Wednesday, October 21, 2009

3D Animation Terms
These are some of the latest terms used in the 3d computer graphics area.
Algorithm
A set of well-defined instructions given to the computer for accomplishing some specific task.
Ambient Occlusion
Is a shading method that is often used as a replacement to Global illumination. It can be much faster to render and easier to control. Not that accurate though. It adds extra soft self-shadowing, which gives the image more realism.
Cautics
The light patterns that are generated on a surface that reflect or refractor light rays. For example Photton Mappign is a form of this.

HDR Rendering or HDRR / HDR LightingHDR
Stands for High Dynamic Range. It is the rendering of 3D computer graphics scenes by using lighting calculations done in a high dynamic range. It specifically refers to the new lighting model used to illuminate 3D worlds. It creates realistic scenes for movie makers.

Keyframe
A frame from an animated sequence, at which an animation event or change takes place. In Computer Animation the animator defines the keyframes and the computer generates the intermediate frames (process called tweening).

Normal Mapping
Another application of the technique known as bump mapping. While Bump Mappign shows the way the surface is facing of a model, normal mapping replaces the normal entirely. It is used to add details to shading without using more apps.

Pixel Shader
A real-time shader application. A graphics processing function that calculates effects on a per-pixel basis. Pixel shaders are used to compute properties which most of the time are recognized as pixel colors.
SSS
Stands for Sub-Surface Scattering. The effect of light penetrating a surface and illuminating the inner layers. Very important to consider when trying to simulate realistic skin and other normal materials.
Voxel
A cubic unit of 3D volume defined at a size appropriate to the required resolution. Sometimes described as the 3D equivalent of a pixel.

Z-buffer
Z-buffering is the management of image depth. Coordinates in 3D graphics, usually done in hardware, sometimes in software. It is one solution to make it more visible. Z-buffering is also known as depth buffering.

3 comments:

DMMorris said...

Elton, I can see the page but it does not appear that you have started the project yet. It is due on Wednesday.

DMMorris said...

This is an interesting list of terms however... it would have much better for you to provide the definitions in your own words instead of copying them. I found most of them on this site with the exact same definitions... http://forum.daz3d.com/viewtopic.php?p=1941039&sid=bf4367d7fadec9097f7cec3ba24fafd4

DMMorris said...

Opps! Your timezone is not correct... I am posting this at 9:53PM. Guess you forgot to check your settings. I also needed to enter a Word Identification to post a comment.

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