Learn about terms and concepts used in Designer.
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A collection of objects and data involved in representing and animating a visualisation of 3D space:
Popular file formats to store 3D scenes include Pixar’s USD and Autodesk’s FBX. All file formats do not support all these components
A
B
A digital image. Two types of images are most common:
- Grayscale images have only one channel: luminance (L);
- Color images have three channels: red, green and blue (RGB). A fourth one may be present: alpha (A) which is often used for opacity. Color images in Designer are always RGBA.
Bitmaps may be thought of as grids of values. Each cell of that grid is a pixel, which is short for ‘picture element’. A pixel stores one value per channel. The type of that value depends on the bit depth of the bitmap.
C
D
E
F
G
H
I
M
The collection of properties and behaviours of matter in space, which includes surfaces and volumes. The appearance of an entity in 3D space is defined by its material. Materials may be defined in various ways, and all definitions do not support all properties such as refraction, anisotropy or sheen. A shader is a particular implementation of a material definition. Important: The term ‘material’ is an umbrella term used to refer to various things, including:
N
O
P
R
S
T
Acquiring the value of a texture at a specific location. Some algorithms require many samples to be performed for comparing values, averaging them, or other operations. If a sample is not performed at exactly the center of a pixel, there are two options in Designer for the value which should be acquired:
- Nearest: The value of the nearest pixel according to its center
- Bilinear filtering: The value of the interpolation between the neighbouring pixels horizontally and vertically, where closer pixels have more weight.