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LCC for Unity User Manual

Glossary

Chapter 12 / 17Manual version v2.3.0English

This table is the terminology baseline for the LCC Unity SDK documentation, using a three-column structure: the first column records the term used in the documentation, the English term column serves as the code / API alignment anchor, and the description column gives a brief explanation. The glossary of each language is a translated version of this table (the first column is translated to the target language, the English term column is kept, and the description column is translated).

Proper Nouns and Brand Names (not translated)

The following proper nouns, brand names and third-party technology names are always kept in their original form during translation: Pico 4 Ultra, Quest 3, OpenXR, URP, HDRP, Built-in, LCC, LCC2, XGRIDS, DirectX11 / DirectX12, Vulkan, Metal, IL2CPP, Mono, Render Feature, Proxy Mesh, StartLOD, SSE, FOV, LOD, Mip, PCVR, Single Pass Instanced, Multi Pass, XR Origin, PXR_Manager, GameObject, Transform.

Terminology

TermEnglish TermDescription
RenderingRenderingThe process of drawing a 3D scene to the screen
3D Gaussian Splatting3D Gaussian Splatting (3DGS)A technique that represents and renders a 3D scene with a large number of Gaussian ellipsoids
HighlightingHighlightingEmphasizing a selected region while dimming the area outside it
ClippingClippingHiding a selected region from display
SectioningSectioningCutting open the scene with a plane to reveal its interior
Re-lightingRe-lightingRecomputing the scene lighting
ShadowShadowThe dark area formed when an object blocks a light source
Projected DecalProjected DecalProjecting a texture onto object surfaces along the projection direction
CollisionCollisionPhysical collision detection between objects
Point CloudPoint CloudA data representation composed of a large number of 3D points
RaycastingRaycastingEmitting a ray to detect hits against the scene
MeshMeshGeometric data composed of vertices and triangles
StreamingStreamingEncoding the rendered image and transmitting it to a device
Video MemoryVideo Memory (VRAM)Dedicated memory on the graphics card
Spherical HarmonicsSpherical Harmonics (SH)A set of basis functions describing functions on a sphere
Chunked RenderingChunked RenderingSplitting a large scene into chunks and loading/rendering them on demand
Full RenderingFull RenderingRendering all LOD0 data at once
Corner SnappingCorner SnappingAutomatically aligning to an edge or corner during raycasting
Multi-camera RenderingMulti-camera RenderingRendering with multiple cameras simultaneously
Orthographic RenderingOrthographic RenderingParallel projection rendering without perspective
Perspective RenderingPerspective RenderingRendering with near-large/far-small perspective
Tone AdjustmentTone AdjustmentAdjusting brightness, saturation, contrast, etc.
Semantic ColoringSemantic ColoringColoring by the semantic category carried by the data
Depth WriteDepth WriteWriting depth into the depth buffer
Frame Rate LockFrame Rate LockLocking the rendering frame rate
Data SourceData SourceThe source location of the data (local disk or network)
Gaussian PrimitiveGaussian PrimitiveA single Gaussian ellipsoid in 3DGS
Coordinate SystemCoordinate SystemThe reference frame describing spatial positions
Render PipelineRender PipelineThe processing flow of graphics rendering
ShaderShaderA graphics program running on the GPU
Anti-aliasingAnti-aliasingEliminating edge jaggies
VSyncVSyncSynchronizing the frame rate with the monitor refresh rate
Clipping PlaneClipping PlaneThe plane defining the camera's visible range
Frame RateFrame RateThe number of frames rendered per second
On-screen RenderingOn-screen RenderingThe amount rendered to the screen at a given moment
Field of ViewField of View (FOV)The camera's visible angular range
Level of DetailLOD (Level of Detail)Lower precision at a distance, higher precision up close
Environment DataEnvironment DataLow-precision background point cloud used to fill distant views
SemanticsSemanticsThe category information carried by the data
Mask TextureMask TextureThe texture used to define a selection region
Bounding BoxBounding BoxThe smallest box that encloses a geometry
ColliderColliderThe geometry used for collision detection
Main CameraMain CameraThe main camera used for rendering and frustum culling

This chapter is from the official XGRIDS user manual. Official source (opens in a new tab) · Updated:

XGRIDS Türkiye

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