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The Graphics Glossary 📚
AO / Ambient Occlusion
ARB Assembly
About
Alpha Channel
BGFX
BLAS / Basic Linear Algebra Subprograms
BLAS / Bottom-Level Acceleration Structures
CSM / Cascaded Shadow Map
Contribute
DI / Direct Illumination
DOD / Data-Oriented Design
Data Structures
LUT / Look-Up Table
Octree
Quadtree
Sparse Octree
FOV / Field of View
GI / Global Illumination
GPU Computing
GPU / Graphics Processing Unit
RDNA / Radeon DNA
SM / Streaming Multiprocessor
Warp
Glyph
Graphics API
HDR / High Dynamic Range
Illumination Techniques
ReSTIR / Reservoir-based Spatio-Temporal Importance Resampling
Irradiance
LOD / Level of Detail
MSAA / Multisample Anti-Aliasing
Maths
AABB / Axis-Aligned Bounding Box
Convex Hull
Homogeneous Coordinates
Isosurface
Monte Carlo
SDF / Signed Distance Function/Field
Spherical Harmonics
Mesh
Meshlet
Mie Scattering
Nanite
OIT / Order-Independent Transparency
OKLab
PBR / Physically Based Rendering
PCSS / Percentage Closer Soft Shadows
Participating Media
Photometry
Radiance
Radiosity
Rayleigh Scattering
Rendering
Depth Buffer / Z-Buffer
Frame Buffer
G-Buffer
NDC / Normalized Device Coordinates
NeRF / Neural Radiance Fields
Offline rendering
Pixel
Rasterization
Ray Marching
Ray Tracing
Real-time rendering
Stencil Buffer
Texel
SIMD / Single Instruction, Multiple Data
SM / Shader Model
Scene Graph
TAA / Temporal Anti-Aliasing
VCT / Voxel Cone Tracing
sRGB
The Graphics Glossary on GitHub
Table of contents
GPU / Graphics Processing Unit
RDNA / Radeon DNA
SM / Streaming Multiprocessor
Warp