Absolute (mode) |
The position of a point is defined relative to the origin (set by default at the center of the workbench). See also relative mode. |
Aliasing |
Undesirable visual effect (often called “jaggies”) which appears when rendering curves at angles other than 0, 45, or 90 degrees. Also visible on polygon edges, particularly with high contrast scenarios. See also anti-aliasing. |
Ambient (color) |
Color of the object in ambient lighting (without shadows). |
Animation |
Process used in computer generated images to represent movement.
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Anti-aliasing |
Filtering techniques used to reduce or eliminate aliasing effects. See aliasing. |
Scene Manager |
The Scene Manager is a scene management system used to sort objects and to manage the hierarchy of a scene. It will allow you to sort objects by groups and sub-groups, by layers or by the materials applied. Hierarchy management is very useful when working on complex scenes. |
Bitmap |
A bitmap image is an image which is defined by pixels (as opposed to vectors). |
Boolean (operation) |
An operation based on logical algebra that can calculate the intersection of two objects, as well as their union, exclusion, and more. |
Brightness |
Brightness is the property of an object to reflect light. The parameters controlling the brightness are: the specularity, the spread, the falloff, and the filter.
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Camera |
The tool used to set the viewpoint, view direction, and orientation. |
Catalog |
The Amapi 3D file manager. Amapi 3D manages two types of files: scenes and materials. |
Coons (surfaces) |
A modeling technique involving the Hull tool. Works by interpolation between the control curves which delimit the surface (Hull tool, 4-curve method). |
Dialog box |
Window that allows the user to ask questions or to choose from options. The user checks the box(s) corresponding to his choice(s). |
Diffuse (color) |
What the object reflects when lighted by a direct lighting (daylight or artificial light). |
Extrusion |
Modeling process that generates a 3D model from a curve. |
Eye |
The eye is the point from which the scene is being viewed. |
Facet |
A 3D model’s small flat surfaces delimited by geometric contours (straight lines or curves), usually a triangle or a quadrilateral.. |
Falloff |
Defines the diffusion of reflection along a surface. |
Filter |
Controls the influence of the color of the lighting on the color of the reflection (defined by the specularity). |
Format |
Structure of the data used to save a file on the hard drive.
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Grid |
Intersection of lines evenly spaced out in two or three dimensions. |
Hidden facets |
Facets of a model that would be invisible from the current viewpoint if the facets were not transparent. |
Hidden Lines |
Edges or lines of a model that would be invisible from the current viewpoint if the facets were not transparent. |
Incident light |
Light going to the object. The resulting color of the object depends on the incident light and the intrinsic object color. |
Interface |
Communication facility between the computer and its peripherals or between the user and the software. |
Keyframe |
A term used in animation.
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Keyframe Editor |
Editor of keyframes used to create an animation.
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Layer |
A layer is a system used to classify objects. The Scene Manager is the tool used to manage this system. Objects can be assigned to a layer. |
Layer (2) |
A material is defined by a uniform layer and the superposition of higher level layers (textures or mappings). |
Lighting |
Lighting is the propagation of rays of light originating from a natural or artificial light source. |
Luminance |
Reflected or emissive light intensity of a surface in an given direction. |
Mapping (image) |
Mapping of an image (texture map) on a surface (describing a volume or not).
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Material |
A material defines the appearance of a surface. It is defined by one or several layers, which are: the uniform level zero layer and a superposition of higher level layers (which can be textures or mapped images). |
Phong |
Shading method using normal interpolation for each point of a shape.
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Procedural textures |
A procedural texture is the result of a mathematical computation. One can control different parameters defining its structure (scale, perturbation, orientation etc…). Procedural textures involve algorithms instead of images. |
Pulldown menu |
Menu appearing when the user presses a key or clicks on a button and that disappears once the selection is made. |
Ray-tracing |
Rendering technique that produces near photo-realistic images by shooting rays from the viewpoint’s eye position through each pixel of the scene’s image and computing where such rays hit an object’s surface. Raytracing can produce images that mimic optical effects such as refection of a polished or chrome (mirror) surface, refraction through glass, and shadows. |
Smoothing |
Allows the user to control the number and size of facets defining a surface or the number of segments defining a curve.
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Target Point |
Point toward which the eye is looking. |
Radiance |
Determines the light generated by an object’s surfaces, independent of any external light source. |
Redraw |
Refreshing the image displayed on screen to eliminate any display artifacts caused by erasing and undrawing. |
Reflection |
Surfaces reflect to some degree the surrounding colors. The reflection determines the ratio between reflected light and incident light (in the case of a lighted surface).
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Relative (mode) |
The position of a point is defined relative to the position of the previously entered point. See also absolute mode. |
Rendering |
Rendering is the process that computes and displays a scene. Computations are based on pre-defined algorithms that take into account: the geometry of the objects (modeling), the materials applied to those objects (metal, marble, wood, etc.), the lighting, the point of view and, finally, the interaction that all those elements may have between each other (shadows, reflections, etc.). |
Scene |
A scene consists of objects created in a same work space. |
Specularity |
Specifies the color and intensity of the reflection on an object. |
Spread |
Specifies the size of the reflection of a light source on an object. |
Style |
Defines a way to draw an object. It is characterized by a contour (edge) line and a fill color. |
Texture (2D and 3D) |
A 3D texture describes the structure of a pattern in the three dimensions algorithmically. A object to which such a 3D texture is applied is, in a way, sculpted from this material. We can define some parameters of its structure (scale, perturbation grain, orientation, etc.). It is also possible to set the colormap of a 3D texture. A 2D texture describes the structure of a pattern in the two dimensions algorithmically. A 2D texture can be mapped and some parameters describing its structure can be modified (scale, perturbation, grain, orientation, etc.). It is also possible to set the colormap of a 2D texture. 2D textures can also consist of an image instead of an algorithm. |
Transparency |
Surface property defining the quantity of incident light transmitted through the surface of the object. |
View point |
The view point is what is in front of the observer’s eye. It is determined by the position of the eye, a target point defining the viewing direction, and the visual field (field of view). |
Visual field |
The region of space that the eye can perceive when looking at the target point. |
Window |
An area on the screen, outlined, where data is displayed. |