Words
The words the tools are built from.
The words the lab tools teach: 108 foundations every tool leans on, then twenty words for each tool.
108 of 1068 words have a page. The rest are listed and get their page soon.
Foundations
Colour
- RGBScreen colour made by mixing red, green and blue light, each from 0 to 255.
- HSLColour described as hue, saturation and lightness, close to how people talk about colour.
- HueWhere a colour sits on the colour wheel: red, yellow, green, blue, violet, and round again.
- SaturationHow strong a colour is, from plain grey at zero to its fullest.
- ChromaHow colourful something looks next to a grey of the same lightness.
- ValueHow light or dark a colour is, with the colour itself set aside.
- LuminanceThe brightness a colour gives off, weighted as eyes see it: green counts most, blue least.
- ContrastThe gap between the lightest and darkest parts, which makes shapes easy or hard to read.
- GammaA curve that bends the middle tones lighter or darker while black and white stay put.
- AlphaA fourth channel beside red, green and blue that says how see-through a pixel is.
- Hex colourA colour written as six digits like #10B981: two each for red, green and blue.
- Colour spaceThe agreed rules that turn colour numbers into real colours on a screen, such as sRGB.
- GamutThe full range of colours a screen, a file or a printer can actually show.
- HDRHigh dynamic range: highlights brighter than a normal screen white, with detail kept in the dark.
- Gain mapA hidden greyscale picture inside a photo telling HDR screens how much brighter each part may glow.
- Blend modeThe rule for mixing a top layer with the one beneath it, such as multiply, screen or overlay.
- ThresholdA cut-off: brightness above it becomes one thing, and below it another.
Light
- Ambient lightSoft, even light from everywhere, so no side of a shape falls fully into black.
- Directional lightLight arriving in parallel rays from one direction, like sunlight, equally strong everywhere.
- Point lightLight spreading out from one spot in every direction and fading with distance, like a bulb.
- ShadowThe dark shape left where an object blocks light from reaching a surface.
- Diffuse reflectionLight scattering evenly off a rough surface, so it looks the same from any angle.
- Specular highlightThe small bright spot where light bounces straight off a shiny surface into your eye.
- RefractionLight bending as it passes from one material into another, like a straw that looks broken in water.
- Fresnel effectSurfaces reflect more light when you look at them from a low, grazing angle.
- ExposureHow much light a picture gathers: too much washes it white, too little sinks it in black.
- Tone mappingSqueezing a wide range of brightness into what a screen can show without losing the highlights.
- VignetteThe edges of a picture darkened toward the corners, drawing the eye to the middle.
Geometry
- VectorAn arrow with a length and a direction, stored as numbers such as x and y.
- MatrixA grid of numbers that moves, turns or scales every point in one step.
- CoordinatesNumbers that say where a point is, such as x across and y down from a corner.
- Polar coordinatesA point described by its distance from a centre and its angle around it.
- TransformMoving, turning or scaling a shape without changing the shape itself.
- VertexA corner point of a shape; 3D surfaces are built from many of them joined into triangles.
- MeshA 3D surface built from many small triangles that share their corners.
- Surface normalAn arrow pointing straight out of a surface, used to work out how light falls on it.
- UV mappingPinning a flat picture onto a 3D surface by giving each corner a spot on the image.
- Bézier curveA smooth curve steered by control points that pull on it without touching it.
- SymmetryA shape that matches itself after a mirror, a turn or a slide.
- FractalA shape whose small parts repeat the whole, again and again at every zoom.
Noise
- NoiseRandom-looking variation that makes surfaces, motion and texture feel natural.
- SeedThe starting number for a random generator; the same seed always gives the same result.
- Pseudo-randomNumbers from a fixed recipe that look random but repeat exactly from the same seed.
- White noiseEvery value picked on its own at random, like the static on an old television.
- Blue noiseRandom dots kept evenly apart with no clumps, so patterns look smooth.
- Simplex noiseA smooth noise built on a triangle grid, quicker than Perlin noise and free of its grid lines.
- Worley noiseNoise made from the distance to the nearest scattered point, drawing cells like pebbles or foam.
- Fractal Brownian motionLayers of noise stacked from large and soft to small and fine, for clouds, rock and hills.
- OctaveOne layer of noise at a finer scale; each octave adds smaller detail on top.
- TurbulenceNoise folded back on itself so it swirls with sharp creases, like smoke or fire.
- Film grainFine random speckle laid over a picture, like the grain of photographic film.
- Seamless tileA texture whose edges match, so copies placed side by side show no join.
Motion and easing
- EasingHow a movement speeds up and slows down between its start and its end.
- KeyframeA saved moment in an animation; the frames between keyframes are filled in for you.
- InterpolationWorking out the values between two known ones, such as the colour halfway between two colours.
- Frame rateHow many pictures a moving image shows each second, such as 30 or 60.
- Time stepThe small slice of time a simulation moves forward in each update.
- VelocitySpeed with a direction: how far and which way something moves each moment.
- AccelerationHow fast velocity changes: speeding up, slowing down or turning.
- GravityA steady pull in one direction that bends every moving thing toward it.
- DampingA drag that drains a little energy each step, so bounces and waves settle down.
- SpringA pull back toward a resting place that grows stronger the further something is pushed.
- LoopMotion that ends exactly where it began, so it can repeat without a visible jump.
- StaggerStarting the same motion on many things one after another instead of all at once.
Sound
- FrequencyHow many times something repeats each second; in sound, a higher frequency is a higher pitch.
- AmplitudeHow far a wave swings from its middle line; in sound, how loud it is.
- WaveformA picture of sound over time, a line swinging up and down as air pressure changes.
- Sine waveThe smoothest wave there is: the shape of a swing, a ripple or a pure tone.
- PhaseWhere a wave is in its cycle at a given moment, measured as an angle.
- Sample rateHow many times each second a sound is measured to store it, often 44,100 or 48,000.
- DecibelA loudness scale where every 10 steps up means ten times the sound power.
- SpectrumA sound split into its frequencies, showing how loud each one is at that moment.
- Frequency bandA slice of the spectrum, such as bass, mids or highs, read as one level.
- BeatThe steady pulse in music, found by watching for sudden jumps in low-frequency energy.
Typography
- GlyphOne drawn shape in a font: a letter, a number, a mark or a symbol.
- TypefaceA family of letters drawn to one design, such as Georgia or JetBrains Mono.
- SerifA small finishing stroke at the ends of letters, as in Georgia or Times.
- Sans-serifLetters without finishing strokes at their ends, as in Helvetica or Arial.
- MonospaceA typeface where every glyph takes the same width, so columns line up.
- Font weightHow thick a typeface is drawn, from thin at 100 to black at 900.
- Font sizeHow large type is set, measured in pixels across the full height of the letter box.
- BaselineThe invisible line letters sit on; tails such as g and p hang below it.
- Line heightThe distance from one line of text down to the next, baseline to baseline.
- Letter spacingExtra space added evenly between every pair of letters in a line.
Image formats and export
- PixelOne tiny square of colour; a picture on a screen is a grid of them.
- ResolutionHow many pixels wide and tall a picture is, such as 1920 by 1080.
- Aspect ratioThe shape of a frame given as width to height, such as 16:9 or 1:1.
- PNGAn image file that keeps every pixel exactly and can hold see-through areas.
- JPEGA photo file that throws away detail the eye misses, so the file stays small.
- WebPA web image file that can squeeze like JPEG or keep every pixel like PNG.
- SVGA picture stored as shapes and lines instead of pixels, so it stays sharp at any size.
- CompressionMaking a file smaller, either keeping every detail or throwing some of it away.
- Bit depthHow many steps each colour channel has: 8 bits give 256, 10 bits give 1,024.
- WebMAn open video file for the web that browsers can record straight from a canvas.
- MP4The most widely played video file, opened by phones, editors and social apps.
- ClipboardThe place a computer holds what you copied, ready to paste somewhere else.
The machine
- CPUThe computer's general-purpose chip, fast at one careful step after another.
- GPUA chip with thousands of small cores that work on many pixels at the same time.
- CanvasThe web page's drawing surface, where a tool paints pixels with code.
- WebGLThe browser's way of handing drawing work to the GPU.
- WebGPUThe newer browser path to the GPU: faster, and able to run general computing too.
- ShaderA small program that runs on the GPU for every corner or every pixel at once.
- GLSLThe language WebGL shaders are written in, close to C with vectors built in.
- UniformA value handed to a shader that stays the same for every pixel in a frame, like time.
- TextureAn image the GPU keeps in memory and reads from while it draws.
- KernelA small grid of weights slid over an image to blur it, sharpen it or find its edges.
- Render loopCode that draws a frame, then asks the browser for the next one, about 60 times a second.
- PresetA saved set of settings with a name, one click back to a known look.
Tool words
Fractal mirror
- Droste effect
- Recursion
- Spiral Droste
- Log-polar mapping
- Zoom depth
- Spiral tightness
- Scale factor
- Kaleidoscope
- Mirror fold
- Grid mirror
- Radial zoom
- Tunnel effect
- Auto-zoom
- Auto-rotate
- Pulse
- Hue shift
- Iteration fade
- Tint
- Fractal tile
- Centre point
Depth terrain
- Heightmap
- Terrain mesh
- Segments
- Height scale
- Invert height
- Sea level
- Water plane
- Coast rise
- Map mode
- Ground type
- Land brush
- Brush size
- Smoothing
- Wireframe
- X-ray view
- Fog
- Sun angle
- Sun height
- OBJ file
- Orbit camera
ASCII art
- ASCII art
- Character set
- Braille characters
- Block characters
- Custom set
- Width in characters
- Character aspect
- Cell averaging
- Invert
- Edge detection
- Sobel operator
- Edge characters
- ANSI colours
- Full RGB text
- Phosphor green
- Terminal
- Text file
- HTML export
- Copy as text
- Glyph density
Dither engine
- Dithering
- Error diffusion
- Floyd–Steinberg
- Atkinson dithering
- Stucki dithering
- Bayer matrix
- Ordered dithering
- Serpentine scan
- Error strength
- Dot size
- Dot shape
- Shockwave
- Band width
- Repel
- Attract
- Swirl
- Push radius
- Return to rest
- Sampled colour
- Highlights
FX engine
- Halftone
- Screen angle
- Moiré
- CMYK
- Crosshatch
- Duotone
- Sepia
- Grayscale
- Posterize
- Scanlines
- VHS look
- Colour bleed
- Tracking error
- Chromatic aberration
- Jitter
- Matrix rain
- Wave lines
- Blockify
- JPEG quality
Image glitch
- Pixel sorting
- Sort interval
- Sort key
- Sort direction
- Block sort
- Channel shift
- Channel swap
- JPEG corruption
- Macroblock
- Data mosh
- Row shift
- CRT warp
- Barrel distortion
- Glitch art
- Randomize
- Analog noise
- Effect stack
- Byte
- Data bending
- Interlacing
Mosaic engine
- Delaunay triangulation
- Low-poly
- Cell count
- Edge weight
- Poisson disc sampling
- Honeycomb
- Tessellation
- Average colour
- Centre sample
- Dominant colour
- Colour quantization
- Grout lines
- Build animation
- Stained glass
- Brick bond
- Square tiles
- Pointillism
- Convex hull
- Circumcircle
- Mosaic
Dither playground
- Audio-reactive
- Dot grid
- Grid step
- Dot size range
- Transition pattern
- Wipe
- Radial wipe
- Checkerboard order
- Elastic easing
- Bounce easing
- Overshoot
- Motion path
- Orbit path
- Chaos amount
- Colour transition
- Size wave
- Trail
- Sensitivity
- Sync mode
- Matching
Cellular automata
- Cellular automaton
- Game of Life
- Neighbourhood
- Generation
- Rule string
- Glider
- Spaceship
- Oscillator
- Still life
- Gosper glider gun
- Methuselah
- Brian's Brain
- WireWorld
- Langton's ant
- Rule 110
- Seeds
- Day & Night
- Wrap-around
- RLE format
- Cell state
Golden ratio
- Golden ratio
- Fibonacci sequence
- Golden spiral
- Golden rectangle
- Golden angle
- Phyllotaxis
- Penrose tiling
- Rule of thirds
- Phi grid
- Golden triangle
- Composition grid
- Overlay opacity
- Voronoi seeds
- Phi
- Irrational number
- Self-similarity
- Logarithmic spiral
- Quarter-circle arcs
- Animation speed
- Auto-animate
Gradient studio
- Mesh gradient
- Gradient
- Colour stop
- Linear gradient
- Radial gradient
- Conic gradient
- Diamond gradient
- Spiral gradient
- Burst gradient
- Stripe gradient
- Reflected gradient
- Repeating gradient
- Bicubic smoothing
- Grid size
- Tightness
- Ray count
- Gradient angle
- Banding
- Grain overlay
- CSS gradient
Noise & texture
- Perlin noise
- Value noise
- Lacunarity
- Persistence
- Noise scale
- Domain warping
- Ridged noise
- Marble texture
- Wood grain
- Cloud texture
- Voronoi edges
- Erosion noise
- Curl noise
- Caustics texture
- Plasma
- Stucco
- Scratches
- Colour ramp
- Heatmap
- Tile preview
Particle overlay composer
- Bloom
- Bloom threshold
- Emitter
- Particle lifetime
- Variance
- Spawn rate
- Fade rate
- Tail length
- Motion blur
- Head boost
- Meteor layer
- Nebula layer
- Spark layer
- Dust layer
- Lightning layer
- Emission angle
- Drift speed
- Twinkle
- Jaggedness
- Branch depth
Particle universe
- Point cloud
- Glow sprite
- Formation
- Galaxy formation
- Helix
- Image formation
- Morph target
- Explode
- Reform
- Mouse force
- Mouse radius
- Friction
- Point size
- Size attenuation
- Perspective camera
- Additive blending
- Colour by position
- Colour by velocity
- Instancing
- Buffer geometry
Shader forge
- Fragment shader
- Vertex shader
- Fragment coordinate
- Time uniform
- Resolution uniform
- Smoothstep
- Mix
- Fract
- Signed distance function
- Raymarching
- vec3
- Float precision
- Compile error
- Live recompile
- Plasma shader
- Voronoi cells shader
- Fractal noise shader
- Mouse uniform
- Full-screen quad
- Uniform slider
Strange attractors
- Strange attractor
- Chaos
- Butterfly effect
- Initial conditions
- Lorenz attractor
- Rössler attractor
- Aizawa attractor
- Thomas attractor
- Halvorsen attractor
- Differential equation
- Euler integration
- Runge–Kutta method
- Phase space
- Trajectory
- Steps per frame
- Max points
- Parameters
- Bifurcation
- Sensitive dependence
- Dadras attractor
Text flow
- Line breaking
- Word wrap
- Hyphenation
- Justification
- Text alignment
- Word spacing
- Measure
- Columns
- Column gap
- Padding
- Text obstacle
- Obstacle gap
- Exclusion shape
- Shrinkwrap
- Circular text
- Text wave
- Perspective text
- Text metrics
- Bounding box
- Fade edges
Chromatic fluid
- Velocity field
- Advection
- Viscosity
- Diffusion
- Dissipation
- Pressure projection
- Divergence
- Jacobi iteration
- Vorticity
- Curl confinement
- Dye
- Colour from image
- Splat
- Force radius
- Auto-stir
- Wind
- Simulation grid
- Ping-pong buffers
- Clear velocity
Liquid glass
- Caustics
- Water surface
- Wave equation
- Ripple
- Raindrop
- Drop size
- Refraction strength
- Dispersion
- Frosted glass
- Liquid metal
- Oil slick
- Thin-film interference
- Wave speed
- Simulation steps
- Tsunami
- Surface sheen
- Clear waves
- Water tint
- Still pool
- Heavy rain
Mesh warp
- Puppet warp
- Control point
- Control grid
- Falloff
- Gaussian falloff
- Gaussian blur
- Bilinear interpolation
- Bulge
- Pinch
- Twist
- Flag wave
- Shear
- Warp strength
- Breathe
- Undo
- History stack
- Rest pose
- Texture mapping
- Grid overlay
- Warp animation
Cinemagraph
- Cinemagraph
- Motion mask
- Mask softness
- Show mask
- Erase brush
- Flow
- Wave
- Breathe
- Shimmer
- Sway
- Flicker
- Direction
- Loop duration
- Seamless loop
- Living photo
- Record video
- MediaRecorder
- Save frame
- UV offset
- Motion scale
Motion ASCII
- Luminance ramp
- Video to glyphs
- Classic ramp
- Detailed ramp
- Binary ramp
- Devanagari glyphs
- Bullet ramp
- Shade ramp
- Soft ramp
- Amber text
- Video frame
- Glyph grid
- Recording limit
- Format check
- Offscreen canvas
- Frame sampling
- Restart
- Character cell
- Glyph colour
- Local processing
Audio visualizer
- FFT
- Frequency bin
- FFT size
- Analyser node
- Web Audio
- Microphone input
- Smoothing constant
- Frequency bars
- Circular spectrum
- Waveform landscape
- Particle flow
- Nebula mode
- Trail decay
- Bass
- Mids
- Highs
- Audio file
- Full screen
- Volume level
- Byte frequency data
WebGL playground
- Post-processing
- Render pass
- Framebuffer
- Scene graph
- Field of view
- Dolly zoom
- Torus knot
- Parametric surface
- Icosahedron
- Subdivision
- Roughness
- Metalness
- Emissive
- Three-point lighting
- Key light
- Rim light
- Matcap
- Toon shading
- Raycasting
- Vertex displacement
Color intelligence
- WCAG contrast
- Relative luminance
- Accessibility
- Colour vision deficiency
- Protanopia
- Deuteranopia
- Tritanopia
- K-means clustering
- Clusters
- Colour palette
- Colour temperature
- Complementary colours
- Colour distance
- Swatch
- CSS variables
- Tailwind colours
- Resample
- Colour share
- Histogram
- Colour analysis
Style DNA
- Local binary pattern
- Texture signature
- Style fingerprint
- Feature vector
- Cosine similarity
- Similarity score
- Axis weight
- Style axis
- Colour histogram
- Histogram intersection
- Edge density
- Warmth
- Brightness
- Contrast measure
- Side by side
- Overlay blend
- Difference view
- Radar chart
- Downsampling
- Style comparison
Color palette
- Colour harmony
- Analogous colours
- Triadic colours
- Tetradic colours
- Split-complementary
- Base colour
- Colour wheel
- Palette from image
- Palette from keyword
- Random palette
- Harmonious random
- Lock a colour
- Space to regenerate
- Keyboard shortcut
- Pastel
- Neon
- Earth tones
- Monochromatic
- JSON palette
- Trending palettes
Pixel art editor
- Indexed colour
- Palette limit
- NES palette
- Game Boy palette
- C64 palette
- PICO-8 palette
- Pencil
- Anti-aliasing
- Flood fill
- Eyedropper
- Line tool
- Outline and filled
- Canvas size
- Nearest-neighbour scaling
- Sprite
- Pixel grid
- Recent colours
- Redo
- Transparent background
- Move tool
SVG path animator
- Stroke-dasharray
- Stroke-dashoffset
- Path length
- Line drawing animation
- SVG path
- Path command
- Stroke width
- Stroke colour
- Fill
- Duration
- Delay
- Animation direction
- Alternate
- Playback speed
- CSS animation
- Ease-in
- Ease-out
- Linear timing
- viewBox
- Vector logo
Typography pairing
- X-height
- Type pairing
- Typographic contrast
- Heading font
- Body font
- Display typeface
- Geometric sans
- Humanist sans
- Grotesque
- High-contrast serif
- Type scale
- Reading comfort
- Font loading
- Self-hosted font
- Variable font
- Layout preview
- Dark and light
- Font stack
- Tight tracking
- Legibility
Woven Wind
- Verlet integration
- Constraint
- Pile thread
- Pile height
- Knot density
- Carve
- Ply
- Yarn
- Warp and weft
- Flat weave
- Twill
- Drawdown
- Threading
- Treadling
- Motif
- Kolam
- Dot grid for a kolam
- Kilim
- Medallion
- Mood
Ripple transition
- Displacement map
- Image transition
- Transition progress
- Scrub
- Crossfade
- Wave width
- Ripple density
- RGB split
- Noise warp
- Expo out
- Back out
- Easing strength
- Pinch dimple
- Shockwave preset
- Liquid glass preset
- Psychedelic preset
- Subtle dissolve
- Tap origin
- Replay
- Picture A and picture B
Image shatter
- Voronoi
- Voronoi cell
- Scatter
- Spin
- Facet edges
- Cell density
- Break order
- Crystallize
- Explode preset
- Sliver wave
- Mosaic fall
- Frost break
- Dust
- Fracture pattern
- Seed point
- Rigid body
- Angular velocity
- Depth sorting
- Reveal behind
Particle disperse
- Disperse
- Particle size
- Density
- Fade curve
- Wind drift
- Ash
- Ember rise
- Sandstorm
- Pixel burst
- Dust settle
- Detonate
- Particle age
- Noise flow
- GPU particles
- Position texture
- Picture colour
- Reveal order
- Spread
- Particle system
- Dissolve
Lumen light
- Tyndall effect
- God rays
- Volumetric light
- Radial blur
- Anisotropy
- Aureole
- Halo
- Corona
- Eclipse
- Penumbra
- Burn through
- Alabaster
- Backlight
- Translucency
- Subsurface scattering
- Light position
- Light warmth
- Base dim
- Lantern
- Light intensity
Material alchemy
- Iridescence
- Film thickness
- Sheen
- Sheen sharpness
- Chrome
- Environment reflection
- Plating
- Jade
- Scatter radius
- Relief depth
- Light angle
- Amount
- Nacre
- Anodized metal
- Silk
- Liquid mercury
- Bump mapping
- Material preset
- Physically based rendering
- Material transition
Portrait relight
- Normal map
- Relight
- Key azimuth
- Key elevation
- Shininess
- Blinn–Phong shading
- Ambient fill
- Fill light
- Depth from brightness
- Raking light
- Bronze
- Moonlight
- Hard light
- Candlelight
- Orbit sweep
- Chiaroscuro
- Metallic
- Lambert shading
- Sweep cut
- Light direction
Physarum trails
- Physarum
- Agent
- Emergence
- Trail map
- Sensor angle
- Sensor reach
- Turn speed
- Move speed
- Deposit
- Trail diffusion
- Food pull
- Filament
- Colony
- Agent count
- Reseed
- Network finding
- Mycelium
- Capillaries
- Starved
- Portrait dim
Vein growth
- Space colonisation
- Vein
- Attraction point
- Capture radius
- Kill radius
- Step size
- Taper
- Light bias
- Edge follow
- Growth origin
- Root rise
- Leaf veins
- Gold circuit
- Coral fan
- Nerve net
- Vein colour
- Image dim
- Vein glow
- Branching
- Growth reveal
Lightning reveal
- Lichtenberg figure
- Dielectric breakdown
- Branch eta
- Fork chance
- Segments
- Edge affinity
- Bright ridge
- Core width
- Afterglow
- Strike flicker
- Electric blue
- Crimson strike
- Fern creep
- Storm fork
- Gold crack
- Static lace
- Flashover
- Strike origin
- Burn reveal
- Plasma channel
Topographic flow
- Contour line
- Isoline
- Contour interval
- Marching squares
- Hillshade
- Topographic map
- Contour flow
- Line width
- Index contour
- Dune rings
- Copper plate
- Engraving
- Fine survey
- Tidal
- Topo bloom
- Height from luminance
- Contour smoothing
- Slope
- Elevation tint
- Hypsometric colours
Painterly flow
- Kuwahara filter
- Edge-preserving smoothing
- Oil paint look
- Line integral convolution
- Structure tensor
- Flow coherence
- Stroke length
- Edge sharpness
- Paint amount
- Bristle jitter
- Impasto
- Palette knife
- Gouache
- Comb strokes
- Fibre storm
- Swirling strokes
- Portrait oil
- Paint in
- Brush mark
- Painterly
Image morph
- Morphing
- Optical flow
- Flow smoothness
- Warp strength
- Crossfade midpoint
- Crossfade plateau
- Zoom drift
- Liquid morph
- Slow shapeshift
- Hard cut morph
- Dream drift
- Rubber pull
- Feature matching
- Ghosting
- Two-way warp
- Coarse to fine
- Image pyramid
- Tearing
- In-between frame
- Shape and colour
Seam melt
- Seam carving
- Seam
- Energy map
- Energy gamma
- Dynamic programming
- Cumulative energy
- Content-aware resize
- Subject protection
- Protect radius
- Carve amount
- Digest
- Subject survives
- Accordion
- Squeeze cut
- Melt
- Vertical seam
- Greedy path
- Gradient magnitude
- Retargeting
- Low-energy region
Spectral transition
- Fourier transform
- Spatial frequency
- Laplacian pyramid
- Image bands
- Band stagger
- Structure first
- Detail first
- Low-pass filter
- High-pass filter
- Magnitude spectrum
- Phase spectrum
- X-ray ghost
- Apparition
- Texture swap
- Spectral dissolve
- Hybrid image
- Frequency domain
- Band count
- Reconstruction
- Interference
Machine Sight
- Lucas–Kanade
- Feature point
- Point track
- Followed point
- Carry
- Sight basis
- Point links
- Spanning tree
- Mirror curve
- Point cluster
- Bracket
- Readout
- Leader line
- Clay lens
- Time region
- Beat cut
- Sound hit
- Kinetic word
- Tone palette
- Sight dice
Glyph Weave
- Signed distance field
- Distance transform
- Carved letters
- Boiling edge
- Noise field
- Level cut
- Strata bands
- Oblique extrusion
- Near and far walls
- Stacked tiers
- Tier step
- Line of sight
- Rim cells
- Cell lattice
- Cell mark
- Lattice march
- Integer scaling
- Frame clock
- LZW compression
- Chroma subsampling
Carved Light
- Monocular depth
- Depth map
- Relighting
- Vision transformer
- ONNX
- Tiled inference
- Frequency separation
- Guided filter
- Test-time augmentation
- Height field
- Ray marching
- Soft shadow
- Contact shadow
- Albedo
- Delighting
- Lambertian surface
- Inverse-square law
- Cel shading
- Gobo
- Rembrandt lighting