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) - A tree-based acceleration structure containing primitive 3D objects that speeds up ray-casting and various algorithms.
Camera Space :
(Also known as; View Space, Eye Space) - 3D coordinates projected relative to the camera, including relative depth.
Cross Product :
An operation between two vectors that returns a vector perpendicular to the input vectors. The magnitude of this vector is the product of the magnitudes of the input vectors and the sine of the angle between them.
Lerp :
Linear Interpolation.
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.
Dot Product :
An operation between two vectors that returns the product of their magnitudes and the cosine of the angle between them.
Epsilon :
A very small value, mostly used to prevent floating-point inaccuracies and to set ray marching limits.
Focal Length :
A camera property that indicates how strongly it converges or diverges light. It is inversely proportional to the Field of View (FOV).
FOV :
Field of View (FOV) - The angular extent of the world that is seen. It is inversely proportional to the focal length.
Length :
The magnitude of a vector.
Magnitude :
The length of a vector.
Mesh :
A collection of faces, edges, and vertices that define an 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 or objects.
Surface 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.
Screen Space :
(Also known as; Clip Space) - 2D information of 3D coordinates projected to the screen, without depth information.
SDF :
Signed Distance Field (SDF) - A function defining distance to the surface of an object, with interior points being negative and exterior points being positive.
Vector :
An object having direction as well as magnitude, used to determine 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).