Render farmA render farm is a high-performance computer system, e.g. a computer cluster, built to render (CGI), typically for film and television visual effects. The term render farm was born during the production of the Autodesk 3D Studio animated short The Bored Room in July 1990 when, to meet an unrealistic deadline, a room filled with Compaq 386 computers was configured to do the rendering. At the time the system wasn't networked so each computer had to be set up by hand to render a specific animation sequence.
Differential geometryDifferential geometry is a mathematical discipline that studies the geometry of smooth shapes and smooth spaces, otherwise known as smooth manifolds. It uses the techniques of differential calculus, integral calculus, linear algebra and multilinear algebra. The field has its origins in the study of spherical geometry as far back as antiquity. It also relates to astronomy, the geodesy of the Earth, and later the study of hyperbolic geometry by Lobachevsky.
3D modelingIn 3D computer graphics, 3D modeling is the process of developing a mathematical coordinate-based representation of any surface of an object (inanimate or living) in three dimensions via specialized software by manipulating edges, vertices, and polygons in a simulated 3D space. Three-dimensional (3D) models represent a physical body using a collection of points in 3D space, connected by various geometric entities such as triangles, lines, curved surfaces, etc.
Caustic (optics)In optics, a caustic or caustic network is the envelope of light rays which have been reflected or refracted by a curved surface or object, or the projection of that envelope of rays on another surface. The caustic is a curve or surface to which each of the light rays is tangent, defining a boundary of an envelope of rays as a curve of concentrated light. Therefore, in the photo to the right, caustics can be seen as patches of light or their bright edges. These shapes often have cusp singularities.
Non-Euclidean geometryIn mathematics, non-Euclidean geometry consists of two geometries based on axioms closely related to those that specify Euclidean geometry. As Euclidean geometry lies at the intersection of metric geometry and affine geometry, non-Euclidean geometry arises by either replacing the parallel postulate with an alternative, or relaxing the metric requirement. In the former case, one obtains hyperbolic geometry and elliptic geometry, the traditional non-Euclidean geometries.
Differentiable curveDifferential geometry of curves is the branch of geometry that deals with smooth curves in the plane and the Euclidean space by methods of differential and integral calculus. Many specific curves have been thoroughly investigated using the synthetic approach. Differential geometry takes another path: curves are represented in a parametrized form, and their geometric properties and various quantities associated with them, such as the curvature and the arc length, are expressed via derivatives and integrals using vector calculus.
Face (geometry)In solid geometry, a face is a flat surface (a planar region) that forms part of the boundary of a solid object; a three-dimensional solid bounded exclusively by faces is a polyhedron. In more technical treatments of the geometry of polyhedra and higher-dimensional polytopes, the term is also used to mean an element of any dimension of a more general polytope (in any number of dimensions). In elementary geometry, a face is a polygon on the boundary of a polyhedron. Other names for a polygonal face include polyhedron side and Euclidean plane tile.
Spatial anti-aliasingIn digital signal processing, spatial anti-aliasing is a technique for minimizing the distortion artifacts (aliasing) when representing a high-resolution image at a lower resolution. Anti-aliasing is used in digital photography, computer graphics, digital audio, and many other applications. Anti-aliasing means removing signal components that have a higher frequency than is able to be properly resolved by the recording (or sampling) device. This removal is done before (re)sampling at a lower resolution.
Physically based renderingPhysically based rendering (PBR) is a computer graphics approach that seeks to render images in a way that models the lights and surfaces with optics in the real world. It is often referred to as "Physically Based Lighting" or "Physically Based Shading". Many PBR pipelines aim to achieve photorealism. Feasible and quick approximations of the bidirectional reflectance distribution function and rendering equation are of mathematical importance in this field. Photogrammetry may be used to help discover and encode accurate optical properties of materials.
VarianceIn probability theory and statistics, variance is the squared deviation from the mean of a random variable. The variance is also often defined as the square of the standard deviation. Variance is a measure of dispersion, meaning it is a measure of how far a set of numbers is spread out from their average value. It is the second central moment of a distribution, and the covariance of the random variable with itself, and it is often represented by , , , , or .