Glossary

Definitions of terminology used throughout the documentation

A reference guide for terrain rendering and graphics programming terminology used in the Hello Terrain documentation.

Clipmap(clipmaps, geometry clipmap)
A terrain rendering technique using nested, camera-centered grids at different resolutions for efficient large-scale terrain display.
Frustum Culling(frustum culling, FC)
An optimization technique that excludes objects outside the camera's view frustum from rendering.
Referenced in:Quadtree,Hello World
GPU
Graphics Processing Unit - specialized hardware designed for parallel processing of graphics and compute workloads.
Heightmap(height map, heightmaps)
A grayscale image where pixel brightness represents elevation data, used to generate terrain geometry.
Referenced in:Hello World
LOD(Level of Detail)
Level of Detail - A technique that reduces the complexity of 3D models as they move away from the viewer, improving rendering performance.
Mesh(meshes)
A collection of vertices, edges, and faces that define the shape of a 3D object.
Normal Map(normal maps, normal mapping)
A texture that stores surface direction information per-pixel, enabling detailed lighting without additional geometry.
Occlusion Culling(occlusion culling, OC)
A rendering optimization that skips drawing objects hidden behind other geometry.
Referenced in:Hello World
Procedural Generation(procedurally, procedural)
Creating content algorithmically rather than manually, often using mathematical functions like noise to generate terrain, textures, or other data.
Referenced in:Hello World
Quadtree
A tree data structure where each node has exactly four children, used to efficiently partition 2D space for terrain LOD management.
Shader(shaders)
A program that runs on the GPU to control how vertices are transformed and pixels are colored.
Terrain Skirt(skirt, skirts)
Vertical geometry added to terrain tile edges to hide gaps between tiles at different LOD levels.
Tile(tiles, terrain tile, terrain tiles)
A discrete section of terrain geometry, typically square, that can be loaded, rendered, and managed independently.
Vertex(vertices)
A point in 3D space that defines the corners of polygons in a mesh.
WebGPU(webgpu)
A modern web graphics API that provides low-level access to GPU capabilities for high-performance rendering and compute.
Referenced in:Hello World