity_%28computer_graphics%29>`__ | |||||
| on Wikipedia. | |||||
| Raytracing | |||||
| Rendering technique that works by tracing the path taken by a ray of light through the scene, | |||||
| and calculating reflection, refraction, or absorption of the ray whenever it intersects an object in the world. | |||||
| More accurate than :term:`scanline`, but much slower. | |||||
| Refraction | |||||
| The change in direction of a wave due to a change in velocity. | |||||
| It happens when waves travel from a medium with a given :term:`index of refraction` to a medium with another. | |||||
| At the boundary between the media, the wave changes direction; | |||||
| its wavelength increases or decreases but frequency remains constant. | |||||
| Render | |||||
| The process of computationally generating a 2D image from 3D geometry. | |||||
| Texture | |||||
| Specifies visual patterns on surfaces and simulates physical surface structure. | |||||
| Texture Space | |||||
| The bounding box to use when using *Generated* mapping to add a :term:`Texture` to an image. | |||||
| UV Map | |||||
| Defines a relation between the surface of a mesh and a 2D texture. In detail, | |||||
| each face of the mesh is mapped to a corresponding face on the texture. | |||||
| It is possible and often common practice to map several faces of the mesh to the same | |||||
| or overlapping areas of the texture. | |||||
| Rendering | |||||
| ========= | |||||
| .. glossary:: | |||||
| Ambient Light | |||||
| The light that comes from the surrounding environment as a whole. | |||||
| Ambient Occlusion | |||||
| A ratio of how much :term:`ambient light` a surface point would be likely to receive. | |||||
| If a surface point is under a foot or table, | |||||
| it will end up much darker than the top of someone's head or the tabletop. | |||||
| Bounce | |||||
| Refers to the reflection or transmission of a light ray upon interaction with a material. | |||||
| See also :doc:`Light Paths </render/cycles/settings/light_paths>`. | |||||
| Caustics | |||||
| Bright concentrations of light focused by specularly reflecting or refracting objects. | |||||
| Displacement Mapping | |||||
| Method for distorting vertices based on an image or texture. | |||||
| Similar to :term:`Bump Mapping`, but instead operates on the mesh's actual geometry. | |||||
| This relies on the mesh having enough geometry to represent details in the image. | |||||
| DOF | |||||
| Depth Of Field | |||||
| The distance in front of and behind the subject which appears to be in focus. | |||||
| For any given lens setting, there is only one distance at which a subject is precisely in focus, | |||||
| but focus falls off gradually on either side of that distance, | |||||
| so there is a region in which the blurring is tolerable. | |||||
| This region is greater behind the point of focus than it is in front, | |||||
| as the angle of the light rays change more rapidly; they approach being parallel with increasing distance. | |||||
| Diffuse Light | |||||
| Even, directed light coming off a surface. | |||||
| For most things, diffuse light is the main lighting we see. | |||||
| Diffuse light comes from a specific direction or location and creates shading. | |||||
| Surfaces facing towards the light source will be brighter, | |||||
| while surfaces facing away from the light source will be darker. | |||||
| Directional Light | |||||
| The light that has a specific direction, but no location. | |||||
| It seems to come from an infinitely far away source, like the sun. | |||||
| Surfaces facing the light are illuminated more than surfaces facing away, but their location does not matter. | |||||
| A Directional Light illuminates all objects in the scene, no matter where they are. | |||||
| Field of View | |||||
| The area in which objects are visible to the camera. Also see :term:`Focal Length <focal length>` | |||||
| Focal Length | |||||
| The 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>`. | |||||
| Global Illumination | |||||
| A superset of :term:`radiosity` and ray tracing. | |||||
| The goal is to compute all possible light interactions in a given scene, | |||||
| and thus, obtain a truly photo-realistic image. | |||||
| All combinations of diffuse and specular reflections and transmissions must be accounted for. | |||||
| Effects such as color bleeding and caustics must be included in a global illumination simulation. | |||||
| Gouraud Shading | |||||
| Used to achieve smooth lighting on low-polygon surfaces without the | |||||
| heavy computational requirements of calculating lighting for each pixel. | |||||
| The technique was first presented by Henri Gouraud in 1971. | |||||
| IOR | |||||
| Index Of Refraction | |||||
| A property of transparent materials. | |||||
| When a light ray travels through the same volume it follows a straight path. | |||||
| However, if it passes from one transparent volume to another, it bends. | |||||
| The angle by which the ray is bent can be determined by the IOR of the materials of both volumes. | |||||
| Phong | |||||
| Local illumination model that can produce a certain degree of realism in three-dimensional | |||||
| objects by combining three elements: diffuse, specular and ambient for each considered point on a surface. | |||||
| It has several assumptions -- all lights are points, only surface geometry is considered, | |||||
| only local modeling of diffuse and specular, specular color is the same as light color, | |||||
| ambient is a global constant. | |||||
| Scanline | |||||
| Rendering technique. Much faster than :term:`raytracing`, | |||||
| but allows fewer effects, such as reflections, refractions, motion blur and focal blur. | |||||
| Shading | |||||
| Process of altering the color of an object/surface in the 3D scene, | |||||
| based on its angle to lights and its distance from lights to create a photorealistic effect. | |||||
| Specular light | |||||
| A light which is reflected precisely, like a mirror. | |||||
| Also used to refer to highlights on reflective objects. | |||||
| Subsurface Scattering | |||||
| Mechanism of light transport in which light penetrates the surface of a translucent object, | |||||
| is scattered by interacting with the material, and exits the surface at a different point. | |||||
| All non-metallic materials are translucent to some degree. | |||||
| In particular, materials such as marble, skin,into account. | |||||
| and milk are extremely difficult to simulate realistically without taking subsurface scattering | |||||
| Film & Imagery | |||||
| ============== | |||||
| .. glossary:: | |||||
| Action Safe | |||||
| Area of the screen visible on most devices. Place content inside it to ensure it does not get cut off. | |||||
| Aliasing | |||||
| Rendering artifacts in the form of jagged lines. | |||||
| Anti-aliasing | |||||
| See :term:`oversampling`. | |||||
| HDRI | |||||
| High Dynamic Range Image | |||||
| A set of techniques that allow a far greater dynamic range of exposures than normal digital imaging | |||||
| techniques. The intention is to accurately represent the wide range of intensity levels found in real scenes, | |||||
| ranging from direct sunlight to the deepest shadows. | |||||
| See also `HDRI <https://en.wikipedia.org/wiki/HDRI>`__ on Wikipedia. | |||||
| Matte | |||||
| Mask | |||||
| A grayscale image used to include or exclude parts of an image. A matte is | |||||
| applied as an :term:`Alpha Channel`, or it is used as a mix factor when | |||||
| applying :term:`Color Blend Modes`. | |||||
| MIP | |||||
| Mipmap | |||||
| Mipmapping | |||||
| 'MIP' is an acronym of the Latin phrase 'multum in parvo', meaning 'much in little'. | |||||
| Mipmaps are progressively lower resolution representations of an image, | |||||
| generally reduced by half squared interpolations using antialiasing. | |||||
| Mipmapping is the procces used to calculate lower resolutions of the | |||||
| same image, reducing memory usage to help speed visualization, but increasing | |||||
| memory usage for calculations and allocation. Mipmapping is also a procces | |||||
| used to create small antialised samples of an image used for texturing. | |||||
| The mipmapping calculations are made by CPUs, but modern graphic processors | |||||
| can be selected for this task and are way faster. | |||||
| See the Mipmap option present in the :doc:`System Preferences </preferences/system>`. | |||||
| Motion Blur | |||||
| The phenomenon that occurs when we perceive a rapidly moving object. | |||||
| The object appears to be blurred because of our persistence of vision. | |||||
| Simulating motion blur makes computer animation appear more realistic. | |||||
| Multi-sampling | |||||
| See :term:`FSAA`. | |||||
| Oversampling | |||||
| Is the technique of minimizing :term:`aliasing` | |||||
| when representing a high-resolution signal at a lower resolution. | |||||
| Also called Anti-Aliasing. | |||||
| Overscan | |||||
| The term used to describe the situation. | |||||
| when not all of a televised image is present on a viewing screen. | |||||
| See also `Overscan <https://en.wikipedia.org/wiki/Overscan>`__ on Wikipedia. | |||||
| Premultiplied Alpha | |||||
| See :term:`Alpha Channel`. | |||||
| Projection | |||||
| In computer graphics, there are two common camera projections used. | |||||
| Perspective | |||||
| A *perspective* view is geometrically constructed by taking a scene in 3D | |||||
| and placing an observer at point *O*. | |||||
| The 2D perspective scene is built by placing a plane (e.g. a sheet of paper) | |||||
| where the 2D scene is to be drawn in front of point *O*, | |||||
| perpendicular to the viewing direction. | |||||
| For each point *P* in the 3D scene a *PO* line is drawn, | |||||
| passing by *O* and *P*. The intersection point *S* between | |||||
| this *PO* line and the plane is the perspective projection of that point. | |||||
| By projecting all points *P* of the scene you get a perspective view. | |||||
| Orthographic | |||||
| In an *orthographic* projection, | |||||
| you have a viewing direction but not a viewing point *O*. The line is then drawn | |||||
| through point *P* so that it is parallel to the viewing direction. The intersection | |||||
| *S* between the line and the plane is the orthographic projection of the point *P*. | |||||
| By projecting all points *P* of the scene you get the orthographic view. | |||||
| Straight Alpha | |||||
| See :term:`Alpha Channel`. | |||||
| Timecode | |||||
| A coded signal on videotape or film giving information about the frame number, time of recording, or exposure. | |||||
| Title Safe | |||||
| Area of the screen visible on all devices. | |||||
| Place text and graphics inside this area to make sure they do not get cut off. | |||||
| Z-buffer | |||||
| Raster-based storage of the distance measurement between the camera and the surface points. | |||||
| Surface points which are in front of the camera have a positive Z value and | |||||
| points behind have negative values. The Z-Depth map can be visualized as a grayscale image. | |||||
| Objects | |||||
| ======= | |||||
| .. glossary:: | |||||
| Child | |||||
| An :term:`Object` that is affected by its :term:`Parent`. | |||||
| Constraint | |||||
| A way of controlling one :term:`object` with data from another. | |||||
| Crease | |||||
| Property of an :term:`edge`. Used to define the sharpness of edges in :term:`subdivision surface` meshes. | |||||
| Curve | |||||
| A type of object defined in terms of a line interpolated between Control Vertices. | |||||
| Available types of curves include :term:`Bézier` and :term:`NURBS`. | |||||
| Cyclic | |||||
| Often referring to an object being circular. This term is often associated with :term:`Curve`. | |||||
| Empty | |||||
| An :term:`Object` without any :term:`Vertices`, :term:`Edges <Edge>` or :term:`Faces <Face>`. | |||||
| Lattice | |||||
| A type of object consisting of a non-renderable three-dimensional grid of vertices. | |||||
| See also :doc:`Lattice Modifier </modeling/modifiers/deform/lattice>`. | |||||
| Layer | |||||
| A device for organizing objects. See also :doc:`Layers </editors/3dview/object/properties/relations/layers>`. | |||||
| Object | |||||
| Container for a type (Mesh, Curve, Surface, Metaball, Text, Armature, | |||||
| Lattice, Empty, Camera, Lamp) and basic 3D transform data (:term:`Object Origin`). | |||||
| Parent | |||||
| An :term:`Object` that affects its :term:`Child` objects. | |||||
| Parenting | |||||
| Creating a :term:`Parent`-:term:`Child` relationship between two :term:`objects <Object>`. | |||||
| Primitive | |||||
| A basic object that can be used as a basis for modeling more complicated objects. | |||||
| Vertex Group | |||||
| Collection of :term:`vertices <vertex>`. | |||||
| Vertex groups are useful for limiting operations to specific areas of a mesh. | |||||
| Weight Painting | |||||
| Assigning :term:`vertices` to :term:`Vertex Groups <Vertex Group>` with a weight of 0.0 - 1.0. | |||||