From: jimh@surreal.asd.sgi.com (Jim Helman) Subject: Re: MISC: VR Slang request Date: Fri, 26 Mar 1993 18:14:57 GMT Organization: Home for Degenerate Physicists Here are a few terms borrowed from the rendering and visual simulation worlds. Aliasing. An undesirable visual artifact of many 3D renderings. Creates jaggies along the sides of objects and flickering of objects smaller than a pixel. Scintillation. The "sparkling" of textures or small objects. Usually undesirable and caused by aliasing. Culling. Removing invisible pieces of geometry and only sending potentially visible geometry to the graphics subsystem. Simple culling involves rejecting objects not in the view frustum. More complex systems take into account occlusion of some objects by others, e.g. a building hiding trees behind it. LOD (Level of Detail). A model of a particular resolution among a series of models of the same object. Multiple LODs are used to increase graphics performance by drawing simpler geometry when the object occupies fewer pixels on the screen. LOD selection can also be driven by graphics load, area-of-interest, gaze direction, etc. Fade LOD. Blending between two LOD models rather than doing a hard switch which can cause a visual pop. Pop. When an object's visible appearance suddenly changes or an object appears out of nowhere. Usually an undesired artifact of poor LOD. Detail Texture. A texture superimposed on another texture to increase the apparent resolution of the original texture image. Used when the eyepoint is so close to the textured object that the base texture is being magnified (i.e. one texel in the texture image being mapped to many pixels on the screen). A detail texture, typically a noise image, is blended into the image at a higher resolution adding a gritty realism to the appearance of the object. Texture Swimming. Unnatural motion of static textures on the surfaces objects as they are rotated. Caused by quick and dirty texture interpolation in screen coordinates. Correctable by subdividing polygons sufficiently or by doing perspective correction. rgds, -jim helman jimh@surreal.asd.sgi.com 415/390-1151