PANACHES Knowledge

Digital Art Glossary

This glossary explores the essential concepts of digital art, from 2D drawing and digital painting to 3D modeling, including textures, materials, lighting, animation, visual effects, and rendering. It also covers the techniques, tools, and production stages involved in creating digital artwork. It is intended for artists, illustrators, animators, 3D creators, students, and enthusiasts seeking to understand the terminology and practices of digital visual creation.

623 terms to explore

Loading the graph…

View the list ({count})

    623 terms

    Digital Art and Image Fundamentals

    35 terms

    Graphic designer (digital)

    Professional who designs and produces digital visuals, with possible specialities in 2D, 3D, layout or animation.

    #

    Voxel

    Element of a three-dimensional volumetric grid; the spatial equivalent of a pixel for certain representations and 3D sculptures.

    #

    Image definition

    Number of pixels in an image, usually expressed as width multiplied by height; to be distinguished from print resolution.

    #

    Aspect ratio

    Ratio between the width and height of the frame, e.g. 16:9; it does not by itself fix the pixel definition.

    #

    Canvas

    Working area representing the surface on which graphic elements are created and composed.

    #

    Layer group

    Hierarchical container used to organise multiple layers and, depending on the software, to apply common masks or effects.

    #

    Alpha channel

    Information associated with pixels that represents their transparency or coverage, independently of the colour channels.

    #

    Premultiplied alpha

    Storage of colours already multiplied by their alpha; a misinterpretation can produce fringes during compositing.

    #

    Layer mask

    Non-destructive control defining the visible areas of a layer; the convention of white visible / black hidden is common but software-dependent.

    #

    Merge layers

    Combining several layers into one, often at the cost of part of their editing independence.

    #

    Flatten (image)

    Consolidating all visible elements into a final image, usually by discarding the layer structure.

    #

    Non-destructive editing

    Method that preserves the source data through layers, masks, adjustments or editable objects.

    #

    Undo history

    Sequence of recorded operations allowing changes to be reverted; it does not replace saved versions.

    #

    Feather

    Softening of the transition at the edge of a selection or mask to avoid an overly sharp cut.

    #

    Anti-aliasing

    Technique that softens visible stair-stepping on edges by computing transitional values between pixels.

    #

    Aliasing

    Appearance of stair steps, parasitic patterns or flickering when a visual signal is insufficiently sampled.

    #

    Resampling

    Computation of new pixel values when changing an image's definition or transforming it; quality depends on the method used.

    #

    Dithering

    Distribution of small colour or brightness variations to simulate shades unavailable in a limited palette.

    #

    Lossy compression

    Size reduction that discards information considered less important; artefacts may appear after repeated compression.

    #

    Visual artefact

    Parasitic defect caused by capture, compression, computation or processing, and not by artistic intent.

    #

    Digital Drawing, Painting and Retouching

    40 terms

    Pressure sensitivity

    Ability of the stylus to transmit an intensity used to modify size, opacity or other brush parameters.

    #

    Stylus tilt

    Measurement of the stylus angle that can orient or modify the shape and behaviour of a digital brush.

    #

    Brush preset

    Saved configuration grouping the stamp, texture and parameters of a brush.

    #

    Brush tip

    Elementary stamp repeated or moved by the brush engine to form a stroke.

    #

    Brush spacing

    Distance between two successive brush stamps; a high spacing can make the stroke discontinuous.

    #

    Scatter (brush)

    Variation of the position of stamps around the stroke path to produce an irregular or textured rendering.

    #

    Rough

    Deliberately sketchy draft used to explore a composition, illustration or sequence.

    #

    Greyscale painting

    Step that builds luminance values first before introducing or adjusting colour.

    #

    Colour picking

    Selection of a colour in a palette or by sampling from an image.

    #

    Eyedropper

    Tool that samples the value of a colour from a given location.

    #

    Eraser

    Function that removes pixels or lowers their alpha, depending on the software and layer settings.

    #

    Fill (paint)

    Tool that fills an area defined by contiguity, a selection or a contour.

    #

    Lasso

    Selection tool that lets you freely trace a contour around an area.

    #

    Clone stamp

    Tool that copies pixels from a source area to another to correct or repeat details.

    #

    Healing brush

    Retouching tool that blends the texture or details of a source into the surrounding lighting and colours.

    #

    Frequency separation

    Retouching method that distributes fine detail and colour variations on separate layers; it requires restraint to avoid an artificial look.

    #

    Dodge and burn

    Targeted lightening and darkening of areas to model volume, correct light or guide the eye.

    #

    Brush texture

    Pattern applied to the stroke to imitate a surface, pigment or graphic irregularity.

    #

    Halftone

    Simulation of tonal values using dots or patterns of varying size and density.

    #

    Sprite

    2D image representing an animated character or object, particularly in games and interfaces.

    #

    Tileset

    Collection of small modular images assembled to build a 2D environment or map.

    #

    Painted panorama

    Wide image designed to constitute a background or environment that a virtual camera can traverse.

    #

    Visual Language, Design and Concept Art

    30 terms

    Creative brief

    Document setting out intent, audience, references, constraints, deliverables and objectives of a visual commission.

    #

    Reference sheet

    Set of views, details or photographs used to draw or model a subject faithfully.

    #

    Creature design

    Research on shapes, anatomies and visual behaviours for real, imagined or hybrid creatures.

    #

    Thumbnail

    Quick miniature used to compare several framings, masses and ideas without detailing the image.

    #

    Line of action

    Guiding curve that sums up the energy and orientation of a pose or movement.

    #

    Rule of thirds

    Compositional guide that divides the frame into nine zones; a practical tool, not an aesthetic obligation.

    #

    Negative space

    Area left relatively empty around or between subjects, contributing to an image's legibility and balance.

    #

    Tonal value

    Degree of lightness or darkness of a colour, independent of its hue.

    #

    Linear perspective

    Representation of depth through lines converging towards one or several vanishing points.

    #

    Atmospheric perspective

    Impression of depth produced by the attenuation of contrast and the shift of colours with distance.

    #

    Visual blocking

    Placement of simple volumes and masses to verify composition, proportions and legibility before detail.

    #

    Style guide

    Document gathering the visual rules of a universe: palettes, shapes, proportions, materials and examples.

    #

    Key art

    Major illustration designed to represent and promote the visual identity of a work or product.

    #

    Color, Light and Color Management

    31 terms

    RGB

    Additive model representing a colour by red, green and blue components, common on displays.

    #

    Luminance

    Photometric measure weighting light according to human visual sensitivity; not to be confused with a simple average of RGB channels.

    #

    Colour palette

    Coherent set of colours selected for a creation or graphic universe.

    #

    Complementary colours

    Pairs of opposite hues on a given colour wheel; their identification depends on the chosen colour model.

    #

    Analogous harmony

    Association of neighbouring hues on the colour wheel to obtain generally smooth transitions.

    #

    ICC profile

    Set of data describing the colour response of a device or space, facilitating controlled conversions.

    #

    sRGB

    Standard colour space widely used on the Web; an sRGB image does not represent all visible colours.

    #

    Display P3

    Wider-gamut colour space than sRGB on certain hues, used by many compatible displays.

    #

    Bit depth

    Amount of data assigned to each channel or pixel, determining the fineness of recordable values; specify the unit to avoid ambiguity.

    #

    Clipping (values)

    Loss of information when values exceed the admissible range and are clamped to a maximum or minimum.

    #

    Banding (posterisation)

    Appearance of visible bands in a gradient caused by insufficient tonal steps or excessive processing.

    #

    Histogram

    Graph of the distribution of values in an image, useful for examining shadows, midtones and highlights.

    #

    LUT (Look-Up Table)

    Correspondence table transforming colour values; it can serve a technical conversion or an artistic look.

    #

    Scene-linear light

    Representation in which values are proportional to scene light intensity, useful for certain rendering and compositing calculations.

    #

    Gamma

    Non-linear relation between encoded values and brightness; the term is often used generically for various transfer curves.

    #

    Tone mapping

    Transformation of a source luminance range to a more limited output range while preserving a usable appearance.

    #

    ACES

    Set of colour management and exchange specifications intended to harmonise visual productions across devices and software.

    #

    ACEScg

    Linear RGB working space associated with ACES, used notably for synthesis and compositing calculations.

    #

    OpenColorIO (OCIO)

    Colour management system based on configurations that describe spaces, conversions and views across multiple applications.

    #

    Display calibration

    Measured adjustment of a monitor to bring its display closer to a known target; to be distinguished from characterisation by profile.

    #

    Vector Graphics, Illustration and Typography

    18 terms

    Direction handle

    Control associated with a Bézier point to adjust tangent and curvature.

    #

    Fill and stroke

    Two components of a vector shape: its coloured interior and its outline.

    #

    Isometric illustration

    Representation in axonometric projection with three equally inclined axes, often used for modular worlds.

    #

    Layout grid

    Alignment and proportion structure that helps organise text and visuals.

    #

    Font

    File or set of glyphs and metrics implementing a typographic family or style.

    #

    Glyph

    Graphic shape representing a character or combination of characters in a font.

    #

    Kerning

    Adjustment of the spacing of a particular pair of characters to improve its optical balance.

    #

    Leading

    Distance between successive baseline rows in a block of text.

    #

    Lettering

    Drawing of letters specific to a composition, to be distinguished from the simple use of a font.

    #

    Space, Geometry and 3D Scenes

    31 terms

    World space

    Common coordinate system used to locate all elements of a scene.

    #

    Local space

    Coordinates defined relative to an object or parent's origin and orientation.

    #

    X, Y, Z axes

    Three reference directions used to describe positions and transformations in three-dimensional space.

    #

    Translation

    Displacement of an element in space without itself modifying its size or orientation.

    #

    Object origin

    Reference point used notably to position an object and to define its rotation or scale.

    #

    Pivot

    Centre chosen for a transformation; it may differ from the object's own origin.

    #

    3D cursor

    Movable working marker, used notably in Blender to position objects and choose an operation centre.

    #

    Bounding box

    Simple volume delimiting the spatial extent of an object; it eases selection, visibility or approximate collisions.

    #

    Parenting

    Relation in which a parent's transformations propagate to its descendants according to the scene's rules.

    #

    Instance

    Linked reuse of source data or an object, allowing elements to be multiplied without systematically duplicating their entire geometry.

    #

    3D primitive

    Automatically generated basic shape, such as cube, sphere, cylinder or plane, used as a starting point.

    #

    Edge

    Segment connecting two vertices of a mesh.

    #

    Quad

    Four-vertex face, convenient for organising regular topology and certain deformations.

    #

    Triangle (tri)

    Three-vertex face; polygon meshes are usually triangulated for many rendering operations.

    #

    N-gon

    Face with more than four sides, potentially useful for modelling but worth watching during deformation.

    #

    Smooth shading

    Interpolation of normals giving a visually smooth appearance without necessarily adding polygons.

    #

    Non-manifold mesh

    Geometry with connections incompatible with a regular closed surface, e.g. some edges shared by more than two faces.

    #

    Watertight mesh

    Closed surface with no open boundary; important quality for volumetric operations and 3D printing.

    #

    3D Modeling Techniques

    35 terms

    Organic modelling

    Creation of soft or natural shapes, such as characters, vegetation and anatomies.

    #

    Hard surface modelling

    Construction of objects with hard surfaces and mechanical volumes, such as vehicles, machines and accessories.

    #

    Box modelling

    Method that deforms and subdivides a simple primitive to obtain a complex model.

    #

    Edge modelling

    Method that progressively builds contours and surfaces from strategically placed edges.

    #

    Inset

    Creation of an inner outline on a face by adding a geometric border to it.

    #

    Bevel

    Softening or chamfering of edges and vertices by creating new surfaces.

    #

    Loop cut

    Cut running across a loop of faces to add a row of edges and control the shape.

    #

    Edge loop

    Chain of connected edges running regularly across a mesh; it eases selection and deformation.

    #

    Edge ring

    Set of successive edges separated by faces, often transversal to an edge loop.

    #

    Merge vertices

    Combining several vertices into one point or according to a proximity rule.

    #

    Weld

    Joining of geometric points that are close or overlapping to remove unnecessary discontinuities.

    #

    Dissolve

    Removal of geometric elements while preserving as much as possible the surrounding surface.

    #

    Decimation

    Automatic reduction of the face count according to a tolerance or a simplification target.

    #

    Subdivision cage

    Base mesh that drives the smoothed surface, edited to control silhouette and detail.

    #

    Support loop

    Edge loop added near a boundary to preserve its sharpness under subdivision.

    #

    Crease

    Weight applied to an edge or vertex to retain more sharpness during compatible subdivision.

    #

    Modifier

    Parametric operation applied to an object, often reversible as long as it is not applied to the geometry.

    #

    Mirror

    Symmetric reproduction of geometry around an axis or plane.

    #

    Array

    Parametric repetition of geometry following a linear, circular or curve-driven pattern.

    #

    3D Boolean

    Construction by union, difference or intersection of volumes or surfaces according to a geometric operation.

    #

    Lattice

    Control cage used to progressively deform a shape without editing each vertex individually.

    #

    NURBS surface

    Surface described by rational functions and control points, useful for certain precise curved modellings.

    #

    Spline

    Curve defined by control points and an interpolation, used for paths, deformations and motions.

    #

    CAD modelling

    Computer-aided geometric design favouring dimensions, constraints and technical precision.

    #

    Blockout (whiteboxing)

    Initial construction in basic volumes to test proportion, framing and layout before adding detail.

    #

    High poly

    Geometry-rich model, often intended for sculpting, detail work or texture baking.

    #

    Low poly

    Model with relatively limited geometry; the term can denote an optimisation or an assumed visual style.

    #

    Polycount budget

    Target face or triangle count for an asset; the limits depend on platform, render and the whole scene.

    #

    Face winding

    Order of the vertices defining the direction of a face, which can influence normals and backface culling.

    #

    Backface culling

    Skipping the display of faces oriented away from the camera according to the render engine's conventions.

    #

    Digital Sculpting, Anatomy and Retopology

    18 terms

    Digital sculpting

    Modelling of a shape by deformation of a virtual volume using brushes.

    #

    Sculpting brush

    Tool that deforms a mesh or volume surface according to a stamp, intensity and falloff radius.

    #

    Voxel remesh

    Reconstruction of a surface from a discrete volumetric representation, useful for merging shapes but may lose initial topology.

    #

    Multiresolution

    Organisation of a model into several subdivision levels allowing both overall shapes and fine details to be worked on.

    #

    Alpha sculpting

    Use of a greyscale stamp to imprint details such as pores, patterns and reliefs.

    #

    Sculpting mask

    Protection of part of a surface against modelling operations.

    #

    Sculpt symmetry

    Mirror application of brush strokes to quickly build a balanced volume.

    #

    Quadrangulation

    Reorganisation of a mesh to favour four-sided faces; it can be manual or automatic.

    #

    Shrinkwrap

    Deformation of a mesh to fit the surface of a reference model.

    #

    Detail transfer

    Reporting of geometric details from one surface to another through projection, texture or displacement.

    #

    High-to-low baking

    Computation of details from a dense model then recording them into textures usable on a lighter model.

    #

    Artistic anatomy

    Study of bones, muscles, proportions and joints in service of believable shapes and poses.

    #

    Primary volumes

    Large masses of a sculpture fixing silhouette, weight and proportions before secondary detail is added.

    #

    Secondary volumes

    Intermediate forms that clarify anatomy and structure without going down to surface detail.

    #

    Tertiary details

    Fine irregularities such as pores, light creases and micro-reliefs, added after the main volumes.

    #

    Digital maquette

    Preparatory sculpture or model used to quickly explore a shape before the final version.

    #

    UV Coordinates, Textures and Baking

    38 terms

    UV coordinates

    Two-dimensional coordinate pair that maps a point on a surface to a location within a texture.

    #

    UV island

    Continuous region of an unwrap corresponding to a portion of the 3D surface.

    #

    UV seam

    Edge chosen as a virtual cut during the unwrapping of a surface.

    #

    UV packing

    Distribution of islands inside a texture space to optimise size, margins and occupancy.

    #

    UV distortion

    Relative deformation of a texture caused by poor correspondence between the 3D surface and the 2D unwrap.

    #

    Texel density

    Number of texels assigned to a unit of 3D surface, determining the consistency of detail across objects.

    #

    Texel

    Elementary element of a texture, analogous to a pixel of an image but used in textured sampling.

    #

    Texture atlas

    Image packing the textures of several objects or surfaces to share resources.

    #

    Tileable texture

    Texture designed to repeat over a surface without a visually perceptible seam.

    #

    Procedural texture

    Texture generated by computation, parameters and noises rather than by a static image.

    #

    Triplanar mapping

    Projection of a texture from several axes and blending the results to limit the need for explicit UV coordinates.

    #

    Texture painting

    Direct painting on the model or its UV maps to create localised surface details.

    #

    Projection painting

    Application of an image or brush stroke from a view or camera onto the surface of a model.

    #

    Albedo map (base colour)

    Texture describing the base colour of a material, without painted lighting such as shadows or highlights, for a standard PBR workflow.

    #

    Normal map

    Map encoding normal perturbations to simulate fine relief without increasing base geometry.

    #

    Object-space normal map

    Normal map expressed in the object's frame; useful in some cases but generally less suited to arbitrary deformations.

    #

    Bump map

    Height map that perturbs the apparent normals at render time; it usually does not displace the actual silhouette.

    #

    Height map

    Map of values representing heights, which can feed bump, displacement or terrain generation.

    #

    Displacement map

    Map controlling the actual or simulated displacement of a surface depending on the engine and available subdivision level.

    #

    Roughness map

    Texture modulating the spread of highlights; higher values typically produce broader, less sharp reflections.

    #

    Metallic map

    Texture indicating the areas treated as metallic conductors in a metal-roughness PBR workflow.

    #

    Ambient occlusion map (AO map)

    Map estimating the local occlusion of ambient light, often in crevices, without replacing a true full lighting solution.

    #

    Curvature map

    Data distinguishing convex and concave areas, useful for generating wear, dirt or masks.

    #

    Thickness map

    Local estimate of a model's thickness, sometimes used for light transmission or masks.

    #

    Emissive map

    Texture controlling the parts of a material that emit visible light.

    #

    Opacity map

    Texture used to define the visibility of a surface, ranging from progressive transparency to binary cutout depending on the material.

    #

    Channel packing

    Storage of several greyscale maps inside the channels of a single image to reduce the number of files or reads.

    #

    Mipmaps

    Pre-filtered versions of a texture at decreasing resolutions used according to the projected size on screen.

    #

    Virtual texturing

    Management of large textures by loading and processing only the regions needed rather than the whole permanently.

    #

    Seam bleeding

    Appearance of colours from a neighbouring UV island or from an insufficiently extended background.

    #

    Materials, Shaders and Physically Based Rendering

    30 terms

    Material

    Set of properties and graphs defining the appearance of a surface and its interactions with lighting.

    #

    Node graph

    Visual network connecting operations and parameters to build a material, geometry or effect.

    #

    Specular-glossiness workflow

    Parameterisation variant explicitly describing specular and glossiness properties; its maps do not directly exchange with those of the metallic-roughness flow.

    #

    BSDF

    Function describing the distribution of light reflected and transmitted by a surface according to incoming and outgoing directions.

    #

    BRDF

    Part of a reflection model describing the light returned by a surface; it does not by itself describe transmission.

    #

    Specular

    Reflection component forming the highlights of a source or environment on a surface.

    #

    Metallic

    Parameter determining whether a surface is treated as metal in compatible PBR models.

    #

    IOR (index of refraction)

    Optical ratio governing the deviation of light between media, as well as certain reflective behaviours.

    #

    Fresnel

    Variation of reflection and transmission with viewing angle, particularly visible at grazing angles.

    #

    Refraction

    Change in the direction of light when it crosses the interface between two media of different indices.

    #

    Translucency

    Ability of a material to let light through while diffusing it, without necessarily transmitting a clear image.

    #

    Clearcoat

    Additional reflective layer simulating a varnish over a painted or treated surface.

    #

    Sheen

    Soft reflection component often used to represent certain fabrics and fibres.

    #

    Volume shader

    Description of the absorption, emission or scattering of light in a medium such as fog, smoke or liquid.

    #

    Microfacet model

    Model approximating a rough surface as a set of small reflective orientations.

    #

    Two-sided material

    Setting that allows both orientations of a surface to be processed or shown depending on the engine's capabilities.

    #

    Parallax mapping

    Apparent offset of texture coordinates based on view direction and a height map to reinforce the illusion of relief.

    #

    Hair shader

    Light response model suited to hair fibres and their directional reflections.

    #

    Procedural material

    Appearance obtained through a network of computations, textures and masks driven by parameters.

    #

    Virtual Cameras and Lighting

    29 terms

    Perspective projection

    Projection in which the apparent size of objects decreases with distance from the camera.

    #

    Orthographic projection

    Parallel projection preserving apparent scale independently of depth, useful for technical views and particular styles.

    #

    Focal plane

    Plane placed at the focus distance chosen by the camera; other planes may become more blurred.

    #

    Bokeh

    Aesthetic appearance of out-of-focus areas and blurred luminous discs.

    #

    Camera clipping

    Exclusion of objects located in front of the near plane or beyond the far plane defined for the camera.

    #

    Key light

    Dominant source largely defining volumes and shadow direction.

    #

    Fill light

    Secondary source used to control the contrast in less-lit areas.

    #

    Point light

    Idealised source that emits in many directions from a single point.

    #

    Area light

    Extended source that can produce softer shadows according to its apparent size.

    #

    Environment HDRI

    High-dynamic-range image used to light a scene and provide environment reflections.

    #

    Gobo

    Pattern placed in front of a light to project a shape or texture of light and shadow.

    #

    Illuminance

    Quantity of light received per unit area, usually expressed in lux in the photometric system.

    #

    Cast shadow

    Area deprived of some light by the interposition of an object between source and receiving surface.

    #

    Penumbra

    Transition region between shadow and light, particularly when a light source has extent.

    #

    Caustics

    Structured concentrations of light created after reflection or refraction by certain surfaces, such as the bottom of a swimming pool.

    #

    Light linking

    Selective association between lights and objects to control which sources influence which elements, depending on the engine.

    #

    Rendering, Engines and Graphics Performance

    36 terms

    Offline rendering

    Computation of images without an immediate interactivity requirement, often allowing more costly methods.

    #

    Rasterisation

    Conversion of projected geometric primitives into fragments or pixels, central to interactive rendering.

    #

    Direct lighting

    Light contribution reaching a surface directly from a source, without an intermediate bounce.

    #

    Indirect lighting

    Light that has interacted with one or more surfaces or media before reaching the point evaluated.

    #

    Render noise

    Grainy fluctuation caused by insufficient convergence of an estimate, particularly in stochastic methods.

    #

    Denoising

    Processing aimed at reducing render noise using the image and sometimes auxiliary passes.

    #

    Sample count

    Number of evaluations used to estimate a pixel; increasing it often improves the result at the cost of time.

    #

    Render pass

    Separate image containing a component of the computation, such as reflections, depth or shadows.

    #

    Z-depth pass

    Image whose values represent the depth of surfaces seen from the camera.

    #

    Normals pass

    Image encoding surface orientations, useful for certain processing and effects in post-production.

    #

    Cryptomatte

    Technique producing per-object or per-material masks from render IDs for fine selections during compositing.

    #

    Motion vectors

    Data describing the projected displacement of pixels or surfaces between frames, used notably for motion blur.

    #

    Temporal accumulation

    Combination of information from several successive frames to improve visual estimation.

    #

    LOD (Level of Detail)

    Variants of a model chosen according to distance or importance on screen to reduce rendering cost.

    #

    Culling

    Anticipated elimination of objects or surfaces unnecessary to the image, for instance because they are out of frame or occluded.

    #

    Draw call

    Command sent to the graphics API to draw a batch of primitives; their count can weigh on the CPU.

    #

    Render time

    Duration needed to compute an image or batch, varying by scene, hardware, engine and settings.

    #

    Adaptive resolution

    Dynamic or local adjustment of the computed definition in order to meet a performance budget.

    #

    Rigging, Deformations and Characters

    24 terms

    Bone

    Rig element representing a segment and carrying hierarchical relations or controls.

    #

    Kinematic chain

    Series of articulated joints whose transformations influence elements further down the hierarchy.

    #

    Rig controller

    Object or property that an animator can manipulate to drive several transformations or deformations.

    #

    Skin weights

    Coefficients determining each bone's contribution to the deformation of a vertex.

    #

    Weight painting

    Painting of influence weights directly onto a mesh, often via a colour code.

    #

    Linear blend skinning

    Method that combines the transformations of bones according to vertex weights, which may produce some joint collapse.

    #

    Dual quaternion skinning

    Alternative method for combining transformations that better preserves volumes in certain rotations.

    #

    Corrective shape

    Additional deformation activated in certain poses to correct volume loss or unwanted creases.

    #

    Deform rig

    Part of an animation system directly responsible for modifying the visible geometry.

    #

    Pole target

    Target used by certain IK systems to define the orientation of a limb's bend plane.

    #

    Stretchy IK

    Function allowing an inverse chain to extend beyond its initial length, often for stylised needs.

    #

    Space switching

    Ability of a controller to change frame of reference, for example to follow the world, the pelvis or an accessory.

    #

    Grooming

    Shaping and organisation of virtual hair, fur, feathers or fibres through guides and parameters.

    #

    Hair guide

    Driving curve that influences the shape and motion of a generated fibre set.

    #

    Hair simulation

    Computation of the motion of hair or fur subject to forces, constraints and collisions.

    #

    2D and 3D Animation: Principles and Tools

    42 terms

    Tweening

    Calculation of intermediate states between values or poses defined by the artist.

    #

    Key pose

    Structuring posture expressing a major step of the action or a dramatic intention.

    #

    Breakdown

    Intermediate pose built to clarify the trajectory and nature of motion between two key poses.

    #

    Timing

    Time distribution of poses and events, determining duration, rhythm and perception of the action.

    #

    Spacing

    Spatial gap between successive positions, indicating acceleration and slowdown of motion.

    #

    Bézier interpolation

    Variation controlled by curve handles enabling progressive acceleration or deceleration.

    #

    Ease in / ease out

    Slowing on approach to a pose and accelerating at the start according to the reading direction of the motion; the exact name may vary by software.

    #

    Anticipation

    Visible preparation of a major action that helps convey its direction and force.

    #

    Squash and stretch

    Deformation accentuating elasticity and impact while generally preserving the impression of volume.

    #

    Follow-through

    Continuation of the movement of certain parts after the body has stopped or changed trajectory.

    #

    Overlapping action

    Time offset between different parts of a subject to avoid an entirely synchronous movement.

    #

    Slow in / slow out

    Non-uniform distribution of positions to create a gradual entry or exit of movement.

    #

    Appeal

    Quality of design and presentation that makes a character or action visually engaging, without enforcing a single style.

    #

    Straight ahead animation

    Method that builds frames successively, from start to finish, to favour the spontaneity of movement.

    #

    Secondary action

    Complementary movement that enriches the main action without blurring its meaning.

    #

    Animation loop

    Sequence designed to repeat, such as a walk, breathing cycle or mechanical rotation.

    #

    Walk cycle

    Set of recurring poses describing the steps of a walk.

    #

    Contact pose

    Pose in a locomotion cycle where a foot establishes or releases a meaningful contact with the ground.

    #

    Passing pose

    Pose in a cycle where one leg passes in front of the other during weight transfer.

    #

    Root motion

    Global displacement of a character carried by the animation data of its root controller.

    #

    Animation clip

    Autonomous time segment of motion that can be reused, moved or blended.

    #

    Additive animation

    Animation storing offsets from a reference pose to enrich a base movement.

    #

    Viseme

    Visible shape of the mouth associated with one or more speech sounds.

    #

    Animation on twos

    Practice where one drawing is held for two display frames, i.e. twelve distinct drawings per second at 24 fps.

    #

    Simulation, Particles and Procedural Generation

    26 terms

    Physics simulation

    Numerical computation of physical behaviours such as gravity, collisions, fluids or rigid bodies.

    #

    Rigid body

    Object simulated as non-deformable during motion and collisions.

    #

    Soft body

    Object allowed to deform under the effect of forces, constraints and contacts.

    #

    Cloth simulation

    Computation of the behaviour of a soft surface taking gravity, tension, folding and collisions into account.

    #

    Smoke simulation

    Computation of the advection and dissipation of a gaseous volume, often coupled to temperature or buoyancy.

    #

    Fire simulation

    Generation of a visual combustion phenomenon, usually from temperature and density fields.

    #

    Particle emitter

    Object or region from which particles spawn according to rate, velocity and lifetime parameters.

    #

    Force field

    Computed influence on simulated elements, such as wind, turbulence, attraction or vortex.

    #

    Simulation cache

    Pre-computed results saved to replay complex motion without fully simulating it each time.

    #

    Simulation baking

    Computation then freezing of a simulation's state over a time range to obtain reproducible playback.

    #

    Substeps

    Computation sub-steps inserted between frames to stabilise fast motion and reduce numerical errors.

    #

    VDB (OpenVDB)

    Common structure and format for efficiently storing sparse volumes such as smoke, fog or density fields.

    #

    Procedural modelling

    Creation of geometry through rules and parameters rather than manual editing of each element.

    #

    Geometric attribute

    Data attached to points, edges, faces or instances and used to drive a process.

    #

    Perlin noise

    Coherent noise function producing continuous spatial variations, useful for textures and natural shapes.

    #

    Fractal noise (fBM)

    Combination of several scales of noise to obtain detail at different frequencies.

    #

    Random seed

    Value that initialises a pseudo-random generator to reproduce or vary a procedural result.

    #

    Instance scatter

    Automated distribution of objects over a surface or within a volume, for example for vegetation and debris.

    #

    Vegetation system

    Set of tools generating and distributing plants, trees or grasses with shape and density variations.

    #

    Crowd simulation

    Coordinated animation of many agents following trajectories, behaviours and avoidance rules.

    #

    Compositing, VFX and Sequence Retouching

    34 terms

    Practical effects (SFX)

    Effects created physically on set, such as makeup, miniatures or pyrotechnics, distinct from digital VFX.

    #

    Chroma key

    Keying based on the selection of a colour, frequently green or blue.

    #

    Luma key

    Keying using the luminance of an image to generate transparency.

    #

    Spill

    Contamination of the contours or surfaces of a subject by the colour of the keying background.

    #

    Despilling

    Correction intended to remove the chromatic cast of the background from the contaminated areas of the subject.

    #

    Roto brush

    Assisted segmentation tool that tracks and isolates a subject in a sequence depending on the software.

    #

    Matte

    Image or channel defining visibility, opacity or selection areas for a compositing operation.

    #

    Garbage matte

    Rough mask excluding unnecessary parts of a shot to simplify keying or roto.

    #

    2D tracking

    Tracking of the displacement of points, shapes or areas in the image over a sequence.

    #

    Camera solve

    Computation that estimates focal length, position and orientation of the camera from observed visual correspondences.

    #

    Planar tracking

    Tracking of the motion of an assumed planar surface to apply a coherent image or correction to it.

    #

    Object removal

    Visual suppression of an unwanted element through masks, fills or background reconstruction.

    #

    Clean plate

    Reference image of the scene without the element to be removed or inserted, used in a composition.

    #

    Match colour

    Colour and contrast adjustment intended to harmonise several visual sources.

    #

    Grain matching

    Harmonisation of noise or grain texture between live-action plates and digital elements.

    #

    Relighting

    Modification of a subject's apparent lighting from passes, normals, depths or light estimates.

    #

    Lens distortion

    Curvature or displacement of the image caused by optics and reproduced or corrected when integrating VFX.

    #

    Lens flare

    Optical artefact caused by internal reflections or scattering of an optic under strong light, often simulated in compositing.

    #

    Film grain

    Random structure characteristic of photographic film media, sometimes added digitally to harmonise a shot.

    #

    Depth compositing

    Use of depth data to order, mask or process elements within a composition.

    #

    Deep compositing

    Composition exploiting several depth and colour samples per pixel to handle complex occlusions.

    #

    Paint fix

    Local retouching of a sequence intended to remove defects, marks or small distracting elements.

    #

    Final shot

    Composited, validated sequence that meets the production's technical and artistic requirements.

    #

    Motion Design, Animated Illustration and Interactive Creation

    20 terms

    Microinteraction

    Short animation or response signalling an action, a state transition or a system feedback.

    #

    Logo animation

    Setting a graphic identity in motion while respecting its shape, rhythm and legibility rules.

    #

    Kinetic typography

    Animation of texts playing with position, scale, appearance and rhythm to convey a message.

    #

    Shape layer

    Layer of vector shapes whose outlines, dimensions and animations remain parameterised in compatible software.

    #

    Trim paths

    Animation that progressively reveals or hides a segment along a vector path.

    #

    Morphing

    Progressive transformation of one shape, image or silhouette into another.

    #

    2.5D parallax

    Depth simulation by differential displacement of several flat layers within a composition space.

    #

    Camera mapping

    Projection of an image from a camera onto a simple geometry to create limited viewpoint shifts.

    #

    Animation expressions

    Code or formula that automatically drives a property based on other properties, time or variables.

    #

    Shader art

    Artistic creation relying primarily on shader programs to produce patterns, images or animations.

    #

    Real-time interactive

    Creation whose images react directly to actions or input with latency compatible with interaction.

    #

    Immersive installation

    Artistic device that envelops the audience in a visual, sonic or interactive environment.

    #

    Photogrammetry, Capture and AI-Assisted Creation

    24 terms

    LiDAR

    Distance measurement by emitting and receiving light pulses, used to produce spatial surveys.

    #

    Point cloud

    Set of 3D positions from measurements or processing, optionally accompanied by colours or normals.

    #

    Texture photogrammetry

    Extraction and projection of colours from photographs onto a reconstructed or existing geometry.

    #

    Volumetric capture

    Recording of a subject in three dimensions over time, often from multiple cameras or sensors.

    #

    NeRF (Neural Radiance Field)

    Neural representation that learns the appearance of a scene from several views in order to synthesise new viewpoints.

    #

    3D Gaussian splatting

    Technique for representing and rendering a scene from spatial Gaussian primitives optimised over observations.

    #

    Generative image AI

    System that produces new images from instructions or inputs such as text, image or mask; control and rights depend on the model and context.

    #

    Text-to-image

    Generation of an image driven by a textual description.

    #

    Image-to-image

    Transformation of a starting image according to a prompt, model or generation parameters.

    #

    Text-to-3D

    Automated production of a 3D representation from a textual description, with variable geometric and topological quality.

    #

    Visual prompt

    Instruction describing subject, composition, style or constraints sent to an assisted creation system.

    #

    Outpainting

    Generative extension of an image beyond its initial boundaries.

    #

    AI upscaling

    Image enlargement using a model to reconstruct or invent plausible details; does not guarantee fidelity to an unknown source.

    #

    Generation seed

    Value initialising a random component of a generative process; reproducing the result exactly also requires keeping the model and settings.

    #

    Content provenance

    Information that traces the origin, transformations and possibly tools used in creating a file.

    #

    Pipeline, Optimization, Collaboration and Quality Control

    30 terms

    Scene interchange

    Organised transfer of geometry, materials, cameras and other elements between applications through a common format.

    #

    Naming convention

    Structured naming rules to avoid collisions, ambiguity and automation errors.

    #

    Versioning

    Tracking of successive iterations of an asset or project in order to return to a previous state and understand the changes.

    #

    Relinking

    Re-association of a project with resources that have been moved, renamed or have become unreachable.

    #

    Project packaging

    Gathering of the project and its dependencies in order to transport or archive it without broken links.

    #

    Asset QC

    Verification of conventions, dimensions, formats, topology, textures and performance before integration.

    #

    Art review

    Collective evaluation of a creation's visual conformity with the validated intent and references.

    #

    Feedback

    Targeted input on a work-in-progress version, ideally phrased as observable issues and proposed actions.

    #

    Proxy

    Lightweight version of a heavy resource used to work quickly before being replaced by the final version.

    #

    Asset optimisation

    Reduction of memory, compute or transfer cost without excessive degradation of the expected result.

    #

    Animation baking

    Conversion of constraints or procedural calculations into keys or explicit data to ease transfer and playback.

    #

    Batch processing

    Automated application of the same treatment to a large number of files or assets.

    #

    Pipeline script

    Program automating repetitive tasks such as conversion, validation, export or organisation of deliverables.

    #

    Asset publish

    Release of a validated version of a resource into the production pipeline.

    #

    Contact sheet

    Grid of thumbnails facilitating comparison of variants and follow-up of a visual delivery.

    #

    Approved reference

    Officially retained design version, used to measure the consistency of subsequent productions.

    #

    Project archive

    Durable set of sources, versions, parameters and deliverables preserved for future reopening or reuse.

    #

    Formats, Standards, Export and Distribution

    28 terms

    AVIF

    Image format based on AV1, supporting efficient compression, transparency and some HDR data depending on implementation.

    #

    OpenEXR (EXR)

    Image format intended notably for production and compositing, with multiple channels and high-precision values.

    #

    KRA

    Native Krita format designed to preserve the structure of a digital painting document.

    #

    ORA (OpenRaster)

    Multi-layer raster document exchange format, whose capabilities do not cover all proprietary features.

    #

    glTF

    Open standard format intended to transmit 3D scenes and assets efficiently, often used on the Web and in real time.

    #

    STL

    Format describing mainly a triangulated surface, very common in additive manufacturing and generally preserving neither materials nor animation.

    #

    PLY

    Geometry format representing vertices and possibly faces, colours or other attributes, common in scans and point clouds.

    #

    BLEND

    Native Blender project format that may contain the scene, embedded resources or external references depending on the save.

    #

    Sprite sheet

    Image grouping several sprites or animation frames to simplify storage and reading.

    #

    Video codec

    Encoding and decoding process for moving images, distinct from the container that stores the streams.

    #

    Video container

    File format bundling video, audio, subtitle or metadata streams, such as MP4 or MOV.

    #

    Export profile

    Set of settings specifying size, frequency, colour space, compression and other constraints of the delivered file.

    #

    Master deliverable

    Reference version exported at the agreed quality, intended for archiving or for creating derivatives.

    #

    Careers, Production, Rights and Professional Practices

    24 terms

    Compositing artist

    Professional assembling and harmonising visual sources to deliver a coherent shot.

    #

    VFX artist

    Professional designing or integrating visual effects, with possible specialities in simulation, compositing or 3D creation.

    #

    Motion design artist

    Creator combining graphics and animation to produce channel packaging, motion identities or visual communications.

    #

    Creative challenge

    Community exercise or contest imposing creation constraints; the platform name does not set a production standard.

    #

    Art commission

    Request placed with an artist to produce a work according to agreed terms, price and rights.

    #

    Rights assignment

    Contract by which certain economic exploitation rights are transferred within defined limits; its regime depends on the applicable law.

    #

    Licence of use

    Authorisation to use a work or asset according to defined uses, durations and territories.

    #

    Open-licensed asset

    Resource whose licence grants explicit permissions, possibly under conditions such as attribution or share-alike.

    #

    Asset traceability

    Conservation of origin, licence and transformation information for resources used in a project.

    #