- Specular aliasing
- Flicker and sparkle where a highlight is narrower than the range of normals one pixel covers, so the pixel's one shading point catches or misses it.
- Normal distribution function
- D: how densely microfacets face each direction H. Appendix B's is Trowbridge-Reitz, which Walter et al. named GGX.
- Roughness floor
MINIMUM_ROUGHNESS, 0.04: decode_surface raises any lower roughness to it, so α is at least 0.0016 and D stays finite.
- Slope space
- Microfacet normals written as slopes, (−mx/mz, −my/mz). In slope space a Beckmann distribution is a Gaussian, and small tilts of the surface shift slopes by about the angle they turn.
- Quad
- The 2×2 block of pixels a GPU runs a fragment shader on together, so that each value has a horizontal and a vertical neighbour to differ from. Pixels outside the triangle run as helper invocations.
- Screen-space derivative
- How fast a value changes from one pixel to the next, taken by differencing it between the pixels of a 2×2 quad:
dpdx across the screen, dpdy down it.
- White furnace
- A check that lights a white surface equally from every direction. A surface that conserves energy reflects at most what it receives.
- Directional albedo
- The share of uniform light from the whole hemisphere that a surface reflects towards one view, ∫ f(L, V)(N·L) dω.
- Conditioning
- How much a computation magnifies its input's relative error. 1 − x for x near 1 is badly conditioned: a tiny relative error in x becomes a large one in the result.
- Reference scene
- A Scene paired with a fixed camera path and injected time, so that every run produces the same frames. Used for Goldens and Baselines.
- Golden
- A committed image that a Reference scene must reproduce within tolerance.
- Baseline
- The recorded measurements of a Reference scene on one adapter and backend: the reference machine, where Budgets are judged against it; CI's lavapipe, where only its counters are judged; or the RTX 2070 SUPER, the hardware floor benched for comparison.