30 terms

3D Animation Terms and Definitions All 1 - 30


Terms in this set (...)

Ambient Light
An artificial illumination level with no specific source, Representing infinite diffuse reflections from all surfaces within a 3D scene.
A medium that creates the illusion of movement through the projection of a series of still images or 'frames'.
A hypothetical linear path around which an object can be rotated, or across which it can be mirrored.
Background Plate
An image or series of images over which another image is to be composited.
An object created by combining two objects using mathematical operators.
A virtual viewpoint in 3D space that possesses both position and direction.
Camera Mapping
A technique by which geometry matching the size and perspective of objects shown within a still image is constructed, and the original image mapped back onto those objects.
For a two-dimensional image, is a sub-image composed only of the values for a single component of a given pixel.
Computer Graphics/Computer Generated Imagery. An image or images created or manipulated with the aid of a computer.
Control Vertex. A control point used to manipulate the shape of a NURBS curve.
A modeling technique in which a two-dimensional outline or profile is duplicated outwards along a linear path, and the set of duplicated profiles joined to create a continuous three-dimensional surface.
A modeling technique in which a two-dimensional profile is duplicated in rotation around a reference axis, and the duplicates joined up to create a continuous three-dimensional surface
Lighting and Camera techniques
3 point lighting for artistic effect: key, fill, rim
realistic lighting: indoor, outdoor, mood, artistic, etc.
3D specific lighting sources: Global/Image Based, Directional, Spot Lights, Shadows/Shading, and Point Light.
Group / Grouping
A set of sub-objects within a model or scene that move and behave as a single entity, yet can still be split apart
The relationship of the sub-objects within a model or a scene to one another. Sub-objects may exist as parents, children or independents.
Modeling (3D Modeling)
The process of forming a computer model of an object's shape.
A set of mathematical attributes that determine the ways in which the surface of a model to which they are applied reacts to light.
Computer graphics, organic-looking n-dimensional objects. The technique for rendering these was invented by Jim Blinn in the early 1980s.
Non-Uniform Rational B-Splines. Curves are two-dimensional curves, the shape of which is determined by a series of control points or CVs between which they
Normal Mapping
An alternative to bump mapping, which adds details to shading on an object's surface without increasing the number of polygons.
Primitives( In 3D modeling)
Building blocks for many other shapes and forms. Basic geometric shapes and forms, spheres, cubes or boxes, toroids, cylinders, and pyramids
Ray Tracing
A rendering technique, developed by Turner Whitted in 1979, it traces the path of every ray of light from its source until it either leaves the scene or becomes
too weak to have an effect.
The process of converting the 3D data stored in a scene into the two-dimensional image 'seen' by the virtual camera.
The number of pixels that make up any particular image, usually expressed as width and height.
Controls that aid in the manipulation of a digital character.
The process by which a person creates constraints and relationships between objects that will generate controls to aid in the manipulation of a digital character.
Skinning surface from Curves (lofting/skinning)
The process of binding the surface of a model to the underlying skeleton during character rigging.
Three D (3D Graphics)
Graphics that use a three-dimensional representation of geometric data. Such images may be stored for viewing later or displayed in real-time.
A one-dimensional point in coordinate space. Vertices can be linked up to form polygons, used as control vertices for NURBS curves, or employed as nulls to
control lights or cameras, amongst other functions.
The relationship of the sub-objects within a model or a scene to one another. Subobjects may exist as parents, children or independents. A parent object controls
the motion of all child objects linked to it, although the motion of a child object.
does not affect that of the parent.