Glossary Items
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3
3-space
A
ACIS
ACIS 3D Geometric Modeler (ACIS)
acisinit.scm
active light list
active primitive list
affine transformation
AIDE, Scheme
aliasing
anti-aliasing
API
Application Procedural Interface (API)
application supplied function
apropos
arc
aspect ratio
attribute
attribute state
autoload
B
B-rep
B-spline
B-spline patch primitive
back face culling
background
background shader
Bezier patch primitive
bi-cubic patch primitive
bi-linear patch primitive
big-endian
binding
blend
blending
body
Boolean
bound symbol
boundary representation modeler
branched history
bulletin
bulletin board
bump mapping
C
c-face
c-shell
C0 continuity
C1 continuity
C2 continuity
calibration curve
camera viewing
cap
capping
Catmull-Rom spline
CCI
CCS
cellular topology
chamfer
class
class hierarchy
Class Interface
clipping
clipping plane
coedge
coherent noise function
color model
color resolution
color source shader
command
command window
component (software)
component (subgraph)
component shader
composite primitive
compound
conductor
connected
constrained shading mode
constructive solid geometry
continuity
covering
CSI
curve
curve parameter space
cut edge
cut vertex
cycle
cycle vertex
D
DDE
deep copy
define
defining curve
degree
degree of continuity
delta state
derivation
developer
DI
diagnostics
dielectric
diffuse reflection
dimensionality
Direct Interface (DI)
displacement shader
display list
distance
dithering
DLL
double-sided face
driver
E
edge
effective view position
Elk Scheme Interpreter
encapsulation
end cap
end user
endian
entity
entity filtering
entray
environment
environment mapping
event
exception
exception handler
extensibility
extension (Scheme)
eye position
F
face
facet
faceting
faceting artifact
fair surface or curve
far clipping plane
field of view
figure
fillet
filter
flat shaded rendering mode
flat shading
Floyd-Steinberg error diffusion
foreground shader
form
free form surface
Fresnel's Law
friend function
from point
frustum
full ray traced rendering mode
full rendering mode
function
G
G0 continuity
G1 continuity
G2 continuity
gamma correction
garbage collection
generator
geometric continuity
geometric normal vector
geometric picking
geometric primitive
geometric refinement
geometry
GKS (Graphics Kernel System)
global coordinate
global illumination model
Gouraud rendering mode
Gouraud shading
graph
graphics driver
graphics mode
group primitive
GUI
gvector
H
handle
handler function
hashing
Hermite curve
hidden-line rendering mode
history
hither clipping plane
homogeneous coordinates
hook
husk
I
illumination model
image coordinate system
image projection
image resolution
implicit primitive
incident light
information bulletin
inheritance
instance
instance primitive
instantiation
intcurve
interconnected data structure
interpolated curve
interpreter
interrupt handler function
intersection curve
intersectors
isometric
iterator
J
jaggies
K
knot
knot vector
L
lambda
Lambert's Law
light source
light source shader
LightWorks Image Format
line style
line type
linear
little-endian
load command
load function
loadpath
local coordinate system
local illumination model
local operation
lofting
loop
lump
M
manifold
material
member function
method
micro-facet
mitered blend
mixed dimensionality
mixed dimensionality model
model world
N
near clipping plane
nesting level
nonmanifold
normal
NTSC
NURBS
Nyquist limit
O
object
object space
octtree
OOPS
operator overloading
orthographic projection
osculating torus
output mode
P
parameter position
parameter space
parameter space curve
part
part file
patch primitive
path
patterns (pattern objects)
pcurve
perspective
perspective projection
PHIGS
Phong rendering mode
Phong shading
physically-based illumination model
pick
picking
pickray
pipe surface
pixel
pixel aspect ratio
point
polygon mesh
polymorphism
position
PostScript
preview raytrace mode
preview rendering mode
primitive (geometric)
primitive (Scheme)
procedural primitive
procedure
projection
Q
quadric primitive
quantization
R
R4RS
ray
ray casting
ray traced shading
ray tracing
refinement
reflectance model
reflectance shader
reflection, the law of
refraction
refraction, the law of
relation
release notes
rendering
repository
resabs
resfit
resmch
resnor
right-hand rule
ring
roll back and forward
round blend
rubberbanding
run length encoding
S
SAB
SAB File
SAT
SAT File
scan-line
scan-line rendering
Scheme
Scheme AIDE
Scheme Interface
Scheme Interpreter (SI)
Scheme object
screen coordinate system
SDK
sense
setback
shader
shader argument
shader creation function
shader global
shader instance
shader mode
shader parameter
shader prototype
shader uniforms
shading
shading language
shading normal vector
shading pipeline
shadow
shadow map
shallow copy
sheet body
shell
shelling
side cap
sidedness, face
sidedness, facet
single-sided face
skinning
Snell's Law
software component
solid body
solid shading mode
solid texture
SPApar_pos
spline
SSI
state
stencil
sub-image
subgraph
subshell
super sampling
surface
surface shading mode
symmetric
T
TARGA
target
tessellation
testing
texture mapping
texture space
texture space shader
thin void
TIFF
TIGA
to point
token
topology
torus, osculating
total internal reflection
transform
transformation
transparency shader
traversal
tree
U
unbound symbol
unconstrained shading mode
uniform variables
uniforms function
unit vector
unload function
up-vector
uv-space
V
vector
vertex
vertex normal vector
view
view plane
view screen
view volume
viewing control
viewport
visibility determination
visit
void
voxel
W
widget
Win32
window
Windows (Microsoft)
Windows DIB
Windows NT
wire
wire body
wireframe body
wireframe rendering mode
work coordinate system
working plane
world coordinate system
wrapped texture
X
X Windows
xyz-space
Y
yon clipping plane