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3D Modeling Terminology

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Sculpting

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A 3D modeling technique that simulates the process of sculpting physical materials like clay.

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Bevel

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A modeling operation that creates a softened edge by adding extra geometry around an edge or vertex.

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Ik (Inverse Kinematics)

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An algorithm used in 3D animation that calculates the position of limbs to reach a certain point without manually setting each joint.

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Subdivision Surface

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A method of creating a smooth surface by recursively subdividing faces of a mesh to add detail and curvature.

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Face

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A flat surface enclosed by edges, typically forming a triangle or quadrilateral, that makes up a 3D model.

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Mesh

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A collection of vertices, edges, and faces that defines the shape of a 3D object.

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Rendering

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The process of generating a photorealistic or non-photorealistic image from a 3D model by computing light interaction and other effects.

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LOD (Level of Detail)

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A technique used to manage the complexity of a 3D model by adjusting the number of polygons based on its distance from the camera.

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Shader

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A program that tells a computer how to draw something in a specific and unique way, especially in terms of light and color.

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Ray Tracing

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A rendering technique that simulates the physical behavior of light to achieve photorealistic images.

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Extrusion

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A modeling technique where a face or edge is extended outwards from a model, creating new faces along the direction of extrusion.

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Edge

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A straight line that connects two vertices in a 3D shape or model.

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Texture

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An image mapped onto the surface of a 3D model to give it color, pattern, or surface detail.

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NURBS

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Non-Uniform Rational B-Splines, a type of mathematical model that represents curves and surfaces in 3D space.

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UV Mapping

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The process of projecting a 2D image to a 3D model's surface for texturing.

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Normal

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A perpendicular vector to a face or vertex that affects how light interacts with the surface to create shading and effects.

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Wireframe

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A visual representation of a 3D model that only shows the edges and not the surfaces.

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Topology

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The arrangement and flow of vertices, edges, and faces in a 3D model, important for deformations and animation.

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Keyframe

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A frame in an animation that marks the start or end points of a transition in an animated sequence.

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Polygon

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A flat, 2D shape within a 3D model that is defined by three or more vertices.

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Booleans

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Operations in 3D modeling that combine different shapes through union, subtraction, and intersection.

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Vertex

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A single point defined by coordinates in 3D space, used as the basic unit of 3D models.

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Rigging

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The process of creating a skeleton or structure to give a 3D model mobility for animation.

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Bump Map

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A texture that simulates surface bumps and wrinkles without modifying the actual shape of a 3D model.

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Displacement Map

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A texture that uses grayscale values to add geometric detail and texture to a 3D model by displacing vertices.

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Ambient Occlusion

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A shading method that darkens areas where ambient light is occluded or blocked, enhancing depth and realism.

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Z-Buffering

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A rendering technique that manages depth coordinates in 3D graphics, ensuring the correct layering of objects.

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Voxel

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A volumetric pixel that represents value on a regular grid in three-dimensional space, used in volumetric rendering.

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Alpha Blending

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A process that combines an image with a background to create partial or full transparency.

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