Avant toute lecture de texte il faut comprendre les mots et les concepts utilisés.
Voici un lexique qui vous permettra de mieux comprendre ce que vous lisez :
– A*
– AABB
– PCI Express
– Alpha compositing
– Alpha splatting
– Anti-aliasing
– API
– ASM : Assembly language
– Billboard
– BSP
– Bump mapping
– Buffered Input
– Camera
– Clip space
– DirectX
– Direct3D
– Emissive light
– Object space
– FOV
– Fresnel
– Framework
– FPS
– Frustum
– Geometry Baking
– GPU
– GUI
– Height Map
– HUD
– Lens flare
– Include : fichier d’en-tête pour un ou plusieurs fichier
– Light
– LOD
– Lua
– Material
– Mesh : une série de triangles qui représente un modèle 3D
– Moteur 3D :
– Matrix
– Normal
– Normal mapping
– OpenGL
– Contribution culling
– Occlusion culling
– Parallax Mapping
– Particle
– Pixel
– Pixel Shader
– Polygon
– RTT
– Rasterization : « triangles defined by vertices are transformed into pixels »
– RBG
– Ray
– Raycasting
– SDK
– Shader
– SVN
– B-spline
– Shadow volume
– Shadow mapping
– Shared Geometry
– Skybox, Skydome, Skyplane
– Specular (light)
– Stencil Buffer
– Stencil shadows
– Skinning
– Terrain Splatting
– Tesselation : Tessellation shaders provide the functionality to progressively
refine the detail of a mesh at run-time
– Texel
– Shader varying input
– Vertex
– Vertex Shader
– View space
– Viewport
– Z-buffer
