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GLOSSARY.md

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Glossary of Terms and Acronyms

Acceleration Structure
A data structure to optimize ray-primitive intersections in a scene. Often a BVH.
BRDF
Bidirectional Reflectance Distribution Function
BSDF
Bidirectional Scattering Distribution Function
BSSRDF
Bidirectional Scattering-Surface Reflectance Function
BTDF
Bidirectional Transmittance Distribution Function
BTF
Bidirectional Texture Function
BVH
Bounding Volume Hierarchy
Bounding Volume Hierarchy
A data structure that envelopes scene geometry into a tree of volumes.
BxDF
Bidirectional X (anything) Distribution Function. A catch all term for Bidirectional Distribution Functions.
Caustics
When light transmits through a curved surface such as water ripples or a drinking glass and creates patches of light.
Convergence
When a frame has rendered to within an error threshold or bias. Usually to an acceptable level of noise.
GI
Global Illumination
Global Illumination
A method of realistic lighting. Light bounces off of objects and is not only direct lighting.
Lambertian
A diffuse matte material
MC
Monte Carlo
Offline
A rendering method that is not intended for interaction. Render times are less important and can take seconds, minutes, hours, or more. Usually very high quality rendering is the goal.
Realtime
A rendering method that is intended for interaction. Usually requires render times in the milliseconds.
Path Tracing
A rendering method using ray tracing that approximates the rendering equation by sampling a random subset of all possible light paths between the observer and the scene's light sources.
PBR
1. Physically Based Rendering
2. Physically Based Rendering Book
PBRT
1. Physically Based Rendering Book
2. Physically Based Rendering Code
Phong
Ambient, diffuse, and specular material
Ray Casting
1. A method of rendering that casts primary rays and returns a color.
2. Sending a ray into a scene and intersecting with geometry.
Ray Marching
A technique of ray tracing that finds the nearest intersection with a distance functon by iterating along a ray until the distance is within an epsilon.
Ray Tracing
1. A method of rendering that casts rays into a scene.
2. Whitted style ray tracing. Cast rays and detect shadow and light rays.
3. Path tracing.
Rendering Equation
An integral formula that describes a framework of how light interacts with a material while conserving the light entering and leaving.
SSS
Subsurface Scattering
Subsurface Scattering
When light enters a material, scatters, and exits from another point. Example materials requiring this method to look realistic are human skin, leaves, wax, and milk.
Stochastic Sampling
A random subset. Can be used to reduce the total of rays needed to converge a render.