Thursday, April 29, 2010

Animation Glossary - Q and R

Tej Kohli Animation Glossary - words starting with Q and R

Quad view : A method of displaying 3D scenes adopted by many high-end software applications, in which a scene is shown simultaneously in Top, Side, Front and Perspective views.

Radiosity : A technique for rendering 3D scenes. Radiosity simulates the way in which light bounces from surface to surface within a scene, and is more accurate, but also more processor-intensive, than raytracing.

Raytracing : A technique for rendering 3D scenes. Raytracing traces the path of every ray of light from its source until it either leaves the scene or becomes too weak to have an effect. The term is also sometimes applied to the reverse method: tracing the path of every ray of light from the camera backwards to the light source.

Reflection Map : An environment map used to simulate real-world reflection effects on the surface of a 3D object. Reflection maps render more quickly than methods that generate true surface reflections, such as raytracing.

Rendering : The process of converting the 3D data stored in a software package into the two-dimensional image ‘seen’ by the camera within the scene. Rendering brings together the scene geometry, Z-depth, surface properties, lighting set-up and rendering method to create a finished frame. Rendering comes in two forms: Display or Hardware rendering, used to display the scene on-screen in the software package’s viewports; and the more process or intensive Final-quality or Software rendering, which generates an image for output, and takes account of properties that Display renderingoverlooks, such as shadows, reflections and post-process effects.

Resolution : The size of the final image in pixels when rendering out a scene. Higherresolution renders contain more detail, but take longer to complete.

Rigging : The process of preparing a character model for animation, including setting up an underlying skeleton, complete with constraints, controllers and kinematic systems, and linking it to the mesh of the character model.

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