⬢3D modeling & rendering
Topology, UV unwrapping, normal maps, ambient occlusion — terms you hear daily in 3D tools. — 20 entries
Topology토폴로지
How a mesh’s vertices, edges, and faces are arranged across a surface — especially whether its four-sided faces follow the form’s natural contours.
Polygon mesh폴리곤 메시
The basic way 3D shape is represented: points (vertices) connected by lines (edges) that enclose filled faces.
Subdivision surface서브디비전 서피스
Repeatedly applying a smoothing rule to a coarse control mesh (the “cage”) so it converges on a smooth curved surface.
UV unwrappingUV 언랩핑
Cutting a 3D surface apart along seams and laying it flat on a 2D plane — this decides where a texture lands on the surface.
Normal map노멀 맵
A texture that stores a different surface normal per pixel, faking bumpy detail without adding any geometry.
Bump vs. displacement범프 vs 디스플레이스먼트
Both read the same grayscale height texture, but bump mapping only fakes the shading while displacement actually pushes the geometry’s vertices.
Ambient occlusion앰비언트 오클루전
Faking the natural darkening that happens where surfaces sit close together or fold inward, so ambient light can’t reach as easily.
Subsurface scattering서브서피스 스캐터링
Light that doesn’t bounce off a surface but seeps in, scatters around inside, and exits somewhere else — why skin, wax, and leaves glow softly when lit from behind.
Ray tracing레이 트레이싱
Rendering by firing a virtual ray backward from the camera through each screen pixel and computing what it hits to decide that pixel’s color.
Path tracing패스 트레이싱
An extension of ray tracing that fires many randomly-directed rays per pixel and averages them — noisy at first, converging toward a realistic result as samples accumulate.
Caustics코스틱
The shimmering net of light that forms when rays bend through a curved transparent surface — water, glass — and converge or spread as they land.
Low poly로우폴리
A style that deliberately simplifies a form into a handful of triangles and shades each face flat, showing off a faceted, gem-like look on purpose.
Retopology리토폴로지
Rebuilding a clean, quad-based mesh on top of a messy high-density scan or sculpt, following the same shape.
Texture baking텍스처 베이킹
Computing a complex, high-resolution model’s detail — bumps, occlusion, color — once and “baking” it into a flat texture applied to a much simpler model.
HDRI lightingHDRI 라이팅
Lighting and reflecting an entire object with a single high-dynamic-range panorama of a real (or procedural) space.
Level of detail레벨 오브 디테일
Swapping to a simpler mesh as an object moves farther from the camera, so the GPU never spends effort on detail no one can actually see.
Bevel베벨
Cutting a sharp edge down into a small slanted or rounded face — light skimming across it draws a thin, bright highlight line.
Smooth vs. flat shading스무스 vs 플랫 셰이딩
Given the same geometry, choosing whether the shading blends normals smoothly per vertex, or keeps them flat per face.
Backface culling백페이스 컬링
Skipping faces that point away from the camera entirely, so the GPU never wastes work rasterizing something no one can see.
Z-fightingZ-파이팅
A rendering glitch where two nearly-coplanar surfaces flicker because the depth buffer can’t consistently decide which one is in front, pixel by pixel, frame by frame.