AA

en-noun

AA (countable and uncountable, plural AAs)

(computer graphics) Initialism of antialiasing.


AA

en-verb

AA (third-person singular simple present AAs, present participle AAing, simple past and past participle AAed)

AAs (present singular third-person)
AAing (participle present)
AAed (participle past)
AAed (past)

On the other hand, edge AA in EF2000 didn't make much difference because only the objects were AAed and they made up only a very small percentage of the screen area.

1999 September 12, Darin Genereux, “Re: "Anti-Aliasing vs. More Polygons" teapot page has been UPDATED”, in comp.sys.ibm.pc.hardware.video (Usenet):

Vector images can be considered to have extremely high resolution, so it is possible to AA them.

2003 June 25, Ilari Liusvaara, “Re: I have a Linux Desktop dream, desktoplinux.com”, in comp.os.linux.advocacy (Usenet):

(computer graphics, transitive) Initialism of antialias.


morph

morph (third-person singular simple present morphs, present participle morphing, simple past and past participle morphed)

morphs (present singular third-person)
morphing (participle present)
morphed (participle past)
morphed (past)

(colloquial, transitive, intransitive, computer graphics) To change shape, from one form to another, through computer animation.


brush

en-noun

brush (countable and uncountable, plural brushes)

From Middle English brusshe, from Old French broisse (Modern French brosse), from Vulgar Latin *brustia, from Frankish *bursti, from Proto-Germanic *burstiz (“bristle”), or also Vulgar Latin *bruscia, from Proto-Germanic *bruskaz (“tuft, thicket, underbrush”), which could be from Proto-Indo-European *bʰrusgo-.

der

Your bitmap image appears along the painted stroke. If you'd like to permanently create a custom sprite brush, it's fairly easy to adapt an existing MEL file[…].

2007, Lee Lanier, Maya Professional Tips and Techniques, page 12:

(computer graphics) An on-screen tool for "painting" a particular colour or texture.

to download brushes for Photoshop

(computer graphics) A set of defined design and parameters that produce drawn strokes of a certain texture and quality.


camera

en-noun

camera (plural cameras or (rare) cameræ or (rare) camerae)

cameras (plural)
cameræ (plural rare)
camerae (plural rare)

Tok Pisin: kamera

→ Arabic: كاميرا (kāmērā)

→ Assamese: কেমেৰা (kemera)

→ Bengali: ক্যামেরা (kêmera)

→ Burmese: ကင်မရာ (kangma.ra)

→ Catalan: càmera

→ French: caméra
→ Turkish: kamera

→ Gujarati: કેમેરા (kemerā)

→ Hindi: कैमरा (kaimrā)

→ Hungarian: kamera

→ Irish: ceamara

→ Hausa: kyamara

desctree

→ Japanese: カメラ (kamera)
→ Hokkien: kha-mé-lah

→ Kannada: ಕ್ಯಾಮೆರಾ (kyāmerā)

→ Korean: 카메라 (kamera)

→ Luhya: ekamera

→ Manx: camerey

→ Malay: kamera

→ Maori: kāmera

→ Marathi: कॅमेरा (kĕmerā)

→ Nepali: क्यामेरा (kyāmerā)

→ Norman: caméra, quéméreu

→ Occitan: camerà

→ Punjabi: ਕਮਰਾ (kamrā)

→ Pashto: کامره (kāmrá), کېمره (kemrá)

→ Persian: کامرا (kâmerâ)

→ Romanian: cameră

→ Scottish Gaelic: camara

→ Swahili: kamera

→ Tamil: கேமரா (kēmarā)

→ Telugu: కెమెరా (kemerā)

→ Urdu: کیمرہ (kaimra)

→ Welsh: camera

→ Yoruba: kámẹ́rà

Learned borrowing from Latin camera (“chamber or bedchamber”), from Ancient Greek καμάρα (kamára, “anything with an arched cover, a covered carriage or boat, a vaulted chamber, a vault”), of Old Iranian origin, from Proto-Iranian *kamarā- (“something curved”), from *kamárati, from Proto-Indo-Iranian *kmárati, ultimately from Proto-Indo-European *kh₂em- (“to bend, curve”). Doublet of chamber.(device): A clipping of camera obscura, from New Latin camera obscura (“dark chamber”), because the first cameras used a pinhole and a dark room.

der

If you're building a third-person game with enclosed or tight spaces, try to figure out up front what camera problems you will likely encounter. Use this identification process to influence the early building process.

2003, Tom Meigs, Ultimate game design: building game worlds:

I'm talking about the way the camera flies up above the skater when you leap into the air. No one had done it before.

2006, Patrick O'Luanaigh, Game Design Complete:

(computer graphics, video games) The viewpoint in a three-dimensional game or simulation.


overdraw

en-verb

overdraw (third-person singular simple present overdraws, present participle overdrawing, simple past overdrew, past participle overdrawn)

overdraws (present singular third-person)
overdrawing (participle present)
overdrew (past)
overdrawn (participle past)

LL-Q1860 (eng)-Flame, not lame-overdraw.wav

(computer graphics) To draw over the top of existing content.


overdraw

en-noun

overdraw (countable and uncountable, plural overdraws)

(computer graphics) The process by which, during the rendering of a three-dimensional scene, a pixel is replaced by one that is closer to the viewpoint, as determined by their Z coordinates.


effect

effect (countable and uncountable, plural effects)

Of the noun: from Middle English effect, from Old French effect (modern French effet), from Latin effectus (“an effect, tendency, purpose”), from efficiō (“accomplish, complete, effect”); see effect as a verb. Displaced Old English fremming, fremednes from fremman.
Of the verb: from Middle English effecten, partly from Medieval Latin effectuō, from Latin effectus, perfect passive participle of efficiō (“accomplish, complete, do, effect”), from ex (“out”) + faciō (“do, make”) (see fact and compare affect, infect) and partly from the noun effect.

der

The effect of flying was most convincing.

The colored bands of color that strobe through much of the text and other visual elements are perhaps the most prototypical of all Amiga demoscene effects and, again, are a direct result of the hardware on which Megademo was created to run.

2018, Jimmy Maher, The Future Was Here: The Commodore Amiga, page 186:

(cinematography, computer graphics, demoscene) An illusion produced by technical means (as in "special effect")


plasma

en-noun

plasma (countable and uncountable, plural plasmas or plasmata)

From Late Latin plasma (“mold”), from Ancient Greek πλάσμα (plásma, “something formed”).

der

human seminal plasma protein hypersensitivity

Has anyone here written a plasma demo in C/C++ who would be willing to explain to me exactly how it works?

1999, Rage Matrix, “Coding plasma demos....HELP!”, in comp.programming (Usenet):

However, it displayed some unique copper magic routines and plasma effects.

2005, Tamás Polgár, Freax: The Brief History of the Demoscene, volume 1, page 126:

This creates the classic 'plasma' effect seen in many demoscene videos.

Jonathan Weinel, Explosions in the Mind (page 139)

(computer graphics, demoscene) A visual effect in which cycles of changing colours are warped in various ways to give the illusion of liquid organic movement.


fog

en-noun

fog (countable and uncountable, plural fogs)

Origin uncertain; but probably of North Germanic origin. Probably either a back-formation from foggy (“covered with tall grass; thick, marshy”), from the earlier-attested fog (“tall grass”) (see below), or from or related to Danish fog (“spray, shower, drift, storm”), related to Icelandic fok (“spray, any light thing tossed by the wind, snowdrift”), Icelandic fjúka (“to blow, drive”), from Proto-Germanic *feukaną (“to whisk, blow”), from Proto-Indo-European *pug- (“billow, bulge, drift”), from *pew-, *pow- (“to blow, drift, billow”), in which case related to German fauchen (“to hiss, spit, spray”).


key

From Middle English keye, kaye, keiȝe, from Old English cǣġ (“key, solution, experiment”) (whence also Scots key and kay (“key”)), of uncertain origin. The only sure cognates are Saterland Frisian Koai (“key”), West Frisian kaai (“key”), and North Frisian kay (“key”). Possibly from Proto-Germanic *kēgaz, *kēguz (“stake, post, pole”), from Proto-Indo-European *ǵogʰ-, *ǵegʰ-, *ǵegʰn- (“branch, stake, bush”), which would make it cognate with Middle Low German kāk (“whipping post, pillory”), and perhaps to Middle Dutch keige (“javelin, spear”) and Middle Low German keie, keige (“spear”). For the semantic development, note that medieval keys were simply long poles (ending in a hook) with which a crossbar obstructing a door from the inside could be removed from the outside, by lifting it through a hole in the door. Liberman has noted, however, "The original meaning of *kaig-jo- was presumably '*pin with a twisted end.' Words with the root *kai- followed by a consonant meaning 'crooked, bent; twisted' are common only in the North Germanic languages."

шпи́лка

object used to maintain the orientation between two others

Key in the Encyclopædia Britannica (11th edition, 1911)

You can easily create this type of user interface by creating a bitmap with certain portions set to a predefined color you want to use as the transparency key.

2004, Mark Schmidt, Simon Robinson, Microsoft Visual C# .NET 2003 Developer's Cookbook, page 195:

There are key controls that adjust the “slice level” or the level at which the key kicks-in and starts cutting a hole for the “fill” […] Chroma key is another form of keying, which derives the key cutter or hole from a selected color.

2016, Jerry C. Whitaker, The SBE Broadcast Engineering Handbook:

(computer graphics, television) A color to be masked or made transparent.


mask

Borrowed from Middle French masque (“a covering to hide or protect the face”), from Italian maschera (“mask, disguise”), from (a byform of, see it for more) Medieval Latin masca, mascha, a borrowing of Proto-West Germanic *maskā from which English mesh is regularly inherited.
Replaced Old English grīma (“mask”), whence grime, and displaced non-native Middle English viser (“visor, mask”) borrowed from Old French viser, visier.
Compare also Hebrew מַסֵּכָה (masseiḥa).

maski

two-color bitmap used to create transparency in an image

(computer graphics) A two-color (black and white) bitmap generated from an image, used to create transparency in the image.


alpha

en-noun

alpha (countable and uncountable, plural alphas)

From the Ancient Greek ἄλφα (álpha), the first letter of the Greek alphabet, from the Phoenician 𐤀 (ʾ, “aleph”). Doublet of alif and aleph.

(computer graphics) The level of translucency of a color, as determined by the alpha channel.

(computer graphics) Ellipsis of alpha layer.


gamma

gamma (countable and uncountable, plural gammas)

Borrowed from Ancient Greek γάμμα (gámma). Doublet of gimel.

gamma correction
gamma correction#English

(computer graphics) Synonym of gamma correction.


feather

en-verb

feather (third-person singular simple present feathers, present participle feathering, simple past and past participle feathered)

feathers (present singular third-person)
feathering (participle present)
feathered (participle past)
feathered (past)

From Middle English feþer, from Old English feþer, from Proto-West Germanic *feþru, from Proto-Germanic *feþrō, from Proto-Indo-European *péth₂r̥ (“feather, wing”), from *peth₂- (“to fly”).
See also West Frisian fear, German Low German Fedder, Dutch veder, veer, German Feder, Yiddish פֿעדער (feder), Danish fjer, Swedish fjäder, Icelandic fjöður, Faroese fjøður, Norwegian Bokmål fjær, fjør, Norwegian Nynorsk fjør. Also Ancient Greek πέτομαι (pétomai), Albanian shpend (“bird”), Latin penna, Old Armenian թիռ (tʻiṙ).

inh

(computer graphics) To intergrade or blend the pixels of an image with those of a background or neighboring image.


tri

Shortening of words with the initial component derived from Proto-Indo-European *tréyes (“three”).

The most common poly budget in use for games at the time of this writing is between 5,000 and 10,000 tris. Anything within that range is sufficient to accommodate all superficial anatomical details without resort to optimization beyond normal model cleanup.

2009, Andrew Paquette, Computer Graphics for Artists II: Environments and Characters:

Tris and quads have different areas of functionality. In real-time graphics, tris are the norm because they provide the most basic geometric representations of planes.

2010, Tony Mullen, Claudio Andaur, Blender Studio Projects: Digital Movie-Making, page 91:


attribute

From Latin attributus past participle of attribuere.

[…] you can only carry two objects, your attributes clash when you walk past multi-coloured objects and your enemies fly up and down from the ceiling.

1987, Marcus Berkmann, Sceptre Of Bagdad (video game review) in Your Sinclair issue 17

If any of the video buffer's background attribute bits are on, MONO converts the attribute to 70h (inverse video).

1989, PC: The Independent Guide to IBM Personal Computers:

(computer graphics, dated) A numeric value representing the colours of part of the screen display.


vector

Learned borrowing from Latin vector (“carrier, transporter”), from vehō (“I carry, I transport, I bear”), also ultimately the root of English vehicle.
The “person or entity that passes along an urban legend or other meme” sense derives from the disease sense.
The mathematics sense was coined by Irish mathematician and astronomer William Rowan Hamilton in 1846.

coin

a vector image, vector graphics

(computer graphics, attributive) A graphical representation using outlines; vector graphics.


lathe

en-verb

lathe (third-person singular simple present lathes, present participle lathing, simple past and past participle lathed)

lathes (present singular third-person)
lathing (participle present)
lathed (participle past)
lathed (past)

From Middle English lathe (“turning-lathe; stand”), from Old Norse hlað (“pile, heap”)—compare dialectal Danish lad (“stand, support frame”) (as in drejelad (“turning-lathe”), savelad (“saw bench”)), dialectal Norwegian la, lad (“pile, small wall”), dialectal Swedish lad (“folding table, lay of a loom”)—from hlaða (“to load”). More at lade.

inh

(computer graphics) To produce a three-dimensional model by rotating a set of points around a fixed axis.


UV

en-noun

UV (countable and uncountable, plural UVs)

UV mapping; UV coordinates; UV texturing

(computer graphics, attributive) The axes of a two-dimensional texture, as opposed to those (X, Y, Z) of the three-dimensional model to which it is applied.


manifold

From Middle English manifold, from Old English maniġfeald (“manifold, various, varied, complicated, numerous, abundant, plural”), from Proto-Germanic *managafalþaz, equivalent to many + -fold. Cognate with Middle High German manecvalt (“manifold”), Icelandic margfaldr (“multiple”). Compare also German mannigfaltig (“various”), Dutch menigvoudig (“various”), Danish mangefold (“multiple”), Swedish mångfald (“diversity”).

cog

(computer graphics) A polygon mesh representing the continuous, closed surface of a solid object


canvas

From Middle English canevas, from Anglo-Norman, from Old Northern French canevas (compare Old French chanevas, chenevas) from a root derived from Latin cannabis, from Ancient Greek κάνναβις (kánnabis). Compare French canevas, resulting from a blend of the Old French and a Picard dialect word, itself from Old Northern French. Doublet of cannabis and hemp.

(computer graphics) A region on which graphics can be rendered.


portal

From Middle English portal, porttol, from Old French portal and Medieval Latin portāle, from porta.

jet bridge

elevated corridor permitting access to a plane from an airport

(computer graphics) A connecting window between volumes, in portal rendering.


vertex

Late Middle English, borrowed from Latin vertex (“whirl, eddy; top, crown, peak, summit”). Doublet of vortex.

der

Mathworld article on vertices of polyhedra

Mathworld article on vertices of polygons

Cartesian coordinates
Cartesian coordinates

(computer graphics) A point in 3D space, usually given in terms of its Cartesian coordinates.


bob

The bob list determines the drawing priority […]

1986, Eugene P Mortimore, Amiga programmer's handbook, Volumes 1-2:

IMHO, youd ^([sic]) be better doing other things with the CPU and letting the blitter draw bobs, esp on a machine with fast ram.

1995, John Girvin, “Blitting bobs”, in comp.sys.amiga.programmer (Usenet):

Changes: This release adds 2 new effects (bobs and unlimited bobs), has a GFX directory for sharing graphics, adds utility functions to the common code

2002, demoeffects, “Demotized 0.0.1 - A collection of demo effects from the early days of the demo scene.”, in fm.announce (Usenet):

(computer graphics, demoscene) A graphical element, resembling a hardware sprite, that can be blitted around the screen in large numbers.


poly

en-noun

poly (countable and uncountable, plural polys)

The most common poly budget in use for games at the time of this writing is between 5,000 and 10,000 tris.


decimate

en-verb

decimate (third-person singular simple present decimates, present participle decimating, simple past and past participle decimated)

decimates (present singular third-person)
decimating (participle present)
decimated (participle past)
decimated (past)

Borrowed from Latin decimāre (“to take or offer a tenth part”), from decimus (“tenth”). As a noun, via Latin decimatus (“tithing area; tithing rights”).

tertiate

reduce proportionately, by single aliquot part

A decimate tool allows us to obtain a more coarse-grained view of the data over the full n-dimensional space.

1999, Mihalisin & al., "Visualizing Multivariate Functions, Data and Distributions" in Readings in Information Visualization: Using Vision to Think, page 122

However, many times it is more practical to decimate existing high-res models because of time, money or manpower issues.

Given this initial fine mesh, we smooth and decimate it to a desired mesh resolution.

2004, Geremy Heitz et al., “Automatic Generation of Shape Models using Nonrigid Registration with a Single Segmented Template Mesh”, in Vision Modeling and Visualization 2004, page 74:

(computer graphics) To replace (a high-resolution model) with another of lower but acceptable quality. (Usually algorithmically)

alentaa resoluutiota

computer graphics: to replace with lower resolution


bake

en-verb

bake (third-person singular simple present bakes, present participle baking, simple past baked or (dialectal) book, past participle baked or (dialectal) baken)

bakes (present singular third-person)
baking (participle present)
baked (past)
book (dialectal past)
baked (participle past)
baken (dialectal participle past)

From Middle English baken, from Old English bacan (“to bake”), from Proto-West Germanic *bakan, from Proto-Germanic *bakaną (“to bake”), from Proto-Indo-European *bʰeh₃g- (“to roast, bake”).
Cognate with West Frisian bakke (“to bake”), Dutch bakken (“to bake”), Low German backen (“to bake”), German backen (“to bake”), Norwegian Bokmål bake (“to bake”), Danish bage (“to bake”), Swedish baka (“to bake”), Ancient Greek φώγω (phṓgō, “roast”, verb).

paska

to make baked goods or something into bread

(computer graphics, transitive) To fix (lighting, reflections, etc.) as part of the texture of an object to improve rendering performance.


stitch

en-verb

stitch (third-person singular simple present stitches, present participle stitching, simple past and past participle stitched)

stitches (present singular third-person)
stitching (participle present)
stitched (participle past)
stitched (past)

From Middle English sticchen, stichen, from Old English *stiċċan, stiċċian, from Proto-Germanic *stikjaną (“to stab, stick, prick”), influenced by the noun (see above).

inh

I can use this software to stitch together a panorama.

To include, combine, or unite into a single whole.

(computer graphics) To combine two or more photographs of the same scene into a single image.


MPEG

(computer graphics) Any of a group of computer file formats for the compression and storage of digital video and audio data.

(computer graphics) A computer file (as of a movie) in an MPEG format.


layer

Appears at first glance to be from Middle English leyer, leyare (“a layer of stones or bricks”), equivalent to lay + -er. In which case, ultimately identical to the other word below that is also spelt layer.
However, this word layer (referring to a thickness of a material covering a surface) has long been argued to be from a respelling of an obsolete sense of the word lair that was once used by farmers, which had to do with soil. The connecting sense between the usual meaning of lair and the specialised farming meaning was: an area where cows typically rest, the ground being fertilised by their waste. Related to lie, ledger.

пцум

single thickness of some material covering a surface

(computer graphics, by analogy to a stack of transparencies) One in a stack of (initially transparent) drawing surfaces that comprise an image; used to keep elements of an image separate so that they can be modified independently from one another.


cull

en-verb

cull (third-person singular simple present culls, present participle culling, simple past and past participle culled)

culls (present singular third-person)
culling (participle present)
culled (participle past)
culled (past)

From Middle English cullen, cuilen, coilen, from Old French cuillir (“collect, gather, select”), from Latin colligō (“gather together”). Doublet of coil.

der

"Will cull any objects further from the camera than a given distance. When used in combination with camera frustum culling, this can be used to avoid culling nearby objects that are outside the camera frustum, but still visible in reflections. It is also useful to cull small objects far from the camera."

2023 July 17, Blender Foundation, "Blender 3.6 Manual":

w:back-face culling

(computer graphics) To selectively not render or process certain objects, such as polygons.


cutaway

While it used to take several seconds to generate a single cutaway view in a complex freeform model, you can now view them just about instantly by dynamically scrolling and rotating a plane forward and backward through an object.

(computer graphics) Having selected portions of the outside removed so as to give an impression of the interior.


raster

/ˈɹɑːstə(ɹ)/

From German Raster, from Latin rāster, from rāstrum (“rake”, noun), from rādō (“to scrape”, verb).

(computer graphics) A bitmap image, consisting of a grid of pixels, stored as a sequence of lines.

rastero

computer graphics: a bitmap image, consisting of a grid of pixels, stored as a sequence of lines


fader

(computer graphics) A program or algorithm for fading out colors.


mesh

From Middle English mesche, from Old English masc (“net”) (perhaps influenced in form by related Old English mæscre (“mesh, spot”)) both from Proto-Germanic *maskrǭ, *maskwǭ, from Proto-Indo-European *mezg- (“to knit, twist, plait”).
Akin to Old High German māsca (“mesh”), Old Saxon maska (“net”), Old Norse mǫskvi, mǫskun (“mesh”).


overpaint

en-verb

overpaint (third-person singular simple present overpaints, present participle overpainting, simple past and past participle overpainted)

overpaints (present singular third-person)
overpainting (participle present)
overpainted (participle past)
overpainted (past)

(computer graphics) To erase by drawing graphics over the top.


relight

relight (third-person singular simple present relights, present participle relighting, simple past and past participle relighted or relit)

relights (present singular third-person)
relighting (participle present)
relighted (participle past)
relighted (past)
relit (participle past)
relit (past)

(transitive, computer graphics) To render again with different simulated lighting conditions.


sprite

→ Japanese: スプライト (supuraito)

→ Russian: спрайт (sprajt)

From Middle English sprite, spryt, spreyte, from Old French esprit (“spirit”), from Latin spiritus. Doublet of spirit, spiritus, spirytus, spright, and esprit.
(computer graphics): First used by Danny Hillis at Texas Instruments in the late 1970s.
(meteorology): An acronym for Stratospheric Perturbations Resulting from Intense Thunderstorm Electrification.

doublet

(computer graphics) A two-dimensional image or animation that is integrated into a larger scene.

精靈圖 /精灵图

a two-dimensional image or animation that is integrated into a larger scene


shader

(computer graphics) A set of software instructions used to calculate rendering effects on graphics hardware.


unwrap

en-verb

unwrap (third-person singular simple present unwraps, present participle unwrapping, simple past and past participle unwrapped)

unwraps (present singular third-person)
unwrapping (participle present)
unwrapped (participle past)
unwrapped (past)

From Middle English unwrappen, equivalent to un- + wrap.

(transitive, computer graphics) To flatten (a three-dimensional model) into a two-dimensional plane.


vignette

First attested in 1751. From French vignette, diminutive of vigne (“vine”), from Latin vīnea, from vīnum (“wine”). Replaced earlier Middle English vynet.

(computer graphics) A hardware deficiency (even occurring in most expensive models) of a computer display wherein the picture slants towards a colour or brightness towards the edges especially if viewed from an angle.


caustic

From the Latin causticus (“burning”), from Ancient Greek καυστικός (kaustikós, “burning”), from καυστός (kaustós, “burnt”) + -ικός (-ikós).

suffix

(optics, computer graphics) The envelope of reflected or refracted rays of light for a given surface or object.


clip

en-verb

clip (third-person singular simple present clips, present participle clipping, simple past and past participle clipt or clipped)

clips (present singular third-person)
clipping (participle present)
clipt (participle past)
clipt (past)
clipped (participle past)
clipped (past)

From Middle English clippen, from Old Norse klippa (“to clip, cut the hair, shear sheep”). Cognate with Icelandic klippa (“to clip”), Swedish klippa (“to clip”), Danish klippe (“to clip”), Norwegian Bokmål klippe (“to clip”).

der

(computer graphics) To discard (an occluded part of a model or scene) rather than waste resources on rendering it.

The camera keeps clipping that ceiling.

Clipping through walls is integral to the game's speedruns.

Oh, no, I clipped my avatar through the barrier!

(computer graphics, video games, transitive, intransitive) To move (through or into) (a rendered object or barrier).


JPEG

/ˈd͡ʒeɪ.pɛɡ/

From Joint Photographic Experts Group, the name of the committee that created the standard.

I'll send you some JPEGs tomorrow.

It's important to note that you cannot interlace a JPEG. However, a technology has been developed to allow JPEGs to progressively render. This is the progressive JPEG format.

1999, Dennis Jones, Neil Randall, Using Microsoft FrontPage 2000, Que Publishing, →ISBN, page 670:

Critics of NFTs who don't understand the technology wonder why buyers would pay so much for a JPEG when they could just “right-click save” to their computer and copy the image an arbitrary number of times.

2023, Amanda Cassatt, Web3 Marketing: A Handbook for the Next Internet Revolution, John Wiley & Sons, →ISBN, page 47:

Think of ChatGPT as a blurry JPEG of all the text on the Web.

2023 February 9, Ted Chiang, “ChatGPT Is a Blurry JPEG of the Web”, in The New Yorker:

(computer graphics) An image using the JFIF image file format, containing an image compressed using JPEG compression


JPEG

en-verb

JPEG (third-person singular simple present JPEGs, present participle JPEGging or JPEGing, simple past and past participle JPEGged or JPEGed or JPEG'd)

JPEGs (present singular third-person)
JPEGging (participle present)
JPEGing (participle present)
JPEGged (participle past)
JPEGged (past)
JPEGed (participle past)
JPEGed (past)
JPEG'd (participle past)
JPEG'd (past)

/ˈd͡ʒeɪ.pɛɡ/

(computer graphics) To create or convert an image into a JPEG file.

That image has been jpegged to hell.

(computer graphics, by extension) To lossily compress an image file in such a way that much of the quality is removed.


splat

splat (third-person singular simple present splats, present participle splatting, simple past and past participle splatted)

splats (present singular third-person)
splatting (participle present)
splatted (participle past)
splatted (past)

Figure 6: Checkerboard rendering using two different screen space surface splatting algorithms.

2003, Thomas Ertl, Vision, Modeling, and Visualization 2003: Proceedings, page 491:

(computer graphics, transitive) To combine different textures by applying an alpha channel map to the higher levels, revealing the layers underneath where the map is partially or completely transparent.


decal

(US, Central Canada, General Australian) -æl

(computer graphics) A texture overlaid on another texture to provide extra details.


render

render (third-person singular simple present renders, present participle rendering, simple past and past participle rendered)

renders (present singular third-person)
rendering (participle present)
rendered (participle past)
rendered (past)

→ Dutch: renderen

→ Portuguese: renderizar

From Middle English renderen, rendren, from Old French rendre (“render, give back”), from Late Latin rendere, from Latin reddere (“make, give back”).

rendering images

(transitive, computer graphics) To transform (a model) into a display on the screen or other media.

渲染

to transform digital information in the form received from a repository into a display on a computer screen, or for other presentation to the user


render

en-noun

render (countable and uncountable, plural renders)

A low-resolution render might look blocky.

(computer graphics) A digital image produced by rendering a model.

hahmonnus

a digital image produced by rendering a model


instance

en-verb

instance (third-person singular simple present instances, present participle instancing, simple past and past participle instanced)

instances (present singular third-person)
instancing (participle present)
instanced (participle past)
instanced (past)

Borrowed from Middle French instance, from Latin īnstantia (“a being near, presence, also perseverance, earnestness, importunity, urgency”), from īnstāns (“urgent”); see instant.

der

(transitive, computer graphics) To render (an object) as part of a batch, using the same geometry data.


dip

(computer graphics) Initialism of device-independent pixel.


desktop publishing

"My memory of him in the office at Peterborough was the ferocious nature of his typing, on a manual machine of course. This was long before the days of desktop publishing, and you could hear him down the corridor absolutely hammering the keyboard."

2023 January 25, Howard Johnston, “Peter Kelly: August 2 1944-December 28 2022”, in RAIL, number 975, page 47:

(computer graphics) The use of page layout software on a desktop computer to produce publishable documents.


armature

/ˈɑɹ.mə.t͡ʃʊɚ/

/ˈɑɹ.mə.t͡ʃɚ/

Borrowed from Middle French armature, from Latin armātūra (“armour”). Doublet of armor and armure.

(computer graphics) A kinematic chain (a system of bones or rigid bodies connected by joints) that is used to pose and deform models, often character models.


flatten

en-verb

flatten (third-person singular simple present flattens, present participle flattening, simple past and past participle flattened)

flattens (present singular third-person)
flattening (participle present)
flattened (participle past)
flattened (past)

(computer graphics, transitive) To combine (separate layers) into a single image.

統合する

computer graphics: to combine into a single image


quad

Shortened, via clipping or abbreviation, from various English terms. Ultimately related to Latin quattuor (“4”); compare quadri-, quadruple.
The typography senses are from the abbreviation quad. for obsolete quadrat; the keyboard command comes from the verb sense.

System Rasterization Primitives • Polygons • Triangles, Trapezoids, Quads

1989, ACM SIGGRAPH '89 Course Notes, New York: Association for Computing Machinery, page 48:

schemes have appeared which generate good results when applied to meshes which contain both triangular and quadrilateral regions. These kinds of schemes turn out to be very useful for modelling animations, because there, in symmetric (e.g. cylindrical) areas, quads and vertices with valence 4 are preferred

2006, Koen Beets, Johan Claes, Frank Van Reeth, “Optimizing Mesh Construction for Quad/Triangle Schemes”, in Hans-Peter Seidel, Tomoyuki Nishita, Qunsheng Peng, editors, Advances in Computer Graphics, page 711:

Tris and quads have different areas of functionality. In real-time graphics, tris are the norm because they provide the most basic geometric representations of planes.

(informal, computer graphics) A quadrilateral.


stitching

en-noun

stitching (countable and uncountable, plural stitchings)

(computer graphics, uncountable) Synonym of z-fighting


ambiance

ambiance (countable and uncountable, plural ambiances)

Unadapted borrowing from French ambiance.

ubor

(computer graphics, 3D models) A secondary color of a polygon that becomes more pronounced with shading.


sample

en-verb

sample (third-person singular simple present samples, present participle sampling, simple past and past participle sampled)

samples (present singular third-person)
sampling (participle present)
sampled (participle past)
sampled (past)

From Middle English saumple, sample, from Old French essample (“example”), from Latin exemplum. Doublet of example and exemplum.

It means that a larger image field can be sampled from a lower resolution copy without much loss in comparative data, only the number of data points to be manipulated.

2006, Translation of Digital Process to Architectural Program, →ISBN, page 6:

(transitive, computer graphics) To make or show something similar to a sample.

tehdä samanlainen

to make or show something similar to a sample


scroll

From Middle English scrowle, scrolle, from earlier scrowe, scrouwe (influenced by Middle English rolle), from Old French escroe, escrowe, escrouwe (“scroll, strip of parchment”), from Frankish *skrōda (“a shred”), from Proto-Germanic *skraudō, from *skrew- (“to cut; cutting tool”), extension of *(s)ker- (“to cut”). Doublet of shred and escrow.

[…] the computer sends orders, via electrical impulses, to recompose the liquid crystal structure inside the cells quickly which results in the familiar smooth scroll of the pointer on your screen.

2005, Alberto de Lózar Muñoz, Liquid Crystal Dynamics: Defects, Walls and Gels, page 1:

(computer graphics) The incremental movement of graphics on a screen, removing one portion to show the next.


texture

en-noun

texture (countable and uncountable, plural textures)

/ˈtɛkʃt͡ʃə(ɹ)/

Borrowed from Middle French texture, borrowed from Latin textūra (“a weaving, web, texture, structure”), from textus, past participle of texere (“to weave”). See text. Doublet of tessitura.

der

The videocard is responsible for drawing every polygon, texture, and particle effect in every game you play.

2004, Will Smith, Maximum PC Guide to Building a Dream PC (page 97)

(computer graphics) An image applied to a polygon to create the appearance of a surface.

textura

computer graphics: image applied to a polygon


antialiasing

(computer graphics) any technique that reduces the appearance of jagged edges in digital images caused by high-contrast borders between pixels.


varying

Another consideration to the relationship between vertex and fragment shaders is that adding too many additional varyings can be a drag on performance since they must all be interpolated […]

2012, Patrick Cozzi, Christophe Riccio, OpenGL Insights:

(computer graphics) A kind of variable, used by a fragment shader, that interpolates values across a primitive, so as to produce gradient effects etc.


PBR

en-noun

PBR (countable and uncountable, plural PBRs)

(computer graphics) Initialism of physically based rendering.


swizzle

en-verb

swizzle (third-person singular simple present swizzles, present participle swizzling, simple past and past participle swizzled)

swizzles (present singular third-person)
swizzling (participle present)
swizzled (participle past)
swizzled (past)

unswizzle

antonym(s) of “convert symbols to pointers”

Unknown etymology, 1813. Original sense “alcoholic drink”, possibly a variant of switchel (“a drink of molasses and water, often mixed with rum”), attested 1790, itself of uncertain origin. Possibly influenced by fizz.
In verb sense “to stir”, from swizzle stick (“stick for stirring alcoholic drinks”), itself attested 1859.

(computer graphics) To permute bits, or elements of a vector.


GI

en-noun

GI (countable and uncountable, plural GIs)

global illumination
global illumination#English

(computer graphics) Initialism of global illumination.


DOP

DOP (countable and uncountable, plural DOPs)

(computer graphics) Initialism of discrete oriented polytope.


MVP

(computer graphics) Initialism of model view projection.


TIFF

(computer graphics) An image stored in the TIFF format.


SVG

Scalable Vector Graphics
w:Scalable Vector Graphics

(computer graphics) Initialism of Scalable Vector Graphics.


SVG

In this chapter we will cover: […] • Creating SVGs with popular image editing packages and services • Inserting SVGs into a page with img and object tags […]

2015, Ben Frain, Responsive Web Design with HTML5 and CSS3, Packt Publishing Ltd, →ISBN, page 170:

(computer graphics) A graphic stored in the SVG (Scalable Vector Graphics) format.


DTP

With state-of-the-art DTP software, he designs an ad.

2018, Richard Powers, The Overstory, Vintage (2019), page 238:

desktop publishing
desktop publishing#English

(computer graphics) Initialism of desktop publishing.


voxel

(computer graphics) The three-dimensional analogue of a pixel; a volume element representing some numerical quantity, such as the colour, of a point in three-dimensional space, used in the visualisation and analysis of three-dimensional (especially scientific and medical) data.


triangulate

en-verb

triangulate (third-person singular simple present triangulates, present participle triangulating, simple past and past participle triangulated)

triangulates (present singular third-person)
triangulating (participle present)
triangulated (participle past)
triangulated (past)

/tɹaɪˈæŋɡjəleɪt/

(geometry, computer graphics) To divide into triangles.


compositor

From French compositeur, from Latin compositor.

(computer graphics) A system that puts images together in a buffer (such as individual windows on a desktop) to generate a final display image.


addressability

en-noun

addressability (countable and uncountable, plural addressabilities)

(computer graphics) The capability of a display surface or storage device to accommodate a specified number of uniquely identifiable points.


impostor

Borrowed from Middle French imposteur, respelled in the Latin manner; ultimately from Latin impositor, agent form of Latin imponere (“to impose”).

Coordinate term: billboard

(computer graphics) A sprite or animation integrated into a three-dimensional scene to look like part of the 3D world.


clipping

clipping (countable and uncountable, plural clippings)

(uncountable, computer graphics) The use of a mask to hide part of an object or image.


texel

Blend of texture + element, by analogy with pixel.

(computer graphics) An image representing the smallest unit of a texture that may be repeated to tile a region of the display.


tearing

tearing (usually uncountable, plural tearings)

Even in this case, tearing still results if the swap occurs in the middle of a refresh cycle.

2003, David P. Luebke, Level of detail for 3D graphics, page 303:

(computer graphics) Distortion of an animated display when the contents of the framebuffer are rendered while it contains portions of two or more frames.

yāihyāih

sound produce when ripping clothes or flat sheets


sculpt

From French sculpter, from Latin sculpō (“to cut out, carve in stone”).

der

(computer graphics) A modification that can be applied to an object, like a texture, but changes the object's shape rather than its appearance.


rendering

en-noun

rendering (countable and uncountable, plural renderings)

(computer graphics) The process of producing an image from an internal model, or the image thus produced.


polyline

If you want to break a polyline into simple lines and arcs, you can use the Explode option on the Modify panel, just as you would with blocks. After a polyline is exploded, it becomes a set of individual line segments or arcs.

2011, George Omura, chapter 19, in Mastering AutoCAD 2010 and AutoCAD LT 2010, John Wiley & Sons, →ISBN, page 582:

(mathematics, computer graphics) A continuous line composed of one or more line segments.

murtoviiva

continuous line composed of line segments


SSS

subsurface scattering
w:subsurface scattering

(computer graphics, art) Initialism of subsurface scattering.


radiosity

radiosity (countable and uncountable, plural radiosities)

(computer graphics) A three-dimensional rendering system that simulates all reflections from objects in the scene.


CATIA

(computer graphics) Acronym of computer-aided three-dimensional interactive application.


keyframe

(computer graphics) A complete video frame, used as a reference for subsequent interframes in video compression.

關鍵格 /关键格

complete frame used as a reference for interframes


polycount

(computer graphics) The total number of polygons found in a three-dimensional model.


billboard

→ Polish: billboard

أَفِيش

large advertisement along side of highway

(computer graphics) A sprite that always faces the screen, no matter which direction it is viewed from.


DI

DI (countable and uncountable, plural DIs)

(computer graphics) Initialism of diffused illumination.


pixmap

(computer graphics) A grid of pixels; a bitmap, especially one having more than one bit (binary digit) assigned to each pixel, allowing for multiple shades or colors.


skybox

LL-Q1860 (eng)-Flame, not lame-skybox.wav

Thankfully, tools have been created to assist in the skybox creation process.

2004, Paul Marino, 3D Game-Based Filmmaking: The Art of Machinima:

To ensure consistent sizing for all images, you should give each image in the skybox the same pixel width and height dimensions.

2007, Stephen Cawood, Pat McGee, Microsoft XNA Game Studio Creator's Guide:

(video games, computer graphics) A cube with textures on its inner faces, used to simulate the sky or similar backdrop around a three-dimensional playfield.


dithered

en-adj

dithered (comparative more dithered, superlative most dithered)

more dithered (comparative)
most dithered (superlative)

Keeping in mind the minimum target configuration of 256 colours the pictures mode was changed from thousands to 256 colours. This sort of a conversion gives a very dithered look to the picture.

1995, Walter Schertler, Beat Schmid, Hannes Werthner, Information and Communication Technologies in Tourism, page 154:

Being able to apply lossy compression to parts of an image affords a whole new realm of control: only areas in an image that have a very dithered texture, such as beaches and streets, can benefit from lossy compression, as can dark areas where the human eye is less capable of distinguishing hues.

2000, Michael Baumgardt, Adobe Photoshop 5.5 Web Design with ImageReady 2 and Adobe GoLive 4, page 247:

If users have their monitors set to 16-bit and they're looking at a 24-bit color, they get a dithered color also, but the higher resolution of 16-bit versus 8-bit means that the computer can choose closer colors, so the dither doesn't look as obvious.

2006, Damon Dean, Andy Cowitt, Macromedia Studio 8 All-in-One Desk Reference For Dummies, page 206:

(computer graphics) Produced by dithering; consisting of bits in different colors placed side by side to simulate an intermediate color that is not in the palette, or the somewhat banded or mottled look that this can produce.


Blender

(computer graphics) An open source, cross-platform suite of tools for the creation of 3D graphics.


flyby

(computer graphics) A three-dimensional animated sequence in which the camera moves past an object or scenery.


filmstrip

(computer graphics) A file containing a sequence of images or video frames.


renderer

From Middle English renderar, equivalent to render + -er.

(computer graphics) A software or hardware process that generates a visual image from a model.

hahmonnin

computer graphics: a process that generates a visual image


hit point

The in/out status for the hit point is determined by examining the loop which has the subelement (edge or vertex) closest to the hit point.

1991, Michael John Muuss, Lee A. Butler, “Combinatorial Solid Geometry, Boundary Representations, and n-Manifold Geometry”, in David F. Rogers, Rae A. Earnshaw, editors, State of the Art in Computer Graphics: Visualization and Modeling, New York, N.Y.: Springer-Verlag, →ISBN, page 213:

(computer graphics) In ray tracing, the point in a scene at which a ray strikes an object.


isophote

(computer graphics) A contour of equal luminance in an image.


ragdoll

LL-Q1860 (eng)-Flame, not lame-ragdoll.wav

In this chapter I'll give you a taste of some of the most popular applications for physics: ragdolls, breakable objects, and movie-style explosions.

2007, Ian Millington, Game physics engine development, page 401:

It is, in itself, a beautiful little game, but what it really indicates is a new way to create game controls: by simulating muscles rather than arbitrary forces. The rig in Ski Stunt Simulator is a controlled, active ragdoll.

2008, Steve Swink, Game Feel: A Game Designer's Guide to Virtual Sensation, page 333:

(computer graphics, video games) A model consisting of a set of connected rigid bodies that can collapse in a loose, natural manner.


playblast

(computer graphics, animation) A low-resolution crude render of computer-generated imagery used in CGI production as a check for character and prop positioning and lighting placement. Curved surfaces are rendered as surfaces with low face count, i.e. faceted.


playblast

en-verb

playblast (third-person singular simple present playblasts, present participle playblasting, simple past and past participle playblasted)

playblasts (present singular third-person)
playblasting (participle present)
playblasted (participle past)
playblasted (past)

(computer graphics, animation, transitive) To generate a playblast render of.


Bézier curve

Probably a calque of French courbe de Bézier. Named after Renault engineer Pierre Bézier who popularized the curves developed earlier by Paul de Casteljau and used them to design curves for the bodywork of cars.

named-after

Bézier curves are applied, for example in computer graphics and animation, to produce smooth, infinitely scalable curves.

So, instead, it is often better to combine multiple Bézier curves to form a longer, more complicated curve called a piecewise Bézier curve.
This section discusses how to join Bézier curves together – especially how to join them so as to preserve continuity and smoothness (i.e., continuity of the first derivative).

2003, Samuel R. Buss, 3D Computer Graphics: A Mathematical Introduction with OpenGL, Cambridge University Press, page 163:

The initial points p₀, p₁, and p₂ are called control points of the Bézier curve.[…]The process outlined above for the generation of a quadratic Bézier curve from its three control points can be generalized for more control points in a straightforward manner.

2008, T. Theoharis, G. Papaioannou, N. Platis, N. M. Patrikalakis, Graphics & Visualization: Principles and Algorithms, Taylor & Francis (A K Peters / CRC Press), page 193:

When an affine transformation is applied to the control points, the resulting Bézier curve with respect to the new control points coincides with the transformed Bézier curve. Therefore, Bézier curves are invariant under affine transformations like rotation, translation or scaling. Bézier curves are also symmetric with respect to their control points.

2012, Frank Klawonn, Introduction to Computer Graphics: Using Java 2D and 3D, 2nd edition, Springer, page 151:

(mathematics, computer graphics) A type of parametric curve defined by a set of control points, two of which are the ends of the curve, while the others determine its shape.


MLT

Metropolis light transport
Metropolis light transport#English

(computer graphics) Initialism of Metropolis light transport.


ICA

image compression artifact
w:image compression artifact

(computer graphics) Initialism of image compression artifact.


microtexture

(computer graphics) A small-scale texture used to produce fine detail.


z-order

When you click on a window it is brought to the top of the z-order so that you can see it.

(computer graphics) The order in which objects should be drawn in order to display correctly.

To get the rectangle to hide some of the text, make its z-order higher.

(computer graphics) A property of a graphical object that indicates its position in the z-order.


RTT

en-noun

RTT (countable and uncountable, plural RTTs)

(computer graphics) Initialism of render-to-texture.


vectorize

en-verb

vectorize (third-person singular simple present vectorizes, present participle vectorizing, simple past and past participle vectorized)

vectorizes (present singular third-person)
vectorizing (participle present)
vectorized (participle past)
vectorized (past)

Coordinate term: rasterize

The raster and vectorized images are displayed on a graphic monitor where the vector data is an active layer and the raster image is a background layer.

1997, Sergey Ablameyko, An Introduction to Interpretation of Graphic Images, SPIE Press, →ISBN, page 147:

(computer graphics, transitive) To convert an image into a vector graphics format.

vektoroida

to convert an image into a vector graphics format


spryte

A spryte can include scan-lines with no pixels in them, and particular pixels within a spryte can be designated as transparent.

1995, David L. Needle, Robert Nical, Method for controlling a spryte rendering processor, US Patent 5596693:

(computer graphics, rare) Alternative spelling of sprite (small image representing an entity in a video game)


VGA

Video Graphics Array
w:Video Graphics Array

(computer graphics) Initialism of Video Graphics Array, an obsolete computer display standard that superseded CGA and EGA, with a resolution of 640 × 480 pixels, and supporting up to 256 colours on screen from a palette of 262,144.


ray tracing

(computer graphics) A technique that produces realistically shaded images by projecting imaginary light rays to determine which parts of an object should be illuminated.


pre-render

pre-render (third-person singular simple present pre-renders, present participle pre-rendering, simple past and past participle pre-rendered)

pre-renders (present singular third-person)
pre-rendering (participle present)
pre-rendered (participle past)
pre-rendered (past)

(transitive, computer graphics) To render (a complex image) in advance.


alpha channel

Coined by Alvy Ray Smith and Ed Catmull in the 1970s. Smith writes: "We called it that because of the classic linear interpolation formula αA+(1-α)B that uses the Greek letter α (alpha) to control the amount of interpolation between, in this case, two images A and B". That is, when compositing image A atop image B, the value of α in the formula is A's alpha channel.

(computer graphics) A numerical value specifying a level of translucency to be applied to a colour.


blit

From BitBLT, the name of a computer graphics operation which stands for bit-block transfer and is pronounced bit blit.

(computer graphics) A logical operation in which a block of data is rapidly moved or copied in memory, most commonly used to animate two-dimensional graphics.


Gouraud shading

en-noun

Gouraud shading (usually uncountable, plural Gouraud shadings)

/ɡuːˈɹəʊ ʃeɪdɪŋ/

/ɡuːˈɹoʊ ʃeɪdɪŋ/

From Henri Gouraud, French computer scientist.

(computer graphics) A method of simulating the effects of light and colour across the surface of an object, based on estimates of the surface normal of each vertex in a polygonal 3D model.


websafe

(Internet, computer graphics, historical) Of colours used in the design of a web page: not liable to be dithered on any system, thus appearing the same to all visitors to the website.


Typically far more complex than the songs of the 8-bit games, songs in Amiga games had a highly varied structure, but usually followed the same basic principles seen in the 8-bit games (shorter loops with fewer distinct sections for battle music, and longer loops with more distinct sections for in-game music).

2008 January 1, Karen Collins, Game Sound: An Introduction to the History, Theory, and Practice of Video Game Music and Sound Design, MIT Press, →ISBN:

Much of La-Mulanas 8-bit' aesthetic is tied to its self-imposed graphical limitations. To start, the native resolution of 256 × 192 pixels is (as we would expect) much less than that of contemporary standards[…]

2008 November 12, Brett Camper, “Retro Reflexivity: La-Mulana”, in Bernard Perron, Mark J.P. Wolf, editors, The Video Game Theory Reader 2, Routledge, →ISBN:

(computer graphics, music) Originating from or resembling the art or music of the 8-bit computer era.


pixel art

What can I say about pixel art other than that the designers who create it have way too much time on their hands? All joking aside, pixel art has taken on a life of its own in recent years.

2005, Matt Kloskowski, Extreme Photoshop CS, page 132:

The Pencil tool is useful when you want to control exactly how a pixel changes. For example, pixel art is often done using the Pencil tool with a brush size of 1 pixel […]

2013, Olivier Lecarme, Karine Delvare, The Book of GIMP: A Complete Guide to Nearly Everything, page 69:

(computer graphics) A style of digital art drawn at the pixel level, sometimes having the pixels enlarged for a retro appearance.


palettize

en-verb

palettize (third-person singular simple present palettizes, present participle palettizing, simple past and past participle palettized)

palettizes (present singular third-person)
palettizing (participle present)
palettized (participle past)
palettized (past)

(transitive, computer graphics) To encode (an image) efficiently by mapping its pixels to a palette containing only those colours that are actually present in the image.


wireframe

A wireframe is transparent in nature, requiring some skill and expertise in interpreting the model.

2001, Philip D. Rufe, Fundamentals of Manufacturing, →ISBN, page 153:

(computer graphics) A visual model of an electronic representation of a three-dimensional object


wireframe

wireframe (third-person singular simple present wireframes, present participle wireframing, simple past and past participle wireframed)

wireframes (present singular third-person)
wireframing (participle present)
wireframed (participle past)
wireframed (past)

She'd barely wireframed it, here, and there was no there there, no interiority.

(computer graphics) To generate a wireframe representation


jaggies

From jaggy or jagged + -ie (“diminutive”) + -s (“plural”).

affix

The anti-alias option in image editors helps to eliminate the jaggies.

1999, Brent Heslop, David Angell, Rick Darnell, Microsoft Word 2000 Bible:

2007, Pulli et al, Mobile 3D Graphics: With OpenGL ES and M3G
Edge antialiasing only works at the edges of primitives, but jaggies can happen also at intersections of polygons.

(computer graphics, informal) Jagged artifacts in raster graphics, such as those caused by resizing a bitmap image without preserving its aspect ratio.


isosurface

LL-Q1860 (eng)-Flame, not lame-isosurface.wav

an isosurface representing a concentration of 10 grams per cubic meter

(computer graphics, geometry) A surface that represents points of a constant value within a volume of space


flood fill

(computer graphics) A means of filling a discrete area with colour, based on colouring every pixel that can be recursively reached from a starting point.


flood fill

en-verb

flood fill (third-person singular simple present flood fills, present participle flood filling, simple past and past participle flood filled)

flood fills (present singular third-person)
flood filling (participle present)
flood filled (participle past)
flood filled (past)

(computer graphics, transitive) To fill (an area) in this manner.


voxmap

The vase reconstructed and texture-mapped. All 120 images are used in the reconstruction, and the voxmap is generated […]

2005, Alan K Bowman, Michael Brady, Images and Artefacts of the Ancient World:

In addition, it does not use any pre-computed hierarchy of object data such as bounding boxes or voxmap […]

2005, Yo-Sung Ho, Hyoung Joong Kim, Advances in Multimedia Information Processing:

(computer graphics) A three-dimensional array of voxels, analogous to a bitmap of pixels.


microfacet

(computer graphics) A tiny facet of the surface of an object being rendered, used in approximating reflections, etc.


mipmap

Initialism of Latin multum in parvo (much in a small space), and map, modelled on bitmap.

(computer graphics) A precalculated, optimised collection of images accompanying a main texture, used to increase rendering speed and reduce aliasing artifacts.


mipmap

mipmap (third-person singular simple present mipmaps, present participle mipmapping, simple past and past participle mipmapped)

mipmaps (present singular third-person)
mipmapping (participle present)
mipmapped (participle past)
mipmapped (past)

The ability to mipmap floating-point textures would help with the computation of the maximum energy to find the next shooter.

2004, Wolfgang Heidrich, Ravin Balakrishnan, Canadian Human-Computer Communications Society, Graphics Interface 2004: proceedings, page 167:

(computer graphics, transitive) To precalculate images for a texture in this manner.


mipmapping

(computer graphics) The creation or use of mipmaps.


mipmapped

(computer graphics) Represented by a mipmap.


bilevel

(computer graphics) A binary image, one that has only two possible values for each pixel (usually black and white).


despeckle

despeckle (third-person singular simple present despeckles, present participle despeckling, simple past and past participle despeckled)

despeckles (present singular third-person)
despeckling (participle present)
despeckled (participle past)
despeckled (past)

The scanned document was more legible after despeckling.

(computer graphics) To remove speckles from.


multipoint

(computer graphics) A collection of points treated as a single object.


bezier

(computer graphics, informal) A Bézier curve.


splatting

en-noun

splatting (usually uncountable, plural splattings)

The computing term was coined by Charles Bloom.

(computer graphics) A method for combining different textures by applying an alpha channel map to the higher levels, revealing the layers underneath where the map is partially or completely transparent.


Utah teapot

After the University of Utah, whose researcher Martin Newell designed the model in 1975.

The preceding figure shows the Utah teapot, a popular benchmark for surfaces. The teapot is textured by a random polka-dot pattern.

1996, Alyn Rockwood, Peter Chambers, Interactive Curves and Surfaces: A Multimedia Tutorial on CAGD:

Figure 23.7 demonstrates our smoothing operator applied to a preliminary 3D scan conversion of the Utah teapot.

2003, Stanley Osher, Nikos Paragios, Geometric level set methods in imaging, vision, and graphics:

At the RfB site you will find the complete dataset for the Utah teapot and Gumbo. You are encouraged to use them in your own RenderMan renders […]

2004, Saty Raghavachary, Rendering for Beginners: Image Synthesis Using RenderMan:

(computer graphics) A three-dimensional mathematical model of a teapot, often used as a reference object to test or assess a rendering technique.


texturize

en-verb

texturize (third-person singular simple present texturizes, present participle texturizing, simple past and past participle texturized)

texturizes (present singular third-person)
texturizing (participle present)
texturized (participle past)
texturized (past)

I have texturized this sphere with a woodgrain pattern.

(transitive, computer graphics) To apply a visual texture to.


polygon mesh

(computer graphics) A collection of vertices, edges and faces that defines the shape of a polyhedral object.


bump-mapped

(computer graphics) Rendered using bump mapping.


texture map

(computer graphics) A matrix of data, representing texture, added to a polygon or polyhedron in the process of texture mapping


texture map

texture map (third-person singular simple present texture maps, present participle texture mapping, simple past and past participle texture mapped)

texture maps (present singular third-person)
texture mapping (participle present)
texture mapped (participle past)
texture mapped (past)

(computer graphics) To map a texture to a three-dimensional model.


pictel

By the time the scan is completed, the ACTA numbers of all the pictels have been computed and are stored in the computer's memory.

1975, Biosciences Communications, page 284:

Pseudo-color computer graphics displays identify the color of each pictel by a three-dimensional vector whose nonnegative elements specify the relative intensities of the three primary colors[…]

1978, Derek Allan Holton, Jennifer Seberry, Combinatorial mathematics: proceedings:


antialias

antialias (third-person singular simple present antialiases, present participle antialiasing, simple past and past participle antialiased)

antialiases (present singular third-person)
antialiasing (participle present)
antialiased (participle past)
antialiased (past)

(computer graphics, transitive) To smooth using antialiasing.

(computer graphics, intransitive) To become smooth using antialiasing.


antialias

(computer graphics) An antialias filter; a low-frequency filter with a sharp cutoff.


bump mapping

(computer graphics) A technique where a perturbation to the surface normal of the object being rendered is applied to each pixel, based on a texture map, prior to calculating the illumination, so as to produce a richer, more detailed surface representation.


EGA

Later, when we played King's Quest 2, I remember being legitimately terrified while inside Dracula's castle. Like, I had nightmares in 16 color EGA.

2004 September 2, Emily Morganti, quoting Matthew Chapman, “Peasant’s Quest”, in adventuregamers.com, archived from the original on 2010-09-23:

(computer graphics) Initialism of enhanced graphics adapter, an obsolete computer display standard between CGA and VGA, offering sixteen colours on screen from a palette of sixty-four.


CGA

(computer graphics) Initialism of Color Graphics Adapter, an obsolete computer display standard preceding EGA and VGA, offering a palette of 16 colours, of which only a few could be displayed on screen at one time.


nonprimitive

LL-Q1860 (eng)-Flame, not lame-nonprimitive.wav

(programming, computer graphics, geometry) An object that is not a primitive.


spherize

spherize (third-person singular simple present spherizes, present participle spherizing, simple past and past participle spherized)

spherizes (present singular third-person)
spherizing (participle present)
spherized (participle past)
spherized (past)

(transitive, computer graphics) To cause to appear as if on the surface of a sphere.


rotozoomer

I thought about writing a 4ktro for the TI-83 once, but really the only effects you could do would be rotozoomers, wire vectors, and scrollers.

1997, h75h70, “ZShell anyone?”, in rec.games.programmer (Usenet):

Hi all: I have written a rotozoomer that has an average frame rate of about 200fps on a Pentium 90 when writing directly to vram.

1997, Adam Levar, “RotoZoomer frame rates”, in comp.sys.ibm.pc.demos (Usenet):

(demoscene, computer graphics) An animated visual effect in which a bitmap is scaled and rotated.


spriting

(nonstandard, computer graphics) The development of sprites (computer graphics), especially humanoid characters.


dither

dither (third-person singular simple present dithers, present participle dithering, simple past and past participle dithered)

dithers (present singular third-person)
dithering (participle present)
dithered (participle past)
dithered (past)

Variant of didder, from Middle English dideren (“to tremble”). Compare Middle English bididren, bididdren (“to seduce, deceive”), from Old English bedidrian, bedyderian (“to deceive, trick”).
Alternatively, perhaps with expressive voicing from *titeren, from Proto-Germanic *titrōną. If so, then a doublet of teeter and cognate with Old High German zittarōn (German zittern) and Old Norse titra (Faroese titra, Icelandic titra). Alternatively an unrelated reduplicative onomatopoeia.

Look at how pixelly this wall texture is. You almost don't even notice the dithering when driving by quick. Up close though, it's real chunky.

2023, Preston "Pretzel", 4:34 from the start, in Familiar and Unfamiliar Areas in Lego Island:

(electronics, technology, signal processing) To apply an algorithm to digital data to minimize the effects of quantization:

(computer graphics) To use dot patterns in an image or graphic to simulate colors or shades not in the system palette.

koostaa

(computing, graphics) to simulate a color digitally


dither

en-noun

dither (countable and uncountable, plural dithers)

(electronics, technology, signal processing) Any algorithm applied to digital data to minimize the effects of quantization:

(computer graphics) The use of dot patterns in an image or graphic to approximate colors not available in the system palette.

sirottelu

computer graphics: use of dot patterns to approximate colors


z-fighting

/ˈziː.fʌɪ.ɾɪŋ/

(computer graphics) A phenomenon in three-dimensional rendering where two or more primitives have similar values in the z-buffer, causing flickering as one is displayed varyingly behind or in front of the other.


tilebased

(computer graphics) Having a visual representation consisting of a usually rectangular grid of tiles.


palette swap

en-verb

palette swap (third-person singular simple present palette swaps, present participle palette swapping, simple past and past participle palette swapped)

palette swaps (present singular third-person)
palette swapping (participle present)
palette swapped (participle past)
palette swapped (past)

LL-Q1860 (eng)-Flame, not lame-palette swap.wav

While there's a decent variety of enemy types in the game, those same enemies also tend to get palette swapped as the game progresses.

(computer graphics, video games) To change the color palette used to render a palettized image.


palette swap

Nintendo's Luigi character started out as a palette swap of Mario.

(computer graphics, video games) An image that is the same as another but rendered with a different colour palette.


ray casting

First used in a 1982 paper by Scott Roth.

(computer graphics) The calculation of intersections between a ray and a surface.


viewport

Dragging the scroll-bar changes which part of the picture is visible within the viewport.

(computer graphics) A typically rectangular region representing the range or area currently visible (within a window, screen, etc.).


viewport

viewport (third-person singular simple present viewports, present participle viewporting, simple past and past participle viewported)

viewports (present singular third-person)
viewporting (participle present)
viewported (participle past)
viewported (past)

Some general ideas on clipping, viewporting, and windowing can be found in Rogers and Adams.

1979, Tutorial: Computer Graphics, page 80:

Viewporting is an operation that takes the portion of the picture that has been mapped into the square region delimited by -1,+1,-1,+1 and further maps it into a rectangular subregion of the screen (a viewport).

1980, MTS, the Michigan Terminal System, volume 17, page 42:

The main thing I want you to take away from this chapter is knowing where to start and creating a very simple viewported web site using nothing more than an extra <meta> tag and simple HTML.

2012, Scott Preston, Learn HTML5 and JavaScript for iOS:

(transitive, computer graphics) To clip (an image or region) so that it fits in a viewport.


prewarmed

en-adj

prewarmed (comparative more prewarmed, superlative most prewarmed)

more prewarmed (comparative)
most prewarmed (superlative)

(computer graphics, of a particle system) Initialized with the illusion of prior activity.


metaball

Metaballs often have properties that define the way two metaballs will interact upon an encounter.

2002, Lynn Pocock, Judson Rosebush, The computer animator's technical handbook, page 24:

(computer graphics, demoscene) An n-dimensional object with an organic appearance, characterised by the ability to meld into others when in close proximity.


glenzing

Possibly related to Swedish glänsa (“shine, glitter”).

This tutorial describes glenzing, fast polygons, fixed point mathematics, and assembly code.

1996, Joe Gradecki, The Game Developer's Guide to Online Resources:

Stippling is nothing but a poor man's transparency. But we can do more to simulate transparency effects, whether it's a shadow, light, or fog-of-war. The technique we will be using is called glenzing, and it allows us to really mix colors as if we were painting a partially transparent object.

2004, Daniel Sánchez-Crespo Dalmau, Core Techniques and Algorithms in Game Programming, page 344:

(computer graphics) A technique for simulating translucency by storing extra colour values in the palette that represent the combined colours of intersecting objects in a scene.


Perlin noise

“And it needs more texture. A bit of Perlin noise. It should look a little rougher, otherwise it doesn’t seem real.”

2022, Gabrielle Zevin, Tomorrow, and Tomorrow, and Tomorrow, Vintage (2023), page 476:

(computer graphics) Random-looking visual noise generated by a function, widely used in computer graphics to simulate effects such as fire and clouds.


hypertexture

The cost is high for this function, as it uses noise() many times to calculate the hypertexture.

2000, Anthony A. Apodaca, Larry Gritz, Ronen Barzel, Advanced RenderMan: Creating CGI for Motion Pictures, →ISBN, page 417:

In 1989, Perlin and Hoffert presented hypertexture, a modeling technique where an ordinary surface is thickened into a region of space with some density.

2002, Marc Olano, John Hart, Wolfgang Heidrich, Real-Time Shading, →ISBN, page 86:

The volume density functions that I use for gases are, in reality, hypertexture functions.

2009, Rick Parent, David S. Ebert, David Gould, Computer Animation Complete: All-in-One, →ISBN, page 218:

Then, for each type of hypertexture, I construct a different "application" code, describing a particular hypertexture.

2014, David S. Ebert, Texturing and Modeling: A Procedural Approach, →ISBN, page 203:

(computer graphics) A realistic simulated surface texture produced by adding small distortions across the surface of an object.


hypertexture

en-verb

hypertexture (third-person singular simple present hypertextures, present participle hypertexturing, simple past and past participle hypertextured)

hypertextures (present singular third-person)
hypertexturing (participle present)
hypertextured (participle past)
hypertextured (past)

(transitive, computer graphics) To apply a hypertexture to.


heightmap

(computer graphics) A two-dimensional raster image used to store surface elevations that can later be applied to a three-dimensional object.


colormap

(computer graphics) A lookup table specifying the colors to be used in rendering a palettized image.


texturizer

(computer graphics) A program or process that applies a visual texture.


lightmap

(computer graphics) A precomputed data structure that stores the brightnesses of surfaces in a video game, etc.


shadebob

From shade + bob. See bob (“blitter object, type of hardware sprite”).

If I made a shadebob routine, which ran 60Hz on PentiumIII 550Mhz on 320x200x8bit mode, would you be impressed?

1999, JT Liimatta, “The Party compo rules.”, in comp.sys.ibm.pc.demos (Usenet):

Even on older hardware, the dithering is perfect. The effect is convincing. You can press your face up against the screen and see no edges, you can see wonderful curves and strange shapes out of shadebobs that are probably unintentional.

2007, milkfilk@gmail.com, “Why are shadebobs and 2d alpha blends so convincing?”, in comp.graphics.api.opengl (Usenet):

(demoscene, computer graphics) A type of bob (graphical sprite-like element) rendered additively on the display, so that it blends with others but can be easily removed again by decrementing the colour value at each pixel.


retained mode

(computer graphics) A mode in which the application updates a set of graphical objects which are stored and displayed by the graphics library, contrasting with immediate mode.


immediate mode

(computer graphics) A mode in which the application is directly responsible for rendering graphics to the display, contrasting with retained mode.


raycaster

(computer graphics) A program or algorithm that performs ray casting.


prelight

prelight (third-person singular simple present prelights, present participle prelighting, simple past and past participle prelit or prelighted)

prelights (present singular third-person)
prelighting (participle present)
prelit (participle past)
prelit (past)
prelighted (participle past)
prelighted (past)

(transitive, chiefly computer graphics) To illuminate in advance.


bit depth

A bit depth of eight corresponds to a palette of 256 possible colours, because 2⁸ = 256.

(computer graphics) The number of bits (binary digits) used to represent the colour of a single pixel.

длабочина на бојата

computer graphics: the number of bits (binary digits) used to represent the colour of a single pixel


fillrate

(computer graphics) A measurement of the number of pixels a video card can render in a certain time period.


renderable

(computer graphics) Any object that can be rendered to the display.


supersample

supersample (third-person singular simple present supersamples, present participle supersampling, simple past and past participle supersampled)

supersamples (present singular third-person)
supersampling (participle present)
supersampled (participle past)
supersampled (past)

LL-Q1860 (eng)-Flame, not lame-supersample.wav

As mentioned earlier, supersampling will at least decrease the sampling rate at which aliasing begins.

1994, David S. Ebert, Texturing and Modeling: A Procedural Approach, page 65:

(transitive, computer graphics) To antialias by taking samples at several points inside each pixel and choosing an average colour value.


multisampling

(computer graphics) A form of supersampling in which some components of the final image are not fully supersampled.


CLUT

colour look-up table
w:colour look-up table

(computer graphics) Initialism of colour look-up table.


superpixel

LL-Q1860 (eng)-Flame, not lame-superpixel.wav

(computer graphics) A polygonal part of a digital image, larger than a normal pixel, that is rendered with uniform colour and brightness.


palettization

(computer graphics) The act or process of palettizing.


relightable

A relightable model requires more than 20 GB of raw image data.

2007, Markus Gross, Hanspeter Pfister, Point-based graphics, page 78:

(computer graphics) Capable of being rendered again with different simulated lighting conditions.


retopology

(computer graphics) Modification of the topology of an object.


SVGA

Super Video Graphics Array
w:Super Video Graphics Array

(computer graphics) Initialism of Super Video Graphics Array.


scenegraph

(computer graphics) A data structure representing a graphical scene.


onion skinning

(computer graphics) A technique in animation in which consecutive frames are layered translucently to aid the animator.


skydome

LL-Q1860 (eng)-Flame, not lame-skydome.wav

(video games, computer graphics) A sphere or hemisphere with a texture on its inner face, used to simulate the sky or similar backdrop around a three-dimensional playfield.


glenzed

With a clever palette, you can get glenzed characters over the background (something akin to the ghosts in Super Mario World).

1995, NewOrder Demo Group, “modex sprite optimisation”, in rec.games.programmer (Usenet):

(computer graphics) Displayed with a simulation of translucency by means of glenzing.


shadowcasting

A different shadowcasting arrangement results when light rays are oriented oblique to the picture plane. In this situation actual and bearing rays appear to vanish in perspective.

1979, Kevin Forseth, David Vaughan, Graphics for Architecture, page 191:

(computer graphics) The generation of shadows from a three-dimensional model.


OpenGL

(computer graphics) Open Graphics Library: a standard, cross-platform specification for generating 2D and 3D computer graphics.


BVH

bounding volume hierarchy
w:bounding volume hierarchy

(computer graphics) Initialism of bounding volume hierarchy.


paletted

As long as your bitmap is paletted, most programs will reduce the palette down to the fewest colors. However, it may be a good idea to help it along by changing the bit depth to the lowest possible.

2004, Ralph Barbagallo, Wireless Game Development in Java with MIDP 2.0, page 304:

Unfortunately, the Intel 2700G provides no hardware support for compressed paletted textures. If compressed paletted textures are used, they are internally expanded to their uncompressed representation.

2008, Oliver Deussen, Daniel Keim, Dietmar Saupe, Vision, modeling, and visualization 2008: proceedings, page 220:


pixel shader

(computer graphics) A shader that operates on the level of individual pixels, used to generate complex visual effects.


fragment shader

en-noun

fragment shader (plural fragment shaders)

(computer graphics, OpenGL) pixel shader


DSI

(computer graphics) Initialism of diffused surface illumination.


preshift

[…] and the preshifts required to move the rectangle up one, right two or up one, left two.

1983, Ken Williams, Bob Kernaghan, Lisa Kernaghan, Apple II Computer Graphics, page 156:

(computer graphics) A shift performed in advance.


billboarding

Early first-person shooter games used billboarding for enemies rather than full character models.

(computer graphics) A technique in three-dimensional graphics in which a sprite is rendered perpendicular to the camera without respect to camera movement.


cel shading

(computer graphics) A style of non-photorealistic rendering suggesting the flat, hand-drawn appearance of a comic or cartoon.


toon shading

(computer graphics) Synonym of cel shading


HAM

(computer graphics) Initialism of Hold-And-Modify, a display mode of the Commodore Amiga computer, allowing for a large number of colours on screen.


pop-in

LL-Q1860 (eng)-Flame, not lame-pop-in.wav

(computer graphics, video games) A performance issue in three-dimensional graphics, causing objects or textures to "pop" suddenly into view as they are loaded, rather than smoothly moving into view.


polyfill

In the process i have come up with the following algorithm , and i wonder if it is a good one (i.e. fast), and also if anyone can give me tips on any other fast polyfill algoritm^([sic]).

1992 February 3, Paal K Holmberg, “question on polyfill algorithm”, in comp.graphics (Usenet), message-ID <1992Feb3.120657.7173@alf.uib.no>:

(computer graphics) An algorithm to fill a polygon with a particular color.


multisurface

(computer graphics) A collection of surfaces treated as a single object.


tileset

The imp-infested streets of London get repetitive, but new tilesets are introduced later in the plot.

2007, PC Gamer, volume 14, numbers 10-12:

Next you need to load a tileset containing isometric tiles.

2011, Steffen Itterheim, Learn iPhone and iPad Cocos2D Game Development, page 241:

(computer graphics) A collection of rectangular images, or tiles.


nondithering

(computer graphics) Not employing the technique of dithering.


CSG

CSG (countable and uncountable, plural CSGs)

constructive solid geometry
constructive solid geometry#English

(computer graphics) Abbreviation of constructive solid geometry.


defringe

en-verb

defringe (third-person singular simple present defringes, present participle defringing, simple past and past participle defringed)

defringes (present singular third-person)
defringing (participle present)
defringed (participle past)
defringed (past)

(transitive, computer graphics) To remove unwanted surrounding portions or speckles of colour from (an image).


bpp

(computer graphics) Initialism of bits per pixel.


photoreal

en-adj

photoreal (comparative more photoreal, superlative most photoreal)

more photoreal (comparative)
most photoreal (superlative)

Frequently, you can use the texture from one object to surface a completely different object. Figure 8.26 illustrates how a crab shell texture makes a wonderful photoreal fruit skin.

1998, Dan Ablan, Patrik Beck, Inside LightWave 3D:

(computer graphics) Exhibiting photorealism.


lignel

(computer graphics) Any of the lines along the edge of a voxel, connecting its corners or pointels.


pointel

(computer graphics) Any of the eight vertices of a voxel.


surfel

(computer graphics) A unit square between voxels.


voxelization

en-noun

voxelization (countable and uncountable, plural voxelizations)

3D arrays of real numbers that are voxelizations of macromolecular structures

(computer graphics) The conversion of an image or model into voxels.


billboarded

(computer graphics) Displayed using the billboarding technique.


preshifted

[…] elaborate masking, XDRAWing, refreshing, bit-shifting, preshifted shape sequences, […]

The images are preshifted, so that disparity is smaller than 1 pixel per camera displacement.

2010, Tobias Schuchert, Plant Leaf Motion Estimation Using A 5D Affine Optical Flow Model, page 50:

Meanwhile, my good friend Bill Budge, an amazing Apple II games programmer, came up with an incredibly fast way to draw proportional text on the Apple II graphics screen using seven preshifted tables.

2011, Andy Hertzfeld, Revolution in The Valley, page 47:

(chiefly computer graphics) Shifted in advance.


bundle adjustment

bundle adjustment (plural bundle adjustments)

(computing theory, computer graphics) A process used in the reconstruction of a three-dimensional model from a set of photographs, simultaneously refining the coordinates describing the scene geometry as well as the parameters of the relative motion and the optical characteristics of the cameras that took the pictures.


shaderless

(computer graphics) Without the use of shaders.


multitexture

(computer graphics) Of or relating to multiple textures.


clipmapping

(computer graphics) A method of clipping a mipmap to a subset of data pertinent to the geometry being displayed.


stencil buffer

(computer graphics) A per-pixel buffer in graphics hardware, used to limit the area of rendering and to produce various other effects.


high color

high color (countable and uncountable, plural high colors)

(computer graphics) graphics with two bytes of storage per pixel, allowing for up to 65536 different colors


nonmanifold

manifold

antonym(s) of “a topological space that does not locally resemble the Euclidean space”

(computer graphics, of a polygon mesh) Not representing a continuous, closed surface (i.e. of a solid object)


LoD

Multiresolution techniques exploit the additional information that becomes available through a level-of-detail (LoD) representation either by choosing an appropriate resolution for given quality (complexity) requirements or by considering the difference between two levels of detail as a separate geometricfrequency band which contains the detail information that is added or removed when switching between hierarchy levels.

2002, G. Farin, J. Hoschek, M.-S. Kim, Handbook of Computer Aided Geometric Design, →ISBN, page 343:

They include geometric drills which allow the user to navigate between the different LoDs (Level of Detail) associated with an object or to the different geometries of a same LoD that are aimed at different purposes.

2008, Michael P. Peterson, International Perspectives on Maps and the Internet, →ISBN, page 187:

In the first case, we consider the complete transformation of a layer at a certain LoD in another representation of the same layer at a consecutive LoD.

2008, Liqiu Meng, Alexander Zipf, Stephan Winter, Map-based Mobile Services: Design, Interaction and Usability, →ISBN, page 58:

(computer graphics) Initialism of level of detail.


ROP

ROP (countable and uncountable, plural ROPs)

(countable, computer graphics) A Render Output unit or raster operations pipeline.


distance fog

(computer graphics) A gradient that progressively obscures objects as they get further from the camera, typically used to avoid the processing overhead of rendering distant objects.


roundrect

Blend of rounded + rectangle. In 1981, a function for quickly creating rounded rectangles was added to the Apple program LisaGraf (later renamed QuickDraw) created by Bill Atkinson at the request of Steve Jobs, with the program referring to this shape as the "RoundRect."

The iPhone is, officially, King of Design: when even Intel is mirroring your new roundrect bezels, you have won that particular game.

2007 September 21, Rob Beschizza, “Intel Touts Toys of Future At Conference”, in Wired:

(computer graphics) A rectangle with rounded corners.


guard band

(computer graphics) A virtual area of the screen, bordering the real screen, to which any rendering is ignored, used to simplify clipping.


voxelwise

(computer graphics) One voxel at a time.


unsharpen

en-verb

unsharpen (third-person singular simple present unsharpens, present participle unsharpening, simple past and past participle unsharpened)

unsharpens (present singular third-person)
unsharpening (participle present)
unsharpened (participle past)
unsharpened (past)

When it sharpens the image, you can't unsharpen it again without losing data.

2012, Haje Jan Kamps, Focus on Travel Photography, page 91:

(transitive, computer graphics) To undo a sharpening operation on (an image).


Mandelbulb

(computer graphics) a three-dimensional analogue of the Mandelbrot set


AABB

Coordinate term: OOBB

(computer graphics) Initialism of axis-aligned bounding box.


shadeset

(computer graphics) A colour scheme that can be applied to a computerized map.


edgel

(computer graphics) A pixel in an image that is recognised as the edge of something.


z-culling

(computer graphics) The elimination of certain objects from the display that should not be rendered because they are behind objects that are closer to the viewer.


z-buffer

(computer graphics) A buffer for the purpose of tracking the relative depths of different objects in a scene and determining which are closer to the observer than others.


antishadow

Correct shadows and antishadows are shown in Figure 9.6.

2011, Tomas Akenine-Möller, Eric Haines, Naty Hoffman, Real-Time Rendering, Third Edition, page 336:

(computer graphics) An inaccurate shadow in a three-dimensional rendering, caused by a vertex of an object being projected through the point of a light source.


SLI

Scalable Link Interface
w:Scalable Link Interface

(computer graphics) Initialism of Scalable Link Interface.


metasurface

(computer graphics) A generalization of the metaball, not necessarily spherical.


raytraced

(computer graphics) Produced by ray tracing.


deringing

(computer graphics) The process of removing ring-like artifacts from a video.


ARGB

(computer graphics) Initialism of alpha, red, green, blue: a system used to represent digital colors with various levels of translucency.


backface

(computer graphics) The back side of a face of a mesh, which typically will never face the camera and can thus be culled (discarded) from the list of items to be rendered.


meshable

It is important to mention that we do not always simplify the CAD model with the sole objective of making it meshable.

2014, Paul Kurowski, Engineering Analysis with SolidWorks Simulation 2014, page 10:

(computer graphics) Capable of being converted to a polygon mesh.


splat map

(computer graphics) The alpha channel map used in the process of splatting.


lightmapped

(computer graphics) Illuminated using a lightmap.


lightmapping

(computer graphics) The use of lightmaps.


marching cubes

(computer graphics) An algorithm for extracting a polygonal mesh of an isosurface from a three-dimensional scalar field.


checkerboarding

checkerboard rendering
checkerboard rendering#English

(computer graphics) Synonym of checkerboard rendering


true color

(computer graphics) graphics with 24 bits of storage per pixel, allowing for up to 16,777,216 different colors


deep color

en-noun

deep color (countable and uncountable, plural deep colors)

(uncountable, computer graphics) Graphics with 30 or more bits of storage per pixel, allowing for billions of distinct colors.


hitbox

Veronica Ripley, 32, often speaks to friends about the role that video games played in her trans awakening: “I would try to explain it away, saying that I was playing the girl character because she had a smaller hitbox or quicker kill animations,” she said, referring to in-game advantages.

2023 December 27, Zachary Small, “Video Games Let Them Choose a Role. Their Transgender Identities Flourished.”, in The New York Times:

However, Fortnite players believe that each skin has varying hitboxes, offering them a competitive advantage.

2024 March 16, Rishabh Sabarwal, “Fortnite hitboxes: Do skins have a competitive advantage?”, in Dexerto:

(computer graphics) An invisible shape bounding all or part of a model (in a video game, etc.) used in collision detection to determine whether another object collides with the model.


spacecut

Also, since part of a polygon (facet) of one object might be obscured by that of another intersecting object, I would assume that the standard Z-sort alogrithms^([sic]) would not be enough. Does this mean that I would have to use Z-buffering, or tessellate (sp?) the resultant (possibly nonconvex) polygon into triangles and draw them in Z-order? If not, what is a fast way of doing spacecuts?

1993, Keith Lau, “More help needed! Spacecuts, etc ...”, in comp.graphics (Usenet):

Effect 6: Gouraud spacecut - Probably the worst effect in the demo - has been done miles better before!

1995, dro...@vnet.ibm.com, “Demo review - Killing time by oxyron”, in alt.sys.amiga.demos (Usenet):

(computer graphics, demoscene) An animated visual effect in which one polyhedron intersects another, forming an empty space where their volumes overlap.


geometric pen

The classic example of using geometric and cosmetic pens is in architectural drawing: You'd use a geometric pen for drawing the walls of the building. If you then zoom in on the drawing using a transform, the walls will appear wider, as they should.

1994 January 25, Charles Petzold, “Extended Pen Creation Under Windows NT”, in PC Magazine, volume 13, number 2, page 291:

To be more specific, a geometric pen has a scalable width, different styles, end caps, and joins.

2001, Feng Yuan, Windows Graphics Programming: Win32 GDI and DirectDraw, page 468:

(computer graphics) A configurable drawing tool for creating lines that has a width specified in logical units, as opposed to device units (pixels), and therefore scales when the resulting image is zoomed in or out.


unpremultiply

en-verb

unpremultiply (third-person singular simple present unpremultiplies, present participle unpremultiplying, simple past and past participle unpremultiplied)

unpremultiplies (present singular third-person)
unpremultiplying (participle present)
unpremultiplied (participle past)
unpremultiplied (past)

(computer graphics) To divide a premultiplied matrix by a preceding factor noncommutatively


diamond-square algorithm

the diamond-square algorithm (canonical)

(computer graphics) An algorithm for generating heightmaps. It starts with a two-dimensional grid and then randomly generates terrain height from four seed values arranged in a grid of points so that the entire plane is covered in squares.


outcode

LL-Q1860 (eng)-Flame, not lame-outcode.wav

Cohen-Sutherland algorithm
Cohen-Sutherland algorithm

(computer graphics) A code used in the Cohen-Sutherland algorithm, indicating how a line should be clipped relative to the viewport.


Cohen-Sutherland algorithm

The algorithm was developed in 1967 during flight simulator work by Danny Cohen and Ivan Sutherland.

(computer graphics) An algorithm used for line clipping. It divides a two-dimensional space into nine regions (or a three-dimensional space into 27 regions), and then efficiently determines the lines and portions of lines that are visible in the central region, or viewport.


painter's algorithm

Referring to the technique of painting distant parts of a scene before parts which are nearer and thereby covering some areas of distant parts.

(computer graphics) A simple rendering technique that sorts all the polygons in a scene by their depth and then paints them in that order, from farthest to closest.


clothify

clothify (third-person singular simple present clothifies, present participle clothifying, simple past and past participle clothified)

clothifies (present singular third-person)
clothifying (participle present)
clothified (participle past)
clothified (past)

Select JessiSkirt as the object to clothify

2006, Denise Tyler, Practical Poser 6, page 197:

First, you need a prop or figure in your scene, and then something to “clothify.”

2003, Secrets of Figure Creation with Poser 5, page 171:

By selecting, scaling, and clothifying these various objects, you can create an assortment of towels, blankets, scarves, shawls, and flags.

2007, Kelly Murdock, Poser® 7 Revealed: The E Frontier Official Guide, page 355:

(transitive, computer graphics) To give a cloth-like texture to.


tilemap

(computer graphics) A two-dimensional grid made up of rectangular tiles of equal size, each of which can display an image.


resliced

(computer graphics, of an image) calculated from the pixels in the original 3D data that are closest to a particular plane


PVS

potentially visible set
potentially visible set#English

(computer graphics) Abbreviation of potentially visible set.


Mandelbox

(computer graphics) A multidimensional fractal with a box-like shape, defined in a similar way to the Mandelbrot set.


ray marching

(computer graphics) An advanced form of ray tracing in which the imaginary light rays are not merely computed where they intersect with solid parts of the model, but also sampled and modified as they pass through space.


control point

(computer graphics) Any of a series of points defining the shape of a curve etc.

apoga punkto

computer graphics: point defining shape of a curve


prewarm

prewarm (third-person singular simple present prewarms, present participle prewarming, simple past and past participle prewarmed)

prewarms (present singular third-person)
prewarming (participle present)
prewarmed (participle past)
prewarmed (past)

(computer graphics, of a particle system) To initialize with the illusion of prior activity.


WUXGA

(computer graphics) Initialism of widescreen ultra-extended graphics array: a display resolution of 1920 × 1200 pixels with a 16:10 aspect ratio.


supertile

LL-Q1860 (eng)-Flame, not lame-supertile.wav

But the only landscape that would ever move would be water — if you can call it landscape. No other land really moves except in geologic time. In order for moving landscape to work, you'll need supertiles, and lots of them.

1999, Mickey Kawick, Real-Time Strategy Game Programming Using Direct 6.0, page 478:

Alternatively, you can make "supertiles" that have more than 1 hex/rectangle each to get grouping. 4-6 areas per supertile is probably O.K. Not all areas on supertile need to be the same, but theer^([sic]) should not be more than two different terrains on a supertile.

2001, Torben Ægidius Mogensen, “Board building - Hex tiles - the only way to go?”, in rec.games.design (Usenet):

(computer graphics) A group of connected tiles that can be placed, like a single tile, in a generated landscape.


reslice

reslice (third-person singular simple present reslices, present participle reslicing, simple past and past participle resliced)

reslices (present singular third-person)
reslicing (participle present)
resliced (participle past)
resliced (past)

(computer graphics) To calculate from the pixels in the original 3D data that are closest to a particular plane.


path tracing

(computer graphics) A Monte Carlo method of rendering images of three-dimensional scenes such that the global illumination is faithful to reality.


Floyd-Steinberg

First published in 1976 by Robert W. Floyd and Louis Steinberg.

Floyd-Steinberg dithering

Floyd-Steinberg diffusion

a Floyd-Steinberg algorithm

(computer graphics, chiefly attributive) An image dithering technique that uses error diffusion.


paint bucket

Click and hold the gradient tool icon (sixth tool on the right) to display the flyout menu pictured on the left in Figure 6-18. Then choose the paint bucket.

2004, Deke McClelland, Adobe Photoshop CS One-on-One, page 172:

(computer graphics) A tool in some graphics editor applications that fills in a portion of the image with a certain color or pattern.


polypaint

From poly- + paint; name of a feature in the ZBrush digital sculpting software.

Using polypaint with HD allows you to completely overcome the texture resolution limitations in previous versions of ZBrush.

2011, Scott Spencer, ZBrush Character Creation: Advanced Digital Sculpting:

The reason I do not create a texture from polypaint is simply because I want to show what you can generate without going through the texturing process.

2012, Paul Gaboury, ZBrush Professional Tips and Techniques, page 268:

(computer graphics) A feature allowing the user to "paint" color directly onto the polygons of a three-dimensional model without first creating a texture map.


supervoxel

LL-Q1860 (eng)-Flame, not lame-supervoxel.wav

(computer graphics) A polyhedral part of a three-dimensional digital image, larger than a normal voxel, that is rendered in the same colour and brightness.


superspike

LL-Q1860 (eng)-Flame, not lame-superspike.wav

From super- + spike, because of the resulting shape of the histogram.

(computer graphics) An algorithm for image segmentation that averages pixels based on the peaks in a histogram.


disocclusion

en-noun

disocclusion (countable and uncountable, plural disocclusions)

(computer graphics) The situation where a previously occluded object becomes visible.


dehaze

en-verb

dehaze (third-person singular simple present dehazes, present participle dehazing, simple past and past participle dehazed)

dehazes (present singular third-person)
dehazing (participle present)
dehazed (participle past)
dehazed (past)

DehazeNet adopts Convolutional Neural Networks (CNN) based deep architecture, whose layers are specially designed to embody the established assumptions/priors in image dehazing.

2016, Bolun Cai, Xiangmin Xu, Kui Jia, Chunmei Qing, Dacheng Tao, “DehazeNet: An End-to-End System for Single Image Haze Removal”, in arXiv:

(transitive, computer graphics) To remove the haze from (an image).