- Lit pass
- ADR 0019's shading pass, run at depth equal after the depth pre-pass.
- BRDF
- For a pair of directions, the luminance reflected towards one per unit of illuminance from the other; per steradian.
- Illuminance
- Light arriving at a surface, in lux (lm/m²).
- Luminance
- Light leaving a surface in one direction, in cd/m²: what a pixel shows.
- Luminous intensity
- Light a point source sends per steradian, in candela (lm/sr).
- Half vector H
- normalize(L + V); the normal of the facets that mirror L into V.
- Reciprocity
- f(L, V) = f(V, L).
- Directional albedo
- What a surface reflects towards one view under uniform light, as a share of what it receives.
- White furnace
- A uniformly lit white surface; one that conserves energy reflects at most 1.
- Dielectric
- A non-metal: F0 = 0.04, a specular lobe over a diffuse one in its base colour.
- Metal
- A specular lobe alone, F0 its base colour.
- F0
- Reflectance at normal incidence.
- Fresnel term F
- F0 + (1 − F0)(1 − |V·H|)⁵, Schlick's approximation.
- Microfacet
- One of the tiny mirrors a rough surface is modelled as.
- D
- Trowbridge-Reitz (GGX): how densely the facets face H.
- α
- roughness², the width of D and V.
- Roughness floor
- 0.04, below which
decode_surface raises roughness.
- V
- Height-correlated Smith masking-shadowing over 4 |N·L| |N·V|.
- Gathered by lobe
- The mix as one diffuse and one specular lobe, F at the mixed F0.
- Diffuse share
- (1 − metallic)(1 − F)/π, with the dielectric's F.
- Oracle
- A test that runs a shader function on the GPU against values worked out apart.
- Punctual light
- An infinitely small light: directional, point or spot.
- Range window
- max(min(1 − (d/r)⁴, 1), 0): exactly 0 from the range on.
- Environment
- A Scene's ambient illuminance and background luminance, in the ECS World.
- Golden
- A committed image that a Reference scene must reproduce within tolerance.
- Reference scene
- A Scene with a fixed camera path and injected time, the same frames every run.