Glossary
AABB :
Axis-Aligned Bounding Box (AABB) - A Bounding box aligned with the axes of the coordinate system.
Buffer :
A section of memory used for temporary data storage.
BVH :
Bounding Volume Hierarchy (BVH) - An acceleration structure made of primitive 3D objects that speeds up ray-casting and various algorithms.
Camera Space :
(also known as; View Space, Eye Space) - 3D information of 3D coordinates projected relative to the camera. Includes relative depth.
Depth Buffer :
An additional screen-space buffer that provides depth information.
DOF :
Depth of Field (DOF) - The distance between the nearest and the furthest objects that are in acceptably sharp focus in an image captured with a camera.
Epsilon :
A very small value, mostly used to prevent floating point inaccuracies and to set raymarching limits.
Focal length :
A camera property that indicates how strongly it converges or diverges light. Inversely proportional to the FOV.
FOV :
Field of View (FOV) - The angular extent of the world that is seen. Inversely proportional to the focal length.
Magnitude :
The length of a vector.
Mesh :
A collection of faces, edges, and vertices that define the object's shape.
Model Space :
(also known as; Object Space, Local Space) - 3D coordinates relative to another point of reference, typically used to store meshes of individual models/objects.
Normal :
A vector perpendicular to the surface of an object.
Pen :
A vanilla Scratch extension used to draw on the screen.
Procedural :
Defined by code.
Rasterizer :
An algorithm that draws objects to the screen by filling in shapes pixel-by-pixel.
Ray :
Defined by its origin (a position in 3D space where the ray starts) and its direction (a vector parallel to the direction of the ray).
Screen Space :
(also known as; Clip Space) - 2D information of 3D coordinates projected to the screen. Does not include depth information.
SDF :
Signed Distance Field (SDF) - A function defining distance to the surface of an object with interior points being negative, and exterior being positive.
Vector :
An object having direction as well as magnitude, especially as determining the position of one point in space relative to another.
Vertex :
A point with a coordinate vector.
Viewing Frustum :
The region of space in the modeled world that may appear on the screen.
World Space :
3D coordinates relative to the center of the world, typically (0, 0, 0).