Glossary
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- 3D texture
A texture storing data in three dimensions, used for volumetric effects in shaders.
A
- Aerial perspective LUT
A lookup texture storing atmospheric haze and light scattering for visible scene pixels.
- AnimatePresence
A Framer Motion component enabling exit animations for components leaving the React tree.
- Anisotropic filtering
A texture filtering method that improves image quality at oblique viewing angles.
- Anisotropic scattering
Light scattering unevenly in different directions due to particle properties in a medium.
- Antialiasing
Technique to smooth jagged edges in graphics by blending pixel colors.
- Aperture grill
A CRT display mask with vertical slots allowing electron beams to hit phosphor stripes.
- Atmospheric scattering
The process of light being redirected by air molecules and particles in the atmosphere.
- Attribute
Input data for vertex shaders that varies per vertex, like position or UV coordinates.
- Average color
The mean color value computed from a group of pixels or samples.
B
- Backside rendering
Rendering the inside faces of a mesh to show its inner surface effects.
- Bayer Matrix
A threshold map used in ordered dithering to create structured pixel patterns.
- Beer's Law
A law describing light intensity reduction exponentially with distance through a medium.
- Bézier curve
A parametric curve defined by control points used to model smooth shapes and motions.
- Bicubic filtering
An upscaling method smoothing images by interpolating pixels using 16 neighbors with cubic polynomials.
- Blinn-Phong lighting model
A shading model that simulates light reflection using diffuse and specular components.
- Blue noise dithering
A technique adding subtle random offsets to reduce visual artifacts in rendering.
- Bounding cube
The smallest cube enclosing a 3D mesh, defined by minimum and maximum coordinates.
C
- Caustics
Light patterns formed by rays refracted or reflected through curved surfaces.
- Chromatic aberration
A color distortion effect where RGB channels are slightly offset in an image.
- Chromatic dispersion
A visual effect where light splits into colors due to varying refraction indices.
- Chunking
Splitting text into smaller pieces to process or analyze more effectively.
- Circular kernel
A round-shaped sampling area used in image filtering to gather pixel data.
- Clip space
Coordinate system after view transformation where geometry outside the view frustum is clipped.
- CMYK
A subtractive color model using cyan, magenta, yellow, and black inks for printing.
- Color quantization
Reducing the number of colors in an image to create a limited color palette.
- Compute pipeline
A GPU pipeline for running compute shaders to process data without rendering graphics.
- Compute shaders
GPU programs designed for general-purpose parallel computation beyond graphics rendering.
- Convolution filter
A matrix operation sliding over pixels to modify images like blurring or edge detection.
- Coordinate system transformations
Processes converting coordinates between different spaces like object, world, and screen.
cosA trigonometric function returning the cosine of an angle in radians.
- Cosine similarity
A measure of similarity between two vectors based on the cosine of their angle.
- Cubic Bézier curve
A Bézier curve defined by four control points creating smooth, complex curves.
cubic-bezier functionA CSS function defining a cubic Bézier curve for timing animations and transitions.
- Custom color palette
A user-defined set of colors used to limit or stylize rendered output.
D
- Density
A value representing how much volume or mass is present at a point in a volume.
- Depth texture
A texture storing depth information of a scene from a specific camera or light.
- Derivative
A mathematical function representing the rate of change or velocity of a curve.
- Diffuse lighting
Light scattered evenly from a surface, creating soft, non-reflective illumination.
- Dispatch size
The number of workgroups launched to execute a compute shader.
- Distance field
A representation storing distance to the nearest shape edge for rendering.
- Dithering
A technique adding noise to simulate more colors or smooth gradients in images.
- Dot product
A math operation returning a scalar from two vectors, indicating their directional similarity.
E
ease-inAn easing function where motion starts slowly and accelerates towards the end.
ease-in-outAn easing function that starts and ends slowly with faster motion in the middle.
ease-outAn easing function where motion starts fast and decelerates towards the end.
- Easing functions
Functions that control animation speed to create natural motion effects.
- Edge detection filter
A filter that highlights sharp brightness changes to find object boundaries.
- Eigenvalues
Scalars representing the magnitude of stretching or shrinking in a matrix transformation.
- Eigenvectors
Vectors that maintain direction under a matrix transformation, scaled by eigenvalues.
- Embeddings
Numeric vector representations of text capturing semantic meaning for comparison.
- Exit animation
An animation that plays when a component is removed from the UI.
F
- FBM
Fractal Brownian Motion, a technique combining multiple noise layers for natural-looking textures.
- FBO
Framebuffer Object used to render scenes offscreen into textures for later use.
floorA function that rounds a number down to the nearest whole integer.
fractA function that returns the fractional part of a number, removing its integer part.
- Fractal Brownian Motion
A method layering noise at different scales to create complex, natural patterns in graphics.
fragment shaderA GPU program that computes the color and other attributes of each pixel.
- Frame Buffer Object
An off-screen buffer to render textures for use in later rendering passes.
- Framer Motion
A React library for creating animations and gestures with declarative APIs.
- Fresnel effect
Variation of reflectivity depending on the viewing angle of a surface.
- FullScreenQuad
A 2D rectangle covering the entire screen used for post-processing effects.
fwidthShader function returning rate of change of a value across pixels for antialiasing.
G
- Gaussian weights
Weights based on a Gaussian function used to emphasize central pixels in filtering.
- Geometry
The shape or structure of a 3D object defined by vertices and faces.
- GLSL
A C-like language used to write shaders that run on the GPU.
- Grid offset
Shifting grid cells to create staggered or varied pattern layouts.
H
- Half-vector
The normalized vector halfway between the light direction and eye vector.
- Halftone
Technique using dots of varying size to simulate continuous tones in images.
- Henyey-Greenstein function
A phase function modeling directional light scattering in participating media.
I
- Index of refraction
A number describing how much light bends when entering a material.
- Instanced mesh
A mesh that renders multiple copies efficiently using GPU instancing.
K
- Kernel size
The dimension or radius of the sampling area used in image filtering.
- Kuwahara filter
An edge-preserving smoothing filter that reduces noise while maintaining sharp edges.
L
- Layout animation
Animation that smoothly transitions a component between different layouts or positions.
- Layout transition
The process of animating changes in a component's layout properties.
- LayoutGroup
A component that groups motion components to coordinate shared or sibling layout animations.
lerpA function that linearly interpolates between two values based on a factor.
- Light scattering
The deflection of light rays as they pass through particles or media.
lightmarchA raymarching process sampling light absorption and scattering along a ray inside a volume.
- Lightmarching
A technique to sample light attenuation by marching rays toward a light source.
- Linear easing
An easing function where motion progresses at a constant speed.
- Linear Interpolation
A method to find a point between two values based on a parameter t.
- LLM
Large Language Model, an AI trained to understand and generate human-like text.
- Lookup table
A precomputed texture or array used to quickly retrieve complex calculation results.
- Luma
Brightness component of a color, representing perceived light intensity.
- Luminance
A measure of perceived brightness of a color, often used for grayscale conversion.
- Luminance-based dithering
Dithering that uses pixel brightness to determine black or white output pixels.
M
- Material
Defines how a mesh looks by controlling its surface properties and shading.
maxA function returning the larger of two values, often used in shading calculations.
- MDX
Markdown format that supports embedding JSX components for interactive content.
- Mesh
A 3D object composed of geometry and material used in rendering.
- MeshStandardMaterial
A physically based material in Three.js simulating realistic lighting and reflections.
MeshTransmissionMaterialA material simulating light transmission and refraction through transparent meshes.
- Mie scattering
Light scattering caused by larger atmospheric particles like dust and aerosols.
minA function returning the smaller of two values, used to combine distances in SDFs.
mixA GLSL function that blends two values based on a given interpolation factor.
modA mathematical operation returning the remainder after division, used for repeating patterns.
- Moiré pattern
Visual interference pattern from overlapping similar grids or textures.
- Motion component
A Framer Motion-enhanced component that supports animations and layout transitions.
- Multichannel halftoning
Halftone technique applying separate dot grids for each color channel.
N
- Node system
An abstraction for building shaders using composable nodes instead of raw code.
- Noise
A procedural function generating pseudo-random values for natural randomness in graphics.
- Normal buffer
A texture storing surface normals used for lighting and edge detection.
- Normal data
Vectors perpendicular to a mesh's surface used to calculate lighting and shading.
- Normal recomputation
Recalculating surface normals dynamically, often after vertex displacement in shaders.
- Normal vector
A vector perpendicular to a surface used for lighting and shading calculations.
- Normalized device coordinates
Coordinates normalized to a -1 to 1 range after perspective division in clip space.
- NormalMaterial
A material that visualizes surface normals as colors for debugging or effects.
O
- Object space
Coordinate system relative to an individual object's local origin.
- Optical depth
The accumulated density of a medium along a ray affecting light attenuation.
- Optical illusion
A visual effect where the brain perceives something different from the actual image or pattern.
- Ordered dithering
Dithering using a fixed threshold matrix to produce a repeating, structured pattern.
- Ozone absorption
The process where ozone absorbs specific light wavelengths, altering sky colors.
P
- Parametric curve
A curve defined by one or more parameters, often time, controlling its points.
- Partial derivatives
Rates of change of a function with respect to one variable, holding others constant.
- Perlin noise
A gradient noise function used to create natural-looking textures and animations.
- Pgvector
A PostgreSQL extension for storing and querying vector embeddings efficiently.
- Phase function
A function describing how scattered light is directionally distributed in the atmosphere.
- Ping pong rendering
Alternating rendering between two framebuffers to reuse data across frames efficiently.
- Pixelation
Effect where images appear blocky due to enlarged pixels.
- Pixelization
Downsampling an image to larger visible pixels for a retro or stylized look.
- Polymorphism
Allowing components to render different HTML elements based on a prop.
- Polynomial weighting
An approximation method using polynomial functions to weight pixels in filtering.
- Post-processing effect
A shader or filter applied after rendering to alter the final image appearance.
- Post-processing pass
A rendering step applying image-wide effects after the main scene is rendered.
- Projection
Mapping 3D points onto a plane or screen using mathematical transformations.
- Prompt injection
Manipulating AI prompts to alter or exploit the model's output behavior.
Q
- Quantization
Reducing the number of colors by mapping continuous values to discrete levels.
R
- Rasterization
The process of converting 3D geometry into 2D pixels for display on screen.
- Rayleigh scattering
Light scattering by small air molecules, stronger at shorter (blue) wavelengths.
raymarchA rendering technique that steps along rays to find surface intersections using distances.
- Raymarching loop
An iterative process stepping along a ray to sample distances or densities in a scene.
refractA function calculating the bending of a light vector passing through a surface.
- Refracted ray
A light ray bent as it passes through a surface with a different refractive index.
- Refraction
The bending of light as it passes between materials with different densities.
- Render pipeline
The GPU pipeline that processes vertex and fragment shaders to produce images.
- Render target
A texture or buffer where a scene or image is rendered offscreen.
Reorder.GroupA component that manages a list of reorderable items with drag-and-drop support.
Reorder.ItemA draggable item component used within a Reorder.Group for reordering lists.
repeatA function that tiles space periodically to create infinite repeating patterns in scenes.
- RGB cells
Subpixel groups in CRTs representing red, green, and blue color channels.
- Ring halftone
A halftone pattern made of concentric rings instead of solid dots for a unique effect.
- Rotation matrix
A matrix used to rotate points or vectors in 2D or 3D space.
S
samplerA GPU object that defines how to read and filter textures in shaders.
- Saturation
The intensity or purity of a color, affecting its vividness.
- Scanlines
Horizontal lines simulating CRT display refresh lines for retro visual effects.
- Screen curvature
A shader effect that warps UVs to mimic the curved surface of CRT screens.
- Screen space
The 2D coordinate system of the final rendered image or frame buffer.
- Shader
A GPU program that calculates rendering effects for vertices or pixels.
- Shadow map
A texture storing scene depth from a light's perspective to determine shadows.
- Shadow mapping
A technique using shadow maps to calculate shadows in 3D scenes.
- Shadow mask
A metal plate with holes in CRTs to align electron beams with phosphor dots.
- Signed Distance Fields (SDF)
Functions returning the shortest distance from a point to a surface, positive outside, negative inside.
- Simplex noise
A smooth, non-repetitive noise function used for organic texture generation.
sinA trigonometric function returning the sine of an angle in radians.
- Sky-view LUT
A texture storing sky colors for different viewing directions and camera positions.
smoothminA function blending two distances smoothly to combine shapes without sharp edges.
smoothstepShader function creating smooth transitions between two edges.
- Sobel filter
An edge detection filter using two convolution kernels to find horizontal and vertical edges.
- Sobel operator
A convolution filter used to estimate image gradients and edge directions.
- Specular
The bright reflection of light on shiny surfaces in a specific direction.
- SQL
Structured Query Language used to manage and query relational databases.
- Staggered cells
Grid cells offset alternately to create more complex, non-uniform patterns.
- Storage buffer
A GPU buffer that shaders can read from and write to for arbitrary data.
- Structure tensor
A matrix summarizing local gradient directions and magnitudes in an image.
- Sub-pixels
Smaller divisions within a pixel used to increase detail or create effects.
- Subtractive blending
A color blending method where overlapping colors absorb light, darkening the result.
- SVG paths
Vector graphics instructions defining shapes and curves in Scalable Vector Graphics.
T
- TextDecoder
A web API that converts binary data into readable text strings.
- Texture coordinate
A 2D coordinate mapping a texture onto a surface in shaders.
- Texture sampling
The process of reading texel data from a texture in a shader.
texture2DA GLSL function that samples a color from a 2D texture using coordinates.
- Timing function
A function that controls the pacing of an animation over time.
- Token
A unit of text like a word or subword used in language model processing.
- Tokenization
The process of splitting text into tokens for analysis or model input.
- Tone mapping
A process that maps high dynamic range colors to a displayable range.
- Transition
A CSS property that animates changes between states smoothly.
- Transmittance
The fraction of light that passes through a medium without being absorbed or scattered.
- Transmittance LUT
A lookup texture storing precomputed light survival data through the atmosphere.
- TSL
Three.js Shading Language, a functional language for writing portable shaders.
U
- Uniform buffer
A GPU buffer holding uniform data accessible by shaders during rendering.
- UV coordinates
Normalized 2D coordinates mapping textures onto 3D surfaces.
- UV distortion
Manipulating texture coordinates to create warping or displacement effects on surfaces.
- UV mapping
A technique to map 2D textures onto 3D geometry using UV coordinates.
V
- Variance
A measure of how much pixel values differ from their average in a region.
- Varying
A variable used to pass interpolated data from vertex to fragment shaders.
- Vector space
A mathematical space where vectors represent data points for comparison.
vertex shaderA GPU program that processes each vertex's position and attributes before rasterization.
- View space
Coordinate system relative to the camera's position and orientation.
- Volumetric lighting
Rendering technique simulating light interacting with particles in a volume.
- Volumetric Raymarching
A technique sampling densities inside volumes by marching rays step-by-step through 3D space.
- Voronoi noise
A procedural texture based on distance to randomly placed points creating cell patterns.
W
- WebGPU
A modern web API for high-performance GPU graphics and computation.
- White noise dithering
Dithering using random noise thresholds to scatter pixel brightness variations.
- Workgroup size
The number of threads grouped together to execute a compute shader.
- World space
A shared coordinate system for all objects in a 3D scene.