3D Dictionary
Alpha blending
Combining two images with different transparency levels so that one image appears visible through the other. An object's transparency is defined as its Alpha value or Alpha level.
Anti-aliasing
The removal of artifacts from an image.
Bi-linear sampling/filtering
A combination of four colors in a single 3D image used +to improve that image's resolution.
Clipping
Removal of any image displayed outside of a predefined shape.
Compressed Textures Depth cueing
Changing the color and brightness of a 3D image as it moves, relevant to the viewer. Color becomes less bright as the image moves away, brighter as it moves closer.
Dithering
Substituting combinations of colors you do have for colors that you don't. For example, if your computer is only capable of displaying 256 colors and you load an image that use 65,000 colors, your computer will create substitutes for the colors you don't have by combining the colors that you do. The color quality of a dithered image is inferior to a non-dithered image.
Double buffering
A way for your computer to work on an image two different ways at once. Before displaying an image, your video card calculates what a finished image will look like and displays that image while it is calculating the next image in a video stream. Double-buffering affords smoother playback for video or any other multiple-frame file format.
Frames Per Second (FPS)
A measurement of how often information in a video or animation file is updated on your screen or how many frames of motion you see in a given second. Movies and television shows are shown at 24fps.
Photo mapping
Overlaying a photo image on a 3D object, so that the photo takes the shape of that object.
Rasterization
Transformation of a 2D object into a 3D object.
Ray tracing
One way of rendering a picture. The computer computes the path of a light ray from the light source to the objects (from which the ray reflects), and further to the observer. It does this for every pixel on the monitor. This is a very intensive calculation, but the results are worth it.
Refraction
Bending of light when it passes through another substance.
Rendering
Converting a graphics image into an array of pixel colors for the display.
Shading (gouraud/phong)
Both shading methods make the surface and color of an object appear smoother. Phong shading takes more CPU time but gives better results. Gouraud shading is faster.
Texture mapping
Overlaying a graphics image on a 3D object, so that the photo takes the shape of that object.
Transparent/Translucent
An image that can partially be seen through.
Tri-linear mip-mapping
The texture map is stored at several levels of detail in a structure called mip-map. You compute the texture coordinates and the exact level of detail. This gives you the two closest levels of detail available in the mip-map. In each one you perform a bilinear interpolation, and then a linear interpolation between the two levels (that's why it's called tri-linear). High-end graphics workstation (like SGI Reality Engine) use tri-linear mip-mapping.
Tri-Strip processing Vertex
A point which marks the intersection of two or more edges of a polygon or other graphics object.
Video mapping
The same as texture mapping. In the case of video mapping, the texture is applied to an animation or a video clip.
Z-buffer
A two dimensional array made up of a grid of points on a sea-level plane, each containing the value of the depth (z) at that point. This way every pixel on the monitor has a "depth value" so that the program knows which polygons are in the foreground and which are in the background.