# High Definition Render Pipeline Glossary ## General terms #### atmospheric scattering: Atmospheric scattering is the phenomena that occurs when particles suspended in the atmosphere diffuse (or scatter) a portion of the light, passing through them, in all directions. #### bokeh: The effect that occurs when a camera renders an out-of-focus point of light. #### channel packing: A channel-packed Texture is a Texture which has a separate grayscale image in each of its color channels. #### Exponential Variance Shadow Map: A type of shadow map that uses a statistical representation of the Scene's depth distribution and allows for the filtering of data stored in it. #### face: A face refers to one side of a piece of geometry. The front face is the side of the geometry with the normal. #### face culling: [Face](#Face) culling is an optimization that makes the renderer not draw faces of geometry that the camera can not see. #### f-number: The ratio of the focal length to the diameter of the camera lens. HDRP technically uses [t-number](https://en.wikipedia.org/wiki/F-number#T-stop), but since Cameras in Unity are optically perfect, f-number and t-number are identical. #### Nyquist rate: The minimum rate at which you can sample a real-world signal without introducing errors. This is equal to double the highest frequency of the real-world signal. #### physically-based rendering (PBR): PBR is an approach to rendering that emulates accurate lighting of real-world materials. #### ray marching: An iterative ray intersection test where your ray marches back and forth until it finds the intersection or, in a more general case, solves the problem you define for it. #### texture atlas: A texture atlas is a large texture containing several smaller textures packed together. HDRP uses texture atlases for shadow maps and decals. ## Normal mapping #### tangent space normal map: A type of [normal map](https://docs.unity3d.com/Manual/StandardShaderMaterialParameterNormalMap.html) in the UV space of the GameObject. You can use it on any Mesh, including deforming characters. #### object space normal map: This contains the same details as the tangent space normal map, but also includes orientation data. You can only use this type of normal map on a static Mesh that does not deform. This normal map type is less resource-intensive to process, because Unity does not need to make any transform calculations. #### bent normal map: HDRP uses the bent normal to prevent light leaking through the surface of a Mesh. In HDRP, bent normal maps can be in tangent space or object space. ## Aliasing and anti-aliasing terms #### aliasing: Describes a distortion between a real-world signal and a digital reconstruction of a sample of a signal and the original signal itself. #### fast approximate anti-aliasing (FXAA): An anti-aliasing technique that smooths edges on a per-pixel level. It is not as resource intensive as other techniques. #### spatial aliasing: Refers to aliasing in digital samples of visual signals. #### temporal anti-aliasing (TAA): An anti-aliasing technique that uses frames from a history buffer to smooth edges more effectively than fast approximate anti-aliasing. It is substantially better at smoothing edges in motion but requires motion vectors to do so. ## Lighting terms #### illuminance: A measure of the amount of light ([luminous flux](#LuminousFlux)) falling onto a given area. Differs from luminance because illuminance is a specific measurement of light whereas luminance describes visual perceptions of light. ![](Images/GlossaryLighting3.png) #### luminous flux: A measure of the total amount of visible light a light source emits. ![Luminous flux](Images/GlossaryLighting1.png) #### luminous intensity: A measure of visible light as perceived by human eyes. It describes the brightness of a beam of light in a specific direction. The human eye has different sensitivities to light of different wavelengths, so luminous intensity weights each different wavelength contribution by the standard [luminosity function](#LuminosityFunction). ![Luminous intensity](Images/GlossaryLighting2.png) #### luminosity function: A function that describes a wave that represents the human eye’s relative sensitivity to light of different wavelengths. This wave corresponds weight values, between 0 and 1 on the vertical axis, to different wavelengths, on the horizontal axis. For example, the standard luminosity function peaks, with a weight of 1, at a wavelength of 555 nanometers and decreases symmetrically with distance from this value. #### punctual lights: A light is considered to be punctual if it emits light from a single point. HDRPs Spot and Point Lights are punctual. ## Rendering Artifacts #### disocclusion A rendering artifact that describes the situation where a GameObject that was previously occluded becomes visible. #### ghosting A rendering artifact that describes the situation where a moving GameObject leaves a trail of pixels behind it. #### z-fighting A rendering artifact that describes the situation where two or more GameObjects have approximately the same value in the z-buffer. This causes the GameObjects to appear to flicker.