TATechnical Art & Graphics Academy
← Rendering

Glossary

116 terms. Each one in plain words first, then the engineer version, with where to learn it. Projects in the learner showcase that mention a term appear under it — share yours there.

AlbedoMaterials
A surface's base colour with no lighting.
Learn it: Stage 3 · MaterialsLesson: How a fragment shader spends its time
Ambient occlusionShadows & GI
Darkening of creases and corners.
Learn it: Stage 6 · Shadows & GILesson: Blending and transparency sorting
Asset pipelineVFX & Tech Art
How art gets from artists' tools into the game.
Lesson: Real-time effects: readability vs overdraw
BandwidthPerformance
How much data can move to and from GPU memory.
Learn it: Stage 5 · PerformanceLesson: Measure first: CPU-bound or GPU-bound?
BarrierGPU & APIs
A 'wait until that's done' rule between GPU jobs.
Learn it: Stage 8 · GPU & APIsLesson: Warps, tiles and fill rate
Barycentric coordinatesMath
Three weights saying where a point sits inside a triangle.
Learn it: Stage 1 · MathLesson: Dot products and normals you can see
BlendingPipeline
Mixing a new colour with what's already on screen.
Learn it: Stage 2 · PipelineLesson: Blending and transparency sorting
BloomTechniques
The glow around very bright things.
Learn it: Stage 7 · ArchitecturesLesson: Blending and transparency sorting
BottleneckPerformance
The slowest part holding everything else back.
Learn it: Stage 5 · PerformanceLesson: Measure first: CPU-bound or GPU-bound?
BRDFMaterials
A rule for how a surface reflects light.
Learn it: Stage 3 · MaterialsLesson: How a fragment shader spends its time
BVHShadows & GI
A tree of boxes that makes finding ray hits fast.
Learn it: Stage 6 · Shadows & GILesson: Blending and transparency sorting
Cascaded shadow mapsShadows & GI
Several shadow maps: sharp near, cheaper far.
Learn it: Stage 6 · Shadows & GILesson: Blending and transparency sorting
Command bufferGPU & APIs
A list of GPU instructions recorded ahead of time.
Learn it: Stage 8 · GPU & APIsLesson: Warps, tiles and fill rate
Compute shaderShaders
GPU program for general number-crunching.
Learn it: Stage 4 · ShadersLesson: How a fragment shader spends its time
Coordinate spaceMath
The point of view numbers are measured from.
Learn it: Stage 1 · MathLesson: Dot products and normals you can see
Cross productMath
An arrow standing straight up from two others.
Learn it: Stage 1 · MathLesson: Dot products and normals you can see
CullingPipeline
Skipping stuff that won't be seen.
Learn it: Stage 2 · PipelineLesson: Blending and transparency sorting
See also:
DCCVFX & Tech Art
The art programs: Maya, Blender, Houdini.
Lesson: Real-time effects: readability vs overdraw
Deferred renderingTechniques
Draw surface info first, light it later.
Learn it: Stage 7 · ArchitecturesLesson: Blending and transparency sorting
DenoiserNeural
Cleans up the grainy look of ray-traced images.
Learn it: Stage 9 · Neural graphics
Depth bufferPipeline
Remembers how far each pixel is, so near things hide far ones.
Learn it: Stage 2 · PipelineLesson: Blending and transparency sorting
See also:
Descriptor / BindlessGPU & APIs
How shaders find their textures and buffers.
Learn it: Stage 8 · GPU & APIsLesson: Warps, tiles and fill rate
Differentiable renderingNeural
Rendering that can learn by working backwards from the image.
Learn it: Stage 9 · Neural graphics
DirectX 12GPU & APIs
Microsoft's low-level graphics API.
Learn it: Stage 8 · GPU & APIsLesson: Warps, tiles and fill rate
Dot productMath
How much two arrows point the same way.
Learn it: Stage 1 · MathLesson: Dot products and normals you can see
Draw callPipeline
One 'please draw this' command from the CPU to the GPU.
Learn it: Stage 2 · PipelineLesson: Blending and transparency sorting
Draw orderVFX & Tech Art
Which transparent thing is drawn first.
Lesson: Real-time effects: readability vs overdraw
ExposureColor & Light
How bright the camera lets the image be.
Learn it: Stage 3 · Colour & lightLesson: Blending and transparency sorting
Fill ratePerformance
How many pixels per second the GPU can write.
Learn it: Stage 5 · PerformanceLesson: Measure first: CPU-bound or GPU-bound?
FlipbookVFX & Tech Art
An animation packed into one texture grid.
Lesson: Real-time effects: readability vs overdraw
Forward renderingTechniques
Each object is lit while it's drawn.
Learn it: Stage 7 · ArchitecturesLesson: Blending and transparency sorting
Forward+ / ClusteredTechniques
Forward rendering that only checks nearby lights.
Learn it: Stage 7 · ArchitecturesLesson: Blending and transparency sorting
Fragment / pixel shaderShaders
Decides each pixel's colour.
Learn it: Stage 4 · ShadersLesson: How a fragment shader spends its time
FrameBasics
One complete picture; games draw many per second.
Learn it: Stage 0 · What is graphics?Lesson: Blending and transparency sorting
Frame budgetPerformance
Time allowed for one frame (16.7 ms at 60 FPS).
Learn it: Stage 5 · PerformanceLesson: Measure first: CPU-bound or GPU-bound?
FresnelColor & Light
Surfaces reflect more at grazing angles.
Learn it: Stage 3 · Colour & lightLesson: Blending and transparency sorting
FrustumPipeline
The pyramid-shaped volume the camera can see.
Learn it: Stage 2 · PipelineLesson: Blending and transparency sorting
G-bufferTechniques
Screens full of surface data (colour, normal, roughness).
Learn it: Stage 7 · ArchitecturesLesson: Blending and transparency sorting
GammaColor & Light
The curve that bends brightness for displays.
Learn it: Stage 3 · Colour & lightLesson: Blending and transparency sorting
Gaussian splattingNeural
A scene made of millions of soft coloured blobs.
Learn it: Stage 9 · Neural graphics
GGXMaterials
The most used formula for highlight shape.
Learn it: Stage 3 · MaterialsLesson: How a fragment shader spends its time
Global illuminationShadows & GI
Light bouncing off surfaces onto others.
Learn it: Stage 6 · Shadows & GILesson: Blending and transparency sorting
GPUGPU & APIs
A chip with thousands of small cores for drawing.
Learn it: Stage 8 · GPU & APIsLesson: Warps, tiles and fill rate
HDRColor & Light
Brightness beyond what a screen can show.
Learn it: Stage 3 · Colour & lightLesson: Blending and transparency sorting
Hi-ZPerformance
A shrinking depth picture used to skip hidden objects fast.
Learn it: Stage 5 · PerformanceLesson: Measure first: CPU-bound or GPU-bound?
HLSL / GLSL / WGSLShaders
The main shader languages.
Learn it: Stage 4 · ShadersLesson: How a fragment shader spends its time
Homogeneous coordinatesMath
Adding a 4th number so moving and perspective work with matrices.
Learn it: Stage 1 · MathLesson: Dot products and normals you can see
IBLMaterials
Lighting from a photo of the surroundings.
Learn it: Stage 3 · MaterialsLesson: How a fragment shader spends its time
Indirect drawingGPU & APIs
The GPU decides what to draw itself.
Learn it: Stage 8 · GPU & APIsLesson: Warps, tiles and fill rate
InstancingPerformance
Drawing many copies of a mesh in one call.
Learn it: Stage 5 · PerformanceLesson: Measure first: CPU-bound or GPU-bound?
LambertColor & Light
Matte lighting: brightest facing the light.
Learn it: Stage 3 · Colour & lightLesson: Blending and transparency sorting
Light probeShadows & GI
A sample of lighting at a point in space.
Learn it: Stage 6 · Shadows & GILesson: Blending and transparency sorting
Linear colorColor & Light
Colour numbers that add up like real light does.
Learn it: Stage 3 · Colour & lightLesson: Blending and transparency sorting
LODTechniques
Simpler versions of a model used far away.
Learn it: Stage 7 · ArchitecturesLesson: Blending and transparency sorting
MatrixMath
A grid of numbers that moves, rotates or scales things.
Learn it: Stage 1 · MathLesson: Dot products and normals you can see
Mesh shaderGPU & APIs
A newer, flexible way to create triangles on the GPU.
Learn it: Stage 8 · GPU & APIsLesson: Warps, tiles and fill rate
MeshletPerformance
A small chunk of a mesh that can be skipped on its own.
Learn it: Stage 5 · PerformanceLesson: Measure first: CPU-bound or GPU-bound?
MipmapMaterials
Smaller copies of a texture for far away.
Learn it: Stage 3 · MaterialsLesson: How a fragment shader spends its time
Motion vectorsTechniques
Where each pixel moved since last frame.
Learn it: Stage 7 · ArchitecturesLesson: Blending and transparency sorting
NeRFNeural
A neural network that remembers a 3D scene from photos.
Learn it: Stage 9 · Neural graphics
Neural upscalingNeural
AI that makes a low-res frame look high-res.
Learn it: Stage 9 · Neural graphics
Normal mapMaterials
A texture that fakes small bumps.
Learn it: Stage 3 · MaterialsLesson: How a fragment shader spends its time
NormalizeMath
Make an arrow length 1 while keeping its direction.
Learn it: Stage 1 · MathLesson: Dot products and normals you can see
OccupancyGPU & APIs
How busy the GPU can stay while waiting on memory.
Learn it: Stage 8 · GPU & APIsLesson: Warps, tiles and fill rate
OverdrawPerformance
Painting the same pixel more than once.
Learn it: Stage 5 · PerformanceLesson: Measure first: CPU-bound or GPU-bound?
Particle systemVFX & Tech Art
Lots of small sprites or meshes making fire, smoke, sparks.
Lesson: Real-time effects: readability vs overdraw
Path tracingShadows & GI
Ray tracing that bounces many times for realistic images.
Learn it: Stage 6 · Shadows & GILesson: Blending and transparency sorting
PBRMaterials
Materials based on real physics so they look right in any light.
Learn it: Stage 3 · MaterialsLesson: How a fragment shader spends its time
Perspective dividePipeline
Making far things smaller.
Learn it: Stage 2 · PipelineLesson: Blending and transparency sorting
Post-processingTechniques
Effects applied to the finished image.
Learn it: Stage 7 · ArchitecturesLesson: Blending and transparency sorting
Premultiplied alphaVFX & Tech Art
Colour already multiplied by opacity.
Lesson: Real-time effects: readability vs overdraw
ProfilerPerformance
A tool that measures where time goes.
Learn it: Stage 5 · PerformanceLesson: Measure first: CPU-bound or GPU-bound?
QuaternionMath
A way to store rotations without getting stuck.
Learn it: Stage 1 · MathLesson: Dot products and normals you can see
RadianceColor & Light
How much light travels along a ray.
Learn it: Stage 3 · Colour & lightLesson: Blending and transparency sorting
RasterizationPipeline
Working out which pixels a triangle covers.
Learn it: Stage 2 · PipelineLesson: Blending and transparency sorting
RayMath
A line starting at a point going in one direction.
Learn it: Stage 1 · MathLesson: Dot products and normals you can see
Ray marchingShaders
Stepping along a ray until it hits something.
Learn it: Stage 4 · ShadersLesson: How a fragment shader spends its time
Ray tracingShadows & GI
Following light rays to see what they hit.
Learn it: Stage 6 · Shadows & GILesson: Blending and transparency sorting
Render targetBasics
An invisible canvas the GPU draws into.
Learn it: Stage 0 · What is graphics?Lesson: Blending and transparency sorting
Rendering pipelinePipeline
The assembly line that turns 3D data into pixels.
Learn it: Stage 2 · PipelineLesson: Blending and transparency sorting
SDFShaders
A formula giving the distance to a shape.
Learn it: Stage 4 · ShadersLesson: How a fragment shader spends its time
ShaderShaders
A small program the GPU runs for every vertex or pixel.
Learn it: Stage 4 · ShadersLesson: How a fragment shader spends its time
Shader variantShaders
Different compiled versions of one shader.
Learn it: Stage 4 · ShadersLesson: How a fragment shader spends its time
Shadow acneShadows & GI
Speckled stripes of wrong self-shadowing.
Learn it: Stage 6 · Shadows & GILesson: Blending and transparency sorting
Shadow mapShadows & GI
A depth picture from the light, used to find shadows.
Learn it: Stage 6 · Shadows & GILesson: Blending and transparency sorting
SlangShaders
A shader language that compiles to many APIs.
Learn it: Stage 4 · ShadersLesson: How a fragment shader spends its time
Spherical harmonicsShadows & GI
A compact way to store soft lighting from all directions.
Learn it: Stage 6 · Shadows & GILesson: Blending and transparency sorting
sRGBColor & Light
The standard way screens and images encode colour.
Learn it: Stage 3 · Colour & lightLesson: Blending and transparency sorting
SSRTechniques
Reflections made from what's already on screen.
Learn it: Stage 7 · ArchitecturesLesson: Blending and transparency sorting
Stencil bufferPipeline
A per-pixel mask used to limit where drawing happens.
Learn it: Stage 2 · PipelineLesson: Blending and transparency sorting
TAATechniques
Smoothing by blending with previous frames.
Learn it: Stage 7 · ArchitecturesLesson: Blending and transparency sorting
Technical artistVFX & Tech Art
The bridge between artists and programmers.
Lesson: Real-time effects: readability vs overdraw
TextureBasics
A picture wrapped onto a 3D surface.
Learn it: Stage 0 · What is graphics?Lesson: Blending and transparency sorting
See also:
Tile-based renderingGPU & APIs
Mobile GPUs draw the screen in small squares.
Learn it: Stage 8 · GPU & APIsLesson: Warps, tiles and fill rate
Tone mappingColor & Light
Squeezing bright scenes into screen range while keeping them looking good.
Learn it: Stage 3 · Colour & lightLesson: Blending and transparency sorting
UniformShaders
A value that's the same for every pixel of a draw.
Learn it: Stage 4 · ShadersLesson: How a fragment shader spends its time
UVBasics
Coordinates that say which part of a texture lands where on a model.
Learn it: Stage 0 · What is graphics?Lesson: Blending and transparency sorting
VaryingShaders
A value passed from vertex to pixel shader, blended across the triangle.
Learn it: Stage 4 · ShadersLesson: How a fragment shader spends its time
VectorMath
An arrow with direction and length.
Learn it: Stage 1 · MathLesson: Dot products and normals you can see
See also:
Vertex shaderShaders
Moves each vertex into place.
Learn it: Stage 4 · ShadersLesson: How a fragment shader spends its time
VulkanGPU & APIs
A low-level modern graphics API.
Learn it: Stage 8 · GPU & APIsLesson: Warps, tiles and fill rate
Warp / WaveGPU & APIs
A group of threads that run the same instruction together.
Learn it: Stage 8 · GPU & APIsLesson: Warps, tiles and fill rate
WebGPUGPU & APIs
Modern graphics in the web browser.
Learn it: Stage 8 · GPU & APIsLesson: Warps, tiles and fill rate
Z-fightingPipeline
Flickering when two surfaces are at almost the same depth.
Learn it: Stage 2 · PipelineLesson: Blending and transparency sorting