156 lines
5.9 KiB
Markdown
156 lines
5.9 KiB
Markdown
# High Definition Render Pipeline Glossary
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## General terms
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<a name="AtmosphericScattering"></a>
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#### atmospheric scattering:
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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.
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<a name="Bokeh"></a>
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#### bokeh:
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The effect that occurs when a camera renders an out-of-focus point of light.
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<a name="ChannelPacking"></a>
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#### channel packing:
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A channel-packed Texture is a Texture which has a separate grayscale image in each of its color channels.
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<a name="ExponentialVarianceShadowMap"></a>
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#### Exponential Variance Shadow Map:
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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.
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<a name="Face"></a>
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#### face:
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A face refers to one side of a piece of geometry. The front face is the side of the geometry with the normal.
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<a name="FaceCulling"></a>
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#### face culling:
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[Face](#Face) culling is an optimization that makes the renderer not draw faces of geometry that the camera can not see.
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<a name="f-number"></a>
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#### f-number:
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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.
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<a name="NyquistRate"></a>
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#### Nyquist rate:
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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.
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<a name="PhysicallyBasedRendering"></a>
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#### physically-based rendering (PBR):
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PBR is an approach to rendering that emulates accurate lighting of real-world materials.
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<a name="RayMarching"></a>
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#### ray marching:
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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.
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<a name="TextureAtlas"></a>
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#### texture atlas:
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A texture atlas is a large texture containing several smaller textures packed together. HDRP uses texture atlases for shadow maps and decals.
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## Normal mapping
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<a name="TangentSpaceNormalMap"></a>
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#### tangent space normal map:
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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.
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<a name="ObjectSpaceNormalMap"></a>
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#### object space normal map:
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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.
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<a name="BentNormalMap"></a>
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#### bent normal map:
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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.
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## Aliasing and anti-aliasing terms
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<a name="Aliasing"></a>
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#### aliasing:
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Describes a distortion between a real-world signal and a digital reconstruction of a sample of a signal and the original signal itself.
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<a name="FastApproximateAntiAliasing"></a>
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#### fast approximate anti-aliasing (FXAA):
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An anti-aliasing technique that smooths edges on a per-pixel level. It is not as resource intensive as other techniques.
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<a name="SpatialAliasing"></a>
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#### spatial aliasing:
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Refers to aliasing in digital samples of visual signals.
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<a name="TemporalAntiAliasing"></a>
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#### temporal anti-aliasing (TAA):
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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.
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## Lighting terms
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<a name="Illuminance"></a>
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#### illuminance:
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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.
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![](Images/GlossaryLighting3.png)
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<a name="LuminousFlux"></a>
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#### luminous flux:
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A measure of the total amount of visible light a light source emits.
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![Luminous flux](Images/GlossaryLighting1.png)
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<a name="LuminousIntensity"></a>
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#### luminous intensity:
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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).
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![Luminous intensity](Images/GlossaryLighting2.png)
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<a name="LuminosityFunction"></a>
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#### luminosity function:
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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.
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<a name="PunctualLight"></a>
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#### punctual lights:
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A light is considered to be punctual if it emits light from a single point. HDRPs Spot and Point Lights are punctual.
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## Rendering Artifacts
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<a name="Disocclusion"></a>
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#### disocclusion
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A rendering artifact that describes the situation where a GameObject that was previously occluded becomes visible.
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<a name="Ghosting"></a>
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#### ghosting
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A rendering artifact that describes the situation where a moving GameObject leaves a trail of pixels behind it.
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<a name="ZFighting"></a>
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#### z-fighting
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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.
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