- Photometric
- Measured as the eye weights light: lux, candela and cd/m².
- Illuminance
- Light arriving at a surface, in lux (lm/m²).
- Luminous intensity
- Light a point source sends per steradian, in candela.
- Luminance
- Light leaving a surface in one direction, in cd/m²: what a pixel shows.
- EV100
- Exposure value at ISO 100; one more halves the exposure.
- Exposure
- 1/(1.2 · 2^EV100), the scale the lit pass multiplies luminance by.
- Exposed colour
- Luminance times the exposure; Praxis reads 1 as the paper white.
- Sunny 16
- A sunny day's exposure: EV100 15.
- fp16
- A 16-bit float, whose largest finite value is 65504.
- MSAA resolve
- Averaging a pixel's 4 samples into one; the hardware's is a box average.
- Transient attachment
- An attachment discarded when its pass ends; memoryless on Apple GPUs.
- HDR target
- The single-sample
Rgba16Float texture of resolved, weighted exposed colour.
- Reversible weighting
- c/(1 + Y) before the resolve and w/(1 − Y) after: an average weighted by 1/(1 + luminance).
- Frame-buffer units
- GT7's: 1.0 = 100 cd/m².
- Paper white
- The luminance given to SDR white: 250 cd/m², 2.5 units, in GT7.
- Tone curve
- A map from scene to display values: toe, linear section, shoulder.
- ICtCp
- ITU-R BT.2100's colour space: intensity I, chroma Ct and Cp; GT7 computes it through PQ.
- PQ
- SMPTE ST 2084's perceptual quantiser, a transfer function for HDR displays.
- Rec. 709, Rec. 2020
- Two sets of RGB primaries: the scene's colour is in Rec. 709's, GT7 works in Rec. 2020's.
- sRGB encoding
- IEC 61966-2-1's curve from display-linear values to display codes.
- Dither
- Noise added before rounding, so bands become grain whose average follows the signal.
- Triangular noise
- Noise on (−1, 1) whose density falls linearly from 0 to the ends.
- Blue noise
- Noise without low frequencies: even grain, no clumps.
- Noise modulation
- Noise whose power changes with the signal.
- 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.
- Interleaved rounds
- Two builds run alternately on one machine, so load and temperature affect both alike.
- Tile-based GPU
- A GPU that shades the screen in small tiles held on chip, as Apple's do.