- Shadow ray
- A ray from a surface point toward a light that asks only whether anything lies in between.
- Hard shadow
- A shadow from a light treated as one point or direction: each point lit or not, the edge sharp.
- Penumbra
- A shadow's soft edge, where an extended light such as the sun's disc is partly hidden.
- Temporal class
- How a lighting term reaches its value over time: (a) each frame; (b) converging in a world-space or probe cache; (c) reusing screen-space history.
- Denoiser
- A filter that turns a few noisy rays per pixel into a clean image; class (c) in ADR 0020.
- N·L
- The cosine between the surface normal and the direction to the light; above 0 the surface faces it.
- BLAS
- Bottom-level acceleration structure: the GPU's search structure over one Mesh's triangles.
- TLAS
- Top-level acceleration structure: the GPU's search structure over Instances, each placing a BLAS.
- Static TLAS
- The TLAS of every static Instance whose Mesh rays trace, tagged with its slot, in a frame anchored at load (#202).
- Ray query
- A ray traced inline from an ordinary shader: initialise, proceed, read the committed hit.
- Committed intersection
- The hit a ray query has accepted; an opaque hit is committed at once.
- Opaque
- Geometry whose every hit counts; every Praxis BLAS is built
OPAQUE.
- Cull mask
- The ray's 8-bit mask; it meets only TLAS entries whose mask shares a bit with it.
- Residency set
- Metal's set of allocations to keep resident, reachable by the GPU; wgpu makes one per command buffer that uses or builds a TLAS.
- Anchor
- The integer coordinates of the 64 m grid cell that holds a World position.
- The TLAS's frame
- The f32 frame whose origin is the corner of the camera's Anchor in the first Frame data.
- Frame data
- The per-frame changed Instances, lights and camera the renderer consumes in place of the ECS World.
- Shadow acne
- Speckled false shadow where rays starting on a surface hit it because of rounding.
- Normal offset
- Moving a ray's origin off its surface along the normal, by more than the rounding error.
- f32 rounding
- f32 keeps 24 significant bits: a coordinate is stored within 2−24 of its magnitude.
- Smooth shading
- Shading flat triangles with normals interpolated from their vertices.
- Terminator
- The line where a curved surface turns from facing a light to facing away.
- Fog line
- A line under "Not yet specified" on the map issue: known work, not yet a ticket.
- MSAA
- Multisample anti-aliasing: here 4 samples per pixel, one fragment per covering triangle, averaged by the resolve.
- Fragment
- One triangle's shading of one pixel; with MSAA it writes the samples the triangle covers.
- Centroid interpolation
- Interpolating at a point within the samples the fragment covers, not at the pixel's centre.
- Concave crease
- An edge where two faces meet in a valley, so each face's plane, extended, runs under the other.
- Oracle
- A test's independent computation of the right answer, here the true sphere and plane in f64.
- One-pixel band
- Pixels whose centre sees something other than one of its 8 neighbours' centres; not judged.
- Render switches
- The variants a Renderer is created with and keeps; their defaults are what ships.
- Moving Instance
- An Instance whose entity the fixed schedule moves; in no TLAS until #204, then in the dynamic TLAS, rebuilt each frame.
- Capability floor
- The GPU features and limits the engine requires to start; ray queries are among them.
- Reference scene
- A Scene with a fixed camera path and injected time, the same frames every run.
- Golden
- A committed image that a Reference scene must reproduce within tolerance.
- Point light
- A light at one position that shines in all directions, its intensity in candela (KHR_lights_punctual).
- Range
- The distance past which a point light adds nothing: its attenuation window reaches zero there.
- Froxel
- A cell of the view frustum, bounded in screen space and depth, that holds the list of lights reaching it.
- Dynamic TLAS
- The TLAS of the Moving Instances, rebuilt each frame; a ray the static TLAS lets through meets it (#204).
- Brute force
- Lighting each pixel with every point light, with the
froxel_lights Render switch off.
- Popping
- A visible jump between frames that nothing in the scene caused, such as a shadow appearing as the camera moves.
- Shadow mask
- A bit per light at each pixel, set where that light is hidden from the surface the pixel's nearest sample shows, by the surface itself where it faces away or by what its shadow ray finds, in the order the lit pass sums the pixel's lights, up to 59 of them. A compute pass traces it from the depth target; the lit pass reads it.
- Compute pass
- GPU work that runs a shader over a grid of invocations and draws nothing.
- Nearest sample
- Of a pixel's four depth samples, the one nearest the camera: under reverse-Z, the greatest depth.
- Reverse-Z
- Depth cleared to 0 and compared with Greater, with no far plane: the nearer a surface, the greater its depth (ADR 0015).
- Face normal
- The normal of a surface's flat face, here rebuilt from the positions neighbouring pixels show.
- Froxel slice
- One of the 32 ranges of depth into which each of the Froxels' screen rectangles is cut.
- Occupancy
- How many threads a GPU core keeps in flight; a shader that keeps more registers live leaves room for fewer.