Mr. Wells

  1. 3-D Scene
    a 3D enviroment that includes models, meshes, materials, and lighting
  2. Mesh
    a collection of verticles, edges, and faces that defines a polyhedron in 3-D computer graphics
  3. Polygon
    a flat 2-D multisided shape that makes up a polyhedron
  4. Vertices
    points in a 3-D shape x, y, and z coordinates
  5. Edges
    a line in a 3-D space x,y, and z coordinates
  6. Face
    a flat shape or polygon represented in 3-D space
  7. Depth map
    a flat 2-D image that is used to modify the apperance of a mesh in 3-D space
  8. Bump map
    a depth map that uses grayscale values between black and white
  9. Normal map
    a depth map that uses RGB colors
  10. Texture
    A 2-d pixilated image applied to a 3-d object; a definable quality of appearance such as; diffuse, bump, glossiness, etc…
  11. Material
    a collection of textures that gives a 3-d object it’s appearance
  12. Primitive
    a basic form, 3-d object, polyhedron
  13. Diffuse map
    the most basic texture applied to an image, can be a solid color, gradient, or image map.
  14. UV map
    a flat 2-d image that is applied to a 3-d object
  15. Glossiness
    defines the amount of light from a source that reflects off the surface and back to the viewer.
  16. Shininess
    the dispersion of the reflected light generated by the Glossiness setting.
  17. Reflectivity
    how much of the environment is reflected off of an object or material
  18. Ambient Occlusion map
    a flat 2-d image that modifies how light appears on an object, shadows, shading etc…
  19. Render settings
    can be both the resolution of the scene, (150 dpi, pixilated, crisp) and the display mode for previewing the screen
  20. Anti-alias
    the amount of interpolation between pixels, (draft, better, best)
  21. Point light
    3-d light that works like a glowing bulb of light with no direction or angles
  22. Spot light
    3-d light that works like a spot light with a direction, angle, falloff, and hotspot
  23. Infinite light
    or global light, works light a bright light that illuminates a whole scene, has a direction and angle
  24. Orthographic perspective
    a way of representing objects, where it appears to be 3-d but is reality objects do not change scale or angle
  25. Linear perspective
    a way of representing objects, where scale and angle changes in a 3-d program
  26. HSB
    Hue, Saturation, and Brightness
  27. Alpha channel
    the channel that the image appears on , can control transparency and or opacity
  28. “Power of two”
    textures in the 3-d world should always be square images (256x256, 512x512)
  29. Modular design
    each part is designed to be independent and compatible with each other part
  30. Vertex shades
    Shading rendering based of vertices
  31. Pixel shaders
    shaders based off of pixels
  32. Shaders
    render setting that creates shadows and shading
  33. Nodes
    a visual way to program textures and materials
Card Set
Mr. Wells
3D Vocabulary