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    High Definition Render Pipeline Glossary

    General terms

    atmospheric scattering:

    Atmospheric scattering is the phenomena that occurs when particles suspended in the atmosphere diffuse (or scatter) a portion of the light, passing through them, in all directions.

    bokeh:

    The effect that occurs when a camera renders an out-of-focus point of light.

    channel packing:

    A channel-packed Texture is a Texture which has a separate grayscale image in each of its color channels.

    Exponential Variance Shadow Map:

    A type of shadow map that uses a statistical representation of the Scene's depth distribution and allows for the filtering of data stored in it.

    face:

    A face refers to one side of a piece of geometry. The front face is the side of the geometry with the normal.

    face culling:

    Face culling is an optimization that makes the renderer not draw faces of geometry that the camera can not see.

    f-number:

    The ratio of the focal length to the diameter of the camera lens. HDRP technically uses t-number, but since Cameras in Unity are optically perfect, f-number and t-number are identical.

    Nyquist rate:

    The minimum rate at which you can sample a real-world signal without introducing errors. This is equal to double the highest frequency of the real-world signal.

    physically-based rendering (PBR):

    PBR is an approach to rendering that emulates accurate lighting of real-world materials.

    ray marching:

    An iterative ray intersection test where your ray marches back and forth until it finds the intersection or, in a more general case, solves the problem you define for it.

    texture atlas:

    A texture atlas is a large texture containing several smaller textures packed together. HDRP uses texture atlases for shadow maps and decals.

    Normal mapping

    tangent space normal map:

    A type of normal map in the UV space of the GameObject. You can use it on any Mesh, including deforming characters.

    object space normal map:

    This contains the same details as the tangent space normal map, but also includes orientation data. You can only use this type of normal map on a static Mesh that does not deform. This normal map type is less resource-intensive to process, because Unity does not need to make any transform calculations.

    bent normal map:

    HDRP uses the bent normal to prevent light leaking through the surface of a Mesh. In HDRP, bent normal maps can be in tangent space or object space.

    Aliasing and anti-aliasing terms

    aliasing:

    Describes a distortion between a real-world signal and a digital reconstruction of a sample of a signal and the original signal itself.

    fast approximate anti-aliasing (FXAA):

    An anti-aliasing technique that smooths edges on a per-pixel level. It is not as resource intensive as other techniques.

    spatial aliasing:

    Refers to aliasing in digital samples of visual signals.

    temporal anti-aliasing (TAA):

    An anti-aliasing technique that uses frames from a history buffer to smooth edges more effectively than fast approximate anti-aliasing. It is substantially better at smoothing edges in motion but requires motion vectors to do so.

    Lighting terms

    illuminance:

    A measure of the amount of light (luminous flux) falling onto a given area. Differs from luminance because illuminance is a specific measurement of light whereas luminance describes visual perceptions of light.

    luminous flux:

    A measure of the total amount of visible light a light source emits.

    Luminous flux

    luminous intensity:

    A measure of visible light as perceived by human eyes. It describes the brightness of a beam of light in a specific direction. The human eye has different sensitivities to light of different wavelengths, so luminous intensity weights each different wavelength contribution by the standard luminosity function.

    Luminous intensity

    luminosity function:

    A function that describes a wave that represents the human eye’s relative sensitivity to light of different wavelengths. This wave corresponds weight values, between 0 and 1 on the vertical axis, to different wavelengths, on the horizontal axis. For example, the standard luminosity function peaks, with a weight of 1, at a wavelength of 555 nanometers and decreases symmetrically with distance from this value.

    punctual lights:

    A light is considered to be punctual if it emits light from a single point. HDRPs Spot and Point Lights are punctual.

    Rendering Artifacts

    disocclusion

    A rendering artifact that describes the situation where a GameObject that was previously occluded becomes visible.

    ghosting

    A rendering artifact that describes the situation where a moving GameObject leaves a trail of pixels behind it.

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    on 31 August 2021