bindless

(computer graphics) Not having the limitation of requiring textures to be bound by the CPU to a particular slot in a fixed-size table before the GPU can use them.


flowsnake

From flow + snake, describing its movements, and as a spoonerism for snowflake.


Gosper curve

(computer graphics) A particular fractal object, a space-filling curve that can tile the plane.


Gosper island

(computer graphics) The space filled by the Gosper curve.


spritesheet

(computer graphics) A single image used to store multiple sprites.


disocclude

en-verb

disocclude (third-person singular simple present disoccludes, present participle disoccluding, simple past and past participle disoccluded)

disoccludes (present singular third-person)
disoccluding (participle present)
disoccluded (participle past)
disoccluded (past)

(transitive, dentistry, computer graphics) To cause to be no longer occluded.


hogel

Coined in a 1994 paper by Mark Lucente, from holographic element; compare earlier pixel, voxel, etc.

(computer graphics) A small portion of a computer-generated light-field hologram, representing the direction and intensity of light rays from many perspectives.


LOD

en-noun

LOD (countable and uncountable, plural LODs)

We have worked hard to tweak the weights on the first LOD until Kila deforms accurately as she moves.

2004, Antony Ward, Game Character Development with Maya, →ISBN, page 687:

The paper proposes a time-controlling algorithm for large-scale terrain rendering, which can't be efficiently dealt with by LOD technique.

2006, Hongbin Zha, Interactive Technologies and Sociotechnical Systems, →ISBN:

Graphical level of detail (LOD) is a set of techniques for coping with the issue of limited computational resources by reducing the graphical detail of the scene far from the observer. Simulation LOD reduces quality of the simulation at the places unseen. Contrary to graphical LOD, simulation LOD has been almost unstudied.

2007, Cyril Brom, Ondřej Šerỹ, Tomáš Poch, “Simulation Level of Detail for Virtual Humans”, in Intelligent Virtual Agents, →ISBN:

(computer graphics) Initialism of level of detail.


seam carving

(computer graphics) A technique for resizing images so as to preserve the main contents by selectively removing less important regions, as defined by "seams" (approximately horizontal or vertical paths of pixels).


trixel

(computer graphics) A triangle assigned a single color based on the colors of the pixels inside it, used in medical imaging systems.


dixel

(computer graphics) The time-activity curve associated with a single pixel in a medical image.


display list

(computer graphics) A sequence of commands that define a graphical output.


BDRF

w:bidirectional reflectance distribution function

(computer graphics) Initialism of bidirectional reflectance distribution function.


XGA

(computer graphics) Extended Graphics Array, a computer display standard of the 1990s, offering various resolutions and palettes and using a 4:3 aspect ratio.


retopologize

en-verb

retopologize (third-person singular simple present retopologizes, present participle retopologizing, simple past and past participle retopologized)

retopologizes (present singular third-person)
retopologizing (participle present)
retopologized (participle past)
retopologized (past)

(transitive, computer graphics) To redefine the mesh of a 3D model at a lower resolution


Porter-Duff compositing

Named after Thomas Porter and Tom Duff, who developed the technique at Lucasfilm.

(computer graphics) A technique for image compositing using an alpha channel.


EVGA

(computer graphics) Extended Video Graphics Array, a computer display standard of the 1990s, supporting non-interlaced graphics at a resolution of 1024×768 pixels.


image histogram

en-noun

image histogram (plural image histograms)

(photography, computer graphics) A histogram that acts as a graphical representation of the tonal distribution in a digital image.


voxelscape

Plus, if one of your missiles hits the ground, it can leave a crater by actually modifying the surface voxelscape […]

1997, Sean Puckett, “TumbleBugs Review”, in comp.sys.ibm.pc.games.action (Usenet):

I'm trying to write a voxelscape that has free movement i.e. you can rotate the view to any angle […]

1997, Chris Hubball, “voxelscapes”, in comp.graphics.algorithms (Usenet):

(computer graphics) A three-dimensional landscape constructed from voxels.


FSAA

(computer graphics) Initialism of full-scene anti-aliasing.


voxelize

en-verb

voxelize (third-person singular simple present voxelizes, present participle voxelizing, simple past and past participle voxelized)

voxelizes (present singular third-person)
voxelizing (participle present)
voxelized (participle past)
voxelized (past)

(transitive, computer graphics) To convert (an image or model) into voxels.


untrim

untrim (third-person singular simple present untrims, present participle untrimming, simple past and past participle untrimmed)

untrims (present singular third-person)
untrimming (participle present)
untrimmed (participle past)
untrimmed (past)

(computer graphics, CAD) To restore the original shape of (a surface that has been trimmed).


pixelscape

(computer graphics) A landscape constructed from pixels.


buttonize

buttonize (third-person singular simple present buttonizes, present participle buttonizing, simple past and past participle buttonized)

buttonizes (present singular third-person)
buttonizing (participle present)
buttonized (participle past)
buttonized (past)

(transitive, computer graphics) To apply bevelled edges to (a visual element), giving it the appearance of a push-button.


push-scrolling

So, your masterpiece is going to have to be either a straightforward (upward?) vertically scrolling blast (with a choice of fast or faster still but both supremely smooth), a single flip-screen affair or a 'push-scrolling' jobbie where the screen scrolls in accordance with the main sprite.

1992, Ian Osborne, Shoot-'Em-Up Construction Kit (review in Zzap! magazine issue 84)

I'm surprised you didn't notice anything wrong with the demo version on the Acorn Computing cover disc. I'm sure many would agree that the scrolling on Robocod is the jerkiest this side of push-scrolling, despite the fact that it is in a low-resolution 16 colour mode, which is very difficult to do, especially as most of the sprites in Robocod are not even masked.

1994, James Ponder, “Dune II”, in comp.sys.acorn (Usenet):

(computer graphics) A form of scrolling that is triggered whenever the user's text cursor, player character, etc. approaches the border of the screen, so as to keep it more or less central.


ATR

adaptive tile refresh
adaptive tile refresh#English

(computer graphics) Initialism of adaptive tile refresh.


bitrange

Finally, we show that our descriptors are able to compare favourably to other state-of-the-art compact descriptors in similar bitranges, exceeding the highest retrieval results reported in the literature on some datasets.

2016, Olivier Morère, Antoine Veillard, Jie Lin, Julie Petta, Vijay Chandrasekhar, Tomaso Poggio, “Group Invariant Deep Representations for Image Instance Retrieval”, in arXiv:

(computer graphics) A range defined in terms of bits (binary digits).


headtracking

(computer graphics) A technique that tracks the movements of the user's head and adjusts the view of a three-dimensional model accordingly, allowing them to look at it from different angles like a solid object.


match moving

(cinematography, computer graphics) A technique that allows the insertion of computer graphics into live-action footage with correct position, scale, orientation, and motion relative to the photographed objects in the shot.


error diffusion

(computer graphics) A form of halftoning in which the quantization residual is distributed to neighbouring pixels that have not yet been processed.


pixelize

pixelize (third-person singular simple present pixelizes, present participle pixelizing, simple past and past participle pixelized)

pixelizes (present singular third-person)
pixelizing (participle present)
pixelized (participle past)
pixelized (past)

Vector graphics are resolution-independent and can be scaled to any size without losing detail, whereas a bitmap image is resolution-dependent and can pixelize when printed beyond its resolution parameters.

2006, Eddie Tapp, Photoshop Workflow Setups, O'Reilly, →ISBN, page 169:

Aftenposten’s editor-in-chief, Espen Egil Hansen, said the newspaper had received a message from Facebook asking it to “either remove or pixelize” the photograph.

2016 September 9, Alice Ross, Julia Carrie Wong, “Facebook deletes Norwegian PM's post as ‘napalm girl’ row escalates”, in The Guardian:

(transitive, intransitive, computer graphics) To pixelate; to convert into pixels.


color depth

en-noun

color depth (countable and uncountable, plural color depths)

(computer graphics) The number of bits per pixel used to store color information in an image.

kolorozo

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


artefacting

(computer graphics) Alternative form of artifacting


artifacting

(computer graphics) The formation of artifacts in a digital image.


Mode X

(computer graphics, historical) A non-standard display mode of VGA graphics hardware, having a resolution of 320 × 240 square pixels.


artifacted

(computer graphics, signal processing) Having artifacts.


reshade

en-verb

reshade (third-person singular simple present reshades, present participle reshading, simple past and past participle reshaded)

reshades (present singular third-person)
reshading (participle present)
reshaded (participle past)
reshaded (past)

In addition, we can feed the output image back into the shader to reshade selected objects, without disturbing the color in other objects that share pixels with the one we are reshading.

1988, ACM SIGGRAPH 88: Course Notes 15th Annual Conference on Computer Graphics and Interactive Techniques, Atlanta, Georgia:

(transitive, computer graphics) To render again with different shading.


linel

(computer graphics) A unit segment between surfels.


macroblocking

(computer graphics) A visual artifact in compressed video etc. where similar adjacent pixels appear as a contiguous block of colour.


(video games, computer graphics) Halfway between two-dimensional and three-dimensional; typically limited to a two-dimensional plane with only limited access to the third dimension.


hillshade

(computer graphics) A graphical representation of a surface as if illuminated from one side


hillshade

hillshade (third-person singular simple present hillshades, present participle hillshading, simple past and past participle hillshaded)

hillshades (present singular third-person)
hillshading (participle present)
hillshaded (participle past)
hillshaded (past)

(computer graphics, transitive) To illuminate a surface in this manner.


portal rendering

(computer graphics) An algorithm for determining the visibility of objects in a three-dimensional world, based on partitioning the space into polygonal, generally convex regions that can be used to form generalizations about the visibility of objects within those regions.


bucket rendering

(computer graphics) The rendering of a graphical scene in a number of portions ("buckets") that can be assigned to different processors to take advantage of parallelism.


shadow volume

en-noun

shadow volume (countable and uncountable, plural shadow volumes)

(computer graphics) The spatial volume resulting from the projection of a ray from a light source through each vertex of a shadow-casting object to some point (generally at infinity); used in adding accurate shadows to a rendered scene.


metatile

(computer graphics) Synonym of supertile


multipolygon

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


rect

(computer graphics) Short for rectangle.


trifan

(computer graphics) A set of triangles connected at a single point.


tristrip

(computer graphics) A strip formed by joining triangles.


Barnsley fern

Named after the British mathematician Michael Barnsley, who first described it in his book Fractals Everywhere.

(computer graphics) A fern-like fractal involving four affine transformations.


EDID

Extended Display Identification Data
w:Extended Display Identification Data

(computer graphics) Acronym of Extended Display Identification Data.


supersampler

(computer graphics) A program or algorithm that supersamples.


wireform

Of course, any wireform described in a data structure such as that in Table 8-1 can replace the simple cube.

1983, Daniel L. Ryan, Computer Programming for Graphical Displays, page 234:


draw distance

draw distance (countable and uncountable, plural draw distances)

(computer graphics) The maximum distance from the camera at which objects are rendered in a three-dimensional scene.


Bresenham's algorithm

Named after Jack Elton Bresenham, who developed it in 1962 at IBM.

(computer graphics) An algorithm that identifies which points (pixels) should be set in order to draw a straight line between two points.


calligraphics

calligraphic projection
calligraphic projection

(computer graphics) The use of calligraphic projection.


calligraphic projection

(electronics, computer graphics) A system for displaying or projecting an image composed of a beam of light or electrons directly tracing the image, as opposed to sweeping in raster order over the entire display surface.


Delaunay triangulation

Delaunay triangulation (countable and uncountable, plural Delaunay triangulations)

Named after Boris Delaunay for his work on this topic from 1934.

(geometry, computer graphics) For a given set P of discrete points in a plane: a triangulation DT(P) such that no point in P is inside the circumcircle of any triangle in DT(P).


Metropolis light transport

Metropolis light transport (uncountable)

Metropolis-Hastings algorithm
Metropolis-Hastings algorithm

(computer graphics) The application of a variant of the Metropolis-Hastings algorithm to the rendering equation for generating images from detailed physical descriptions of three-dimensional scenes.


gamma correction

From the use of the Greek letter gamma in the mathematical notation.

(computer graphics) A nonlinear operation used to encode and decode luminance or tristimulus values in video or still image systems.


polygon soup

polygon soup (countable and uncountable, plural polygon soups)

(computer graphics, informal) An arbitrary collection of polygons with no particular distinguishing traits, thus possibly difficult to decompose for rendering.


VSD

VSD (countable and uncountable, plural VSDs)

(computer graphics) Initialism of visible-surface determination.


Cornell box

(computer graphics) A physical box with variously coloured walls and an inner light source, photographed and used to gauge the accuracy of a computer rendering of the same scene.


micropolygon

(computer graphics) A very small polygon.


Stanford bunny

Stanford bunny (plural Stanford bunnies)

Developed in 1994 at Stanford University.

(computer graphics) A three-dimensional model of a rabbit figurine, used to test rendering algorithms etc.


Stanford dragon

Stanford dragon (plural Stanford dragons)

(computer graphics) A three-dimensional model of a dragon figurine, used to test rendering algorithms etc.


retopologization

(computer graphics) Synonym of retopology


HSR

(computer graphics) Initialism of hidden-surface removal.


desnow

en-verb

desnow (third-person singular simple present desnows, present participle desnowing, simple past and past participle desnowed)

desnows (present singular third-person)
desnowing (participle present)
desnowed (participle past)
desnowed (past)

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


desnowing

(computer graphics) The removal of snow from an image or video.


JPEGged

en-adj

JPEGged (comparative more JPEGged, superlative most JPEGged)

more JPEGged (comparative)
most JPEGged (superlative)

(computer graphics, of an image) lossily compressed so that much of the quality has been lost.


Warnock algorithm

(computer graphics) An algorithm that solves the problem of rendering a complicated image by recursive subdivision of a scene until areas are obtained that are trivial to compute.


antiportal

(computer graphics) A defined plane or volume that can never be seen through, and which thus reduces the number of calculations involved in rendering a three-dimensional scene.


cube map

(computer graphics) A panorama consisting of six textures projected onto the sides of a cube that is usually centred on the camera or viewpoint.


photobash

en-verb

photobash (third-person singular simple present photobashes, present participle photobashing, simple past and past participle photobashed)

photobashes (present singular third-person)
photobashing (participle present)
photobashed (participle past)
photobashed (past)

(computer graphics) To compose a digital image from multiple assets, such as photos and 3D models, with artistic interpretation to modify and blend them together seamlessly.


spritemap

(computer graphics) A collection of sprites that may all be downloaded in a single operation


softmask

softmask (third-person singular simple present softmasks, present participle softmasking, simple past and past participle softmasked)

softmasks (present singular third-person)
softmasking (participle present)
softmasked (participle past)
softmasked (past)

(computer graphics) To convert hard edges in an image to soft ones, by the use of a "fuzzy" mask.


softmask

(computer graphics) A mask of this kind.


softmasked

(computer graphics, of an image) Whose edges have been softened by softmasking.


unpremultiplication

(computer graphics) The process of unpremultiplying.


meshlet

(computer graphics) A subset of a polygon mesh.


ragdoll physics

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

(computer graphics, video games) Physics based around ragdolls (models consisting of a set of connected rigid bodies that can collapse in a loose, natural manner).


G-buffer

(computer graphics) A screen space representation of geometry and material information, generated by an intermediate rendering pass in deferred shading rendering pipelines.


checkerboard rendering

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) A rasterization optimization technique where on every pass only a part of the final resolution is rendered (sometimes in a checkerboard pattern) to then be interpolated (spatially and/or temporally), usually in order to increase performance.


Mitchell-Netravali filter

en-noun

Mitchell-Netravali filter (plural Mitchell-Netravali filters)

Introduced in a 1998 paper by Don Mitchell and Arun Netravali.

(computer graphics) Any of a group of bicubic reconstruction filters often used for antialiasing or for scaling raster graphics.


FXAA

FXAA (usually uncountable, plural FXAAs)

fast approximate anti-aliasing
w:fast approximate anti-aliasing

(computer graphics) Initialism of fast approximate anti-aliasing.


scanout

A video processor outputs one scan line at a time in synchrony with the TV raster scanout.

1983, Bruce J. Schachter, Computer Image Generation, page 72:

A partial solution, suitable for low-resolution displays, is to place the frame buffer on an isolated bus. This allows video scanout to occur simultaneously with CPU operations that do not affect the frame buffer.

1996, James D. Foley, Andries Van Dam, Computer Graphics: Principles and Practice, page 858:

(computer graphics) The conversion of image data in computer memory to a series of lines for output to a raster display.


DSCGA

(computer graphics) Initialism of double scan Color Graphics Adapter


MCGA

(computer graphics) Initialism of Multi Color Graphics Array


UVGA

(computer graphics) Initialism of ultra Video Graphics Array


SXGA

(computer graphics) Initialism of super extended graphics array


UXGA

(computer graphics) Initialism of ultra Extended Graphics Array


HGC

Hercules Graphics Card
w:Hercules Graphics Card

(computer graphics) Initialism of Hercules Graphics Card.


SEGA

(computer graphics) Initialism of Super Extended Graphics Array


QXGA

(computer graphics) Initialism of Quantum Extended Graphics Array


QVGA

(computer graphics) Initialism of Quarter Video Graphics Array


WQVGA

(computer graphics) Initialism of Wide Quarter Video Graphics Array


WSVGA

(computer graphics) Initialism of Wide Super Video Graphics Array


WUVGA

(computer graphics) Initialism of Wide Ultra Video Graphics Array


WQXGA

(computer graphics) Initialism of Wide Quad Extended Graphics Array


WXGA

(computer graphics) Initialism of Wide Extended Graphics Array


WVGA

(computer graphics) Initialism of Wide Video Graphics Array


flyaround

(computer graphics) The animated passage of the camera around a model, to show it from different angles.


MJPEG

(computer graphics, file format) A video compression format in which each video frame or interlaced field of a digital video sequence is compressed separately as a JPEG image.


JBIG

The JBIG format works well with the many common bilevel images that include text and line art.

2018, J.K. Petersen, The Telecommunications Illustrated Dictionary, CRC Press, →ISBN:

(computer graphics) An early lossless image compression standard developed by the JBIG, widely implemented in fax machines.


WebM

(computer graphics, file format) An audiovisual media file format.


isoparm

To eliminate this, you can ask your program to divide your surface based on its isoparms. If you do, you will see that a great deal of your curve detail is cut away. This is because the curves occur between isoparms.

2014, Andrew Paquette, An Introduction to Computer Graphics for Artists, page 274:

(computer graphics) An isoparametric curve.


quadrify

en-verb

quadrify (third-person singular simple present quadrifies, present participle quadrifying, simple past and past participle quadrified)

quadrifies (present singular third-person)
quadrifying (participle present)
quadrified (participle past)
quadrified (past)

(computer graphics, transitive) To convert into one or more quadrilaterals.


shadow acne

(computer graphics) An undesirable striped or moiré appearance in shadow mapping, resulting from the use of a relatively low-resolution shadow map.


unplot

unplot (third-person singular simple present unplots, present participle unplotting, simple past and past participle unplotted)

unplots (present singular third-person)
unplotting (participle present)
unplotted (participle past)
unplotted (past)

If the last pixel was plotted automatically, it would be harder to unplot it in the cases in which this behavior was not desired.

2005, Richard Harrison, Symbian OS C++ for Mobile Phones, volume 1, page 326:

(transitive, computer graphics) To erase (a point previously plotted).


despeckler

(computer graphics) A process or algorithm that removes speckles.


Gouraud

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):

When view point changes rapidly – when the user walks through the environnemt^([sic]) – a simple and fast Gouraud is used, making all class-3 patches appear black.

2013, Kadi Bouatouch, Christian Bouville, Photorealism in Computer Graphics, page 111:

(computer graphics, chiefly attributive) Short for Gouraud shading.


boxel

(computer graphics) Any of a set of axis-aligned boxes that do not overlap, used to represent a 2.5D data set.


unrotate

unrotate (third-person singular simple present unrotates, present participle unrotating, simple past and past participle unrotated)

unrotates (present singular third-person)
unrotating (participle present)
unrotated (participle past)
unrotated (past)

In other words, if you rotate a photo, crop it, and then change its contrast, you have to use the Undo command three times—first to undo the contrast change, then to uncrop, and finally to unrotate.

2014, David Pogue, Lesa Snider, iPhoto: The Missing Manual, page 123:


lumel

(computer graphics) A texel in the texture map representing a lightmap.


global illumination

(computer graphics) The realistic lighting of a rendered scene by means of algorithms that take into account not only the direct illumination from light sources but also the indirect cases where light is reflected between surfaces in the scene.


tone mapping

(computer graphics) The technique of mapping one set of colors to another, to approximate the appearance of a higher dynamic range than is actually available.


shadow mapping

(computer graphics) A process by which shadows are added to 3D computer graphics, based on whether individual pixels are visible from a light source.


quadball

en-noun

quadball (countable and uncountable, plural quadballs)

International Quadball Association
J. K. Rowling

From quad- (“four”) + ball or quad + ball. The sport sense was introduced in 2022 by the International Quadball Association, formerly the International Quidditch Association, with quad- chosen in reference to the number of balls and positions in the game. The IQA cited concerns over the trademarked status of Quidditch and a wish to distance itself from the "anti-trans positions" of J. K. Rowling.

When elongating a quadball, is it possible to predetermine the new length? I want to make two squished quadballs, one 2 mm smaller than the other along the long axis.

2016 October 16, maapfel (username), “When elongating a quadball, is it possible to predetermine the new length?”, in Autodesk community:

The quadball is one of the most versatile primitives in SWID. It works great for most design scenarios. The only downside to using the quadball is the fact it appears spherical when it really is not, and is therefore visually misleading to some users.

2017 July 21, Shyam Venugopal, “To Globe or to Quadball, that is the Question”, in The SOLIDWORKS Blog:

(computer graphics, countable) A rounded cube used to approximate a sphere.


spritework

(computer graphics) Artwork in the form of sprites.


Krita

(computer graphics) A free and open-source raster graphics editor designed primarily for digital art and 2D animation.


Inkscape

(computer graphics) A free and open-source vector graphics editor used to create vector images.


NeRF

neural radiance field
neural radiance field#English

(computer graphics) Acronym of neural radiance field.


formfactor

The formfactor between patches defines the fraction of energy (light) leaving a patch which arrives at the other. The formfactor has proven to be the most computationally expensive part of the radiosity computation for complex environments. The formfactor is purely a function of the geometric relationship between patches, and thus does not depend on viewer position or reflectivity attributes (color) of the surfaces.

2012, Gerald Garcia, Ivan Herman, Advances in Computer Graphics, page 95:

Formfactor calculation is a very important but time-consuming step when determining a radiosity solution.

2012, Björn Engquist, Lennart Johnsson, Michael Hammill, Simulation and Visualization on the Grid, page 101:

For all patches so called formfactors are calculated, that are needed to determine these intensities.

2013, Kadi Bouatouch, Christian Bouville, Photorealism in Computer Graphics, page 116:

In the image, they have been distinguished by assigning a grayscale brightness to each feature that is proportional to a shape descriptor, the formfactor.

2017, John C. Russ, J. Christian Russ, Introduction to Image Processing and Analysis, page 287:

(computer graphics) The ratio of energy radiating out from one patch to the energy absorbed by another patch, used in the calculation of radiosity.


blorph

Blend of blend + morph. (coined by Ken Ralston/Sony Pictures Imageworks)

One way Jeremy approached that was purely procedural — he got in there and digitally grabbed the Brain Bug’s flesh and warped it all over the place. For the actual wriggling mounds of flesh, Jeremy used another shader, created by Doug Epps, called ‘Blorph’.

2013 March 4, “Phil Tippett – Monster Legacy”, in MonsterLegacy.net, archived from the original on 2023-01-30:

Meanwhile, Digital Domain crafted its own blorph for the final long shot in Titanic where the camera dives down into the sunken ship and then transitions from the murky deck into a pristine 1912 ship. The studio combined miniatures, motion control footage, live-action plates, and cg elements to make the shot possible.

2016 December 11, Ian Failes, “10 Unforgettable Morphs in Film, TV, and Music Videos”, in Cartoon Brew, archived from the original on 2023-01-07:

But anyway, the blorph was, we were in Socorro, we’re up in the satellite area. We come down, we’re on a crane if I remember right, we drop down with Jodie in the frame, we start to follow her on the crane arm. And as it touches down, there’s a Steadicam operator on that crane who steps off and he just keeps going, and he chases her towards the door.

2017 July 10, Aidan Roberts, “The famous mirror shot in ‘Contact’ was almost something else entirely”, in vfxblog.com, archived from the original on 2023-01-27:

(computer graphics, animation) A visual effects technique in which an entire setting morphs from one appearance into another (as opposed to the morphing of an object or character within that setting).


blorph

en-verb

blorph (third-person singular simple present blorphs, present participle blorphing, simple past and past participle blorphed)

blorphs (present singular third-person)
blorphing (participle present)
blorphed (participle past)
blorphed (past)

(computer graphics, animation) To transition from one setting to another by morphing the entire image, so that it appears as a smooth transition within a single shot.


edgeloop

Many newcomers make that mistake, not adding in edgeloops, and get flummoxed a little about why the deformer doesn't work.

2018, Tina O'Hailey, Rig it Right! Maya Animation Rigging Concepts, 2nd edition:

(computer graphics) Alternative form of edge loop


edge loop

(computer graphics) A set of connected edges across a surface, with the last edge usually meeting the first edge to form a loop.


VPU

visual processing unit
visual processing unit#English

(computer graphics) Initialism of visual processing unit.

voxel processing unit
voxel processing unit#English

(computer graphics) Initialism of voxel processing unit.


Canny edge detector

en-noun

Canny edge detector (plural Canny edge detectors)

calculus of variations
calculus of variations

(computer graphics) An operator that uses a multistage algorithm, involving the calculus of variations, to detect the edges in an image.


Canny edge detection

(computer graphics) The use of the Canny edge detector algorithm.


step and repeat

(often attributive, design, computer graphics) A kind of design, typically for banners or backdrops, consisting of logos or images at fixed offsets.


morpher

(computer graphics) A program or algorithm that carries out morphing animations.


HEIF

The HEIF format is not yet the de facto image file at the time of writing. Apple, Inc. adopted HEIF for image media storage on iOS in 2017.

2019, Nanette L. Salvaggio, Josh Shagam, Basic Photographic Materials and Processes, Routledge, →ISBN, page 173:

High Efficiency Image File
w:High Efficiency Image File Format

(computer graphics, file format) Initialism of High Efficiency Image File, a container format for storing individual images and image sequences.


HEIF

(computer graphics) An image file in the HEIF format.


mspf

(computer graphics) Milliseconds per frame (a measure of time used to render a frame on average)


z-test

(computer graphics) A comparison to determine which object should be at the front of the z-buffer.


Phong shading

(computer graphics) A technique for shading three-dimensional surfaces by interpolating surface normals across rasterized polygons and computing pixel colors based on the interpolated normals and a reflection model.


Phong interpolation

(computer graphics) Synonym of Phong shading


SIFT

scale-invariant feature transform
w:scale-invariant feature transform

(computer graphics) Initialism of scale-invariant feature transform.


SURF

speeded up robust features
w:speeded up robust features

(computer graphics) Initialism of speeded up robust features.


SUSAN

(computer graphics) Acronym of Smallest Univalue Segment Assimilating Nucleus.


RGBA

(computer graphics) Initialism of red, green, blue, alpha.


qHD

Abbreviation
* (1/4 HD): From being approximately 1/4 of high definition video resolution

(video, television, computer graphics) Initialism of quarter HD (“quarter high definition”). (960x540 pixels)


toon-shaded

(computer graphics) Synonym of cel-shaded


cel-shaded

(computer graphics) Produced using the technique of cel shading.


metasprite

(computer graphics) A sprite made up from a number of smaller hardware sprites that are moved together.


HEIC

High Efficiency Image Codec
w:High Efficiency Image File Format

(computer graphics, file format) Initialism of High Efficiency Image Codec, HEVC contained in HEIF.


adaptive tile refresh

(computer graphics, historical) A sidescrolling technique for video games, making unusual use of the EGA graphics hardware to minimize redrawing.


tilemapping

(computer graphics) The use of a tilemap.


tilemapped

(computer graphics) Employing, or arranged in, a tilemap.


god ray

(computer graphics) A visible shaft of light.


light profile

light profile (countable and uncountable, plural light profiles)

Photometric lights allow you to attach light profiles created by light manufacturers so that you can simulate specific lights in your scenes.

2012, Todd Palamar, Mastering Autodesk Maya 2013, pages 9-45:

(computer graphics) Data that describes the manner in which a light source behaves, and the type of shadows that are cast.


AZDO

(computer graphics) Initialism of approaching zero driver overhead (“a set of techniques aimed at reducing the CPU overhead in preparing and submitting rendering commands in the OpenGL pipeline”).


BRDF

(computer graphics) Initialism of bidirectional reflectance distribution function.


geometry shader

geometry shader (plural geometry shaders)

(computer graphics) A type of shader that can process three-dimensional model geometry, for example by turning one primitive into another.


drawcall

(computer graphics, programming) The sending of a command to the graphics API.


cone tracing

(computer graphics) A variation of ray tracing that uses cones instead of rays.


OOBB

Coordinate term: AABB

(computer graphics) Initialism of object-oriented bounding box.


SSAO

Coordinate term: SSDO

screen space ambient occlusion
w:screen space ambient occlusion

(computer graphics) Initialism of screen space ambient occlusion.


SSDO

Coordinate term: SSAO

screen space directional occlusion
w:screen space directional occlusion

(computer graphics) Initialism of screen space directional occlusion.


photon mapping

photon mapping (countable and uncountable, plural photon mappings)

(computer graphics) A two-pass global illumination rendering algorithm that approximately solves the rendering equation for integrating light radiance at a given point in space.


FDH

free disposal hull
free disposal hull#English

(computer graphics) Initialism of free disposal hull.


cube mapping

cube mapping (usually uncountable, plural cube mappings)

(computer graphics) The use or creation of a cube map.


distributed ray tracing

(computer graphics) A form of ray tracing that averages a number of rays across an interval, allowing for the rendering of soft or blurry phenomena.


shadow map

(computer graphics) A texture buffer used in shadow mapping.


shadow buffer

(computer graphics) Synonym of shadow map


light probe

(computer graphics) A designated location, within the empty space of a scene, where light is measured for use in later rendering.


clipmap

(computer graphics) A mipmap used in clipmapping.


w-buffer

(computer graphics) A kind of inverted z-buffer, storing inverse depth values, which has some advantages for interpolation and precision scaling.


z-buffering

(computer graphics) The use of a z-buffer.


w-buffering

(computer graphics) The use of a w-buffer.


Phong lighting

(computer graphics) A technique for the local illumination of points on a surface, approximating the way that light is reflected in reality.


Phong illumination

(computer graphics) Synonym of Phong lighting


Phong reflection

Phong reflection (countable and uncountable, plural Phong reflections)


back buffer

(computer graphics) A buffer used to store graphics while they are being drawn, and later copied to the display in a single operation.


displacement mapping

(computer graphics) A method for adding detail to surfaces by subdivision and displacement of the resulting vertices from a heightmap.


weightmap

(computer graphics) A set of vertex attributes controlling deformation of a three-dimensional model during skeletal animation.


reflection mapping

(computer graphics) A technique for approximating the reflections of the surrounding environment on complex surfaces, by storing a full 360-degree view of the environment in a texture using a specific mapping.


environment mapping

reflection mapping
reflection mapping#English

(computer graphics) Synonym of reflection mapping


depth peeling

(computer graphics) A technique for achieving order-independent transparency by means of two z-buffers.


forward rendering

Coordinate term: deferred shading

(computer graphics) A traditional three-dimensional rendering pipeline that sorts light sources applicable to models in world space prior to rasterization.


swap chain

(computer graphics) A series of virtual framebuffers used by the graphics card and API for frame rate stabilization, stutter reduction, etc.


skysphere

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