- Texel
- One pixel of a texture.
- Mip
- A pre-averaged copy of a texture, half the size of the one before it.
- Footprint
- The patch of a surface, in texels, that one screen pixel covers.
- Anisotropy
- A footprint's length over its width; straight ahead on minification's floor, the depth over the camera's height.
- Probe
- One trilinear read along a footprint; anisotropic filtering averages N of them.
- Maximum anisotropy
- The most probes a sampler takes: wgpu's
anisotropy_clamp, 16 for colour and 4 for data.
- Mip level λ
- log2 of the texels each probe spans; a trilinear read blends mips ⌊λ⌋ and ⌊λ⌋ + 1.
- Trilinear filtering
- Reading the two nearest mips and blending them.
- Channel
- One texture role of a Material: albedo, normal, metallic-roughness, occlusion or emissive.
- Colour Channels
- Albedo and emissive, encoded sRGB, sampled at 16x.
- Data Channels
- Normal, metallic-roughness and occlusion, encoded linear, sampled at 4x.
- Layer
- One numbered texture within a Channel; Layer 0 is a neutral default.
- Toksvig
- Widening roughness by the spread of the normals under a footprint, read from their average's length; Praxis does it per mip, in the cooker.
- Specular aliasing
- Highlights that sparkle from pixel to pixel, from detail finer than a pixel.
- Supersampled reference
- The frame rendered with nine samples per pixel and averaged in linear light.
- RMSE
- The square root of the mean squared difference, here in 8-bit steps.
- Lit pass
- The pass that shades each pixel and samples every Material Texture.
- GPU frame total
- The frame's GPU time from its first pass's start to its last pass's end; since #266, plus the dynamic TLAS's build; since #291, from the passes' earliest start to their latest end.
- Golden
- A committed image that a Reference scene must reproduce within tolerance.
- Baseline
- The recorded measurements of a Reference scene on one adapter.
- Reference scene
- A Scene with a fixed camera path and injected time, the same frames every run.
- Budget
- A numeric limit on one metric of a Reference scene that a change must not regress.
- Interleaved rounds
- Every variant run once a round, in rotated order, so load affects all alike.
- Tile-based GPU
- A GPU that shades the screen in small tiles held on chip, as Apple's do.