Real
Time 3D Jargon “Cheat Sheet” Compiled by Christina Ellison.
Camera:
In RT3D, this is another word for the viewer's view into the
scene.
·
Camera target (interest): Where the camera points at.
·
Angle:
Field of view (fov) in degrees. 30 corresponds to the normal lens of
35mm still camera.
·
Pan:
Rotating camera along vertical axis, i.e. moving camera target sideways.
·
Roll:
Rotating camera along the line of sight. If animated, a swaying effect
is achieved.
·
Tilt:
Rotating camera along the axis perpendicular to the line of sight, i.e
moving target vertically. If animated, a nodding effect is achieved.
·
Zoom:
Changing the field of view.
·
Dolly:
Moving the camera along the line of sight, i.e close and far from the
target. Term originally refers to the carriage
under the camera stand, pushed on wheels along rails.
Direct3D:
Microsoft's API for 3D graphics.
One of the components of DirectX.
Supported by all gaming-oriented 3D accelerators so far. DirectX a set of APIs developed by
Microsoft. DirectX is made of several
components, each of which can be used to access different hardware
devices. The members of this family
include: Direct Draw for enhanced 2-D graphics services. Direct3D for
enhanced 3-D graphics services. Direct Sound for enhanced sound-mixing and
playback services. Direct Play for
enhanced multiplayer game connectivity over the Internet. Direct Input for
enhanced joystick and other input device performance. DirectX is a low-level
API designed specially for high-performance applications such as games. It is a
thin layer providing direct access to hardware services (hence the name). The
technology takes advantage of available hardware accelerators and emulates
accelerator service when accelerators are present.
OpenGL:
OpenGL is a graphics SDK for PCs and Macs used to develop 3D games
like Quake. A software development kit or SDK is a tool that programmers use to
develop games without having to write hardware or hardware emulation code from
scratch. Instead they can use function calls to the SDK library of pre-defined
hardware and hardware emulation code. DirectX and OpenGL are both popular SDKs
that game programmers use. OpenGL is a set of specifications for a
cross-platform 3D graphics API developed initially by Silicon Graphics Inc.
Currently this is
primarily used for CAD applications and other professional level 3D
design work in Windows NT. Quake has popularized this as a gaming API. For PC 3D graphics accelerators, there are
currently two ways to implement OpenGL support, a full Installable Client
Driver (ICD) or a Mini Client Driver (MCD). ICD is the original driver model
for OpenGL, and enables vendors to access the entire OpenGL pipeline, allowing
them to increase acceleration while maintaining the stability and compatibility
of the driver. MCD is a stripped down OpenGL driver, allowing access to only a
portion of the OpenGL pipeline, limiting the ability to increase performance
and stabilize the driver. MCD is all that is required
for games such as Quake.
Particle
Systems: "Non-volume, non-surface 2D pixels in 3D space, often used in
multitudes. Particles' behaviour is affected by the natural forces such as
gravity, winds, collisions to other objects and group dynamics: all properties
of a group of particles can be defined by a mean value and a deviation,
resulting in flock behaviour. Useful in visualizing 'non-material' natural
phenomena such as snow, fire, smoke, grass and hair. Unfortunately, particles
usually have to be
rendered separately from the rest of the scene and composited later. Developed
by Karl Sims of Thinking Machines Corp."
Real
Time: When events happen at a rate consistent with events in the outside
world. Specifically for RT3D artists, if the engine renders a scene at a slow
rate, the illusion of movement can be lost. To retain an interactive, immersive
experience, the engine must react to your input and present you with new
updated images immediately. If you are getting smooth feedback, it is
real-time. Frames per second is the measurement of how fast the frames
are being rendered. The
engine must perform many complex operations, and the effect of that effort is
the amount of time needed to draw each frame. By necessity, we must take
shortcuts in the image quality to speed up the rendering. However, no single
image remains visible for very long. If you carefully choose speedup techniques
so that the errors are small, then they will not be noticed during the moment when
the picture is visible.
Real
Time 3D (or RT3D): Real-Time 3-Dimensional graphics. Artwork that
is rendered in
real-time on a computer, usually with interactive input from the viewer.
Texture
Mapping: In 3D graphics, texture mapping is the process of adding a graphic pattern to
the polygons of a 3D scene. Unlike
simple shading, which uses colors to the underlying polygons of the scene,
texture mapping applies simple textured graphics, also known as patterns or more commonly "tiles", to
simulate walls, floors, the sky, and so on.
Method for wrapping 2D pattern or image around the 3D surface.
Texture mapping can dramatically add realism even to a most rudimentary
geometry.
Projection
Method describing how
the texture is wrapped around the object:
Planar
For flat objects.
Cylindrical
For cylindrical
objects.
Spherical
For spheroid
objects.
Auto
Automatic projection for complicated
objects.
Texture sources are
typically:
·
2D texture:
Typically an image from various sources: painted, scanned, rendered,
etc.
·
3D(procedural) texture: Random patterns (such as marble, wood and
clouds) generated by mathematical
algorithms.
Mapping can be input
to various shader parameters:
·
Transparency mapping: Mapping is directed to effect on the object transparency: white
areas derived from the texture image become transparent, black areas stay opaque.
·
Bump mapping:
Mapping is directed to effect on the surface normals, so that the object
looks bumpy and rough. White areas in the
texture image turn the surface normal to the opposite direction than
black. This is only pseudo effect: it applies only to rendered images. Also,
the contour of the surface remains smooth.
·
Displacement mapping: Like bump mapping, except that the object surface is affected for
real. Displacement mapping is only a render effect. In some cases, however, it is possible to write out the 'carved'
geometry.
·
Reflection mapping: Mapping is directed to reflect from the mapped object. An
excellent method to reduce render time: ray tracing can be switched off and
reflections are still achieved.
·
Refraction mapping: Mapping is directed to refract through the mapped object. Useful
method to reduce render time on transparent objects. Rarely used, though.
As a default texture
mapping usually only affects color.
Viewpoint:
MIP-mapping: This is an important feature of any 3D graphics
accelerator. It refers to the ability
to apply a texture to a 3D object based on that object's distance from the viewpoint. This requires modification
of the texture and is normally applied
either on a per-pixel or per-triangle basis, with the latter being faster but
less accurate.
Viewer1: You, the user of the RT3D application,
looking at the 3D scene through your computer screen. The viewer looks into the
RT3D world from a vantage point, which acts something like a camera, to frame
your view. Most of the engine's calculations are tailored to make the world
look great from that particular view.
Viewer2: A version of the RT3D engine that is used to
preview artwork while it is being created.