3D Terms

3D Terms

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Backface Culling

Back-face culling determines whether a polygon of a graphical object is drawn. It is a step in the graphical pipeline that tests whether the points in the polygon appear in clockwise or counter-clockwise order when projected onto the screen.

The process makes rendering objects quicker and more efficient by reducing the number of polygons for the program to draw. For example, in a city street scene, there is generally no need to draw the polygons on the sides of the buildings facing away from the camera.


Baked (File)

Baking is the name of the process about saving information related to a 3D mesh into a texture file (bitmap). Most of the time this process involve another mesh. In this case the information of the first mesh are transferred onto the second mesh UVs and then saved into a texture.

While some application may support baking information into the mesh properties (such as vertex colors), Substance Bakers only allow to bake information down to a texture. However they can read mesh properties and bake them down to textures (like vertex colors) source

Bidirectional Scattering Distribution Function (BSDF)

Most often it is used to name the general mathematical function which describes the way in which the light is scattered by a surface. However, in practice, this phenomenon is usually split into the reflected and transmitted components, which are then treated separately as BRDF (bidirectional reflectance distribution function) and BTDF (bidirectional transmittance distribution function). source

Box Modeling

Box modeling is a technique in 3D modeling where a primitive shape (such as a box, cylinder, sphere, etc.) is used to make the basic shape of the final model. This basic shape is then used to sculpt out the final model. The process uses a number of repetitive steps to reach the final product, which can lead to a more efficient and more controlled modelling process. source

Bump Mapping

Bump mapping is a texture mapping technique for simulating bumps and wrinkles on the surface of an object. This is achieved by perturbing the surface normals of the object and using the perturbed normal during lighting calculations. The result is an apparently bumpy surface rather than a smooth surface although the surface of the underlying object is not changed. Bump mapping was introduced by James Blinn in 1978.