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.
- 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.
- 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.
- Procedural Generation(procedurally, procedural)
- Creating content algorithmically rather than manually, often using mathematical functions like noise to generate terrain, textures, or other data.
- 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
Referenced in:Hello World
Referenced in:Hello World
Referenced in:Hello World