Skip to main content

Glossary

This is a list of terms used for game graphics, which can help you better understand the concepts and techniques.

A

Ambient Occlusion (Ambient Occlusion)

A shading and rendering technique used to calculate how exposed each point in a scene is to ambient lighting, adding depth and realism to the rendered image.

Anti-Aliasing (Anti-Aliasing)

A technique used to smooth jagged edges in digital images, particularly in games, to create a more visually appealing result.

F

Fragment Shader (Fragment Shader)

Also known as a pixel shader, this program calculates the color and other attributes of each pixel. It's crucial for implementing lighting models, texture effects, and other per-pixel operations.

L

Level of Detail (LOD)

A technique used to increase rendering efficiency by decreasing the complexity of 3D objects as they move away from the viewer. This helps maintain performance in games with large, detailed environments.

N

Normal Mapping (Normal Mapping)

A technique used to add surface detail to 3D models without increasing polygon count. It simulates lighting of bumps and dents using a special kind of texture.

P

Particle System (Particle System)

A technique used to simulate certain fuzzy phenomena such as fire, explosions, smoke, moving water, or abstract visual effects like magic spells.

Physically Based Rendering (PBR)

A method of shading and rendering that provides a more accurate representation of how light interacts with surfaces. It's widely used in modern game engines to create realistic materials and lighting.

Post-Processing (Post-Processing)

Effects applied after a 3D scene has been rendered, such as bloom, depth of field, or color grading, to enhance the final image quality.

S

Screen Space Ambient Occlusion (SSAO)

A computer graphics technique for efficiently approximating ambient occlusion in real-time. It adds realism by adding soft shadows where objects meet or where an object blocks ambient light.

T

Tessellation (Tessellation)

A technique that divides polygons into smaller pieces in real-time, allowing for more detailed 3D models and smoother curved surfaces.

Texture Mapping (Texture Mapping)

The method of applying a 2D image (texture) to the surface of a 3D model to add detail, color, and realism without increasing geometric complexity.

V

Vertex Shader (Vertex Shader)

A type of shader program that operates on individual vertices in a 3D environment, typically used for transforming the position, normal, texture coordinates, and other attributes of vertices.