Glossary

#

  • 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.

  • cos

    A 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 function

    A 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-in

    An easing function where motion starts slowly and accelerates towards the end.

  • ease-in-out

    An easing function that starts and ends slowly with faster motion in the middle.

  • ease-out

    An 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.

  • floor

    A function that rounds a number down to the nearest whole integer.

  • fract

    A 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 shader

    A 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.

  • fwidth

    Shader 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.

  • lerp

    A 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.

  • lightmarch

    A 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.

  • max

    A 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.

  • MeshTransmissionMaterial

    A material simulating light transmission and refraction through transparent meshes.

  • Mie scattering

    Light scattering caused by larger atmospheric particles like dust and aerosols.

  • min

    A function returning the smaller of two values, used to combine distances in SDFs.

  • mix

    A GLSL function that blends two values based on a given interpolation factor.

  • mod

    A 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.

  • raymarch

    A 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.

  • refract

    A 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.Group

    A component that manages a list of reorderable items with drag-and-drop support.

  • Reorder.Item

    A draggable item component used within a Reorder.Group for reordering lists.

  • repeat

    A 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

  • sampler

    A 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.

  • Shared layout animation

    Animation that transitions a component between instances sharing the same layoutId.

  • 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.

  • sin

    A 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.

  • smoothmin

    A function blending two distances smoothly to combine shapes without sharp edges.

  • smoothstep

    Shader 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.

  • texture2D

    A 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 shader

    A 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.