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Glossary

Plain-English definitions of architectural rendering terms.

A reference glossary for architects, designers, and anyone learning to render. Every term has a short definition on this page and a longer entry on its own page covering how it applies in AI architectural rendering.

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A

3 terms

Ambient occlusion

Rendering

Soft contact shadows where surfaces meet.

Aspect ratio

Output

The ratio of an image's width to its height.

Axonometric

Camera

A family of parallel projections including isometric, dimetric, and trimetric.

B

1 term

Bokeh

Camera

The aesthetic quality of out-of-focus blur in an image.

C

2 terms

Caustics

Rendering

Focused light patterns produced by reflection or refraction.

Color temperature

Lighting

How warm or cool a light source appears, measured in Kelvin.

D

3 terms

Depth of field

Camera

The range of distance that appears in focus in an image.

Diffuse

Materials

The matte component of how a surface reflects light.

DPI

Output

Dots per inch — print resolution measure.

G

1 term

Global illumination

Rendering

Light that bounces between surfaces, not just direct light.

H

1 term

HDR

Lighting

High Dynamic Range — handling brighter brights and darker darks.

I

2 terms

IBL

Lighting

Image-Based Lighting — using a 360° image as the light source.

Isometric

Camera

A parallel projection where all three axes share equal scale.

N

1 term

Normal map

Materials

A texture that fakes surface bumps without changing geometry.

O

1 term

One-point perspective

Camera

Perspective with a single vanishing point on the horizon.

P

2 terms

Path tracing

Rendering

Ray tracing with full bounce simulation through random sampling.

PPI

Output

Pixels per inch — screen resolution measure.

R

2 terms

Ray tracing

Rendering

Simulating light by tracing rays from camera to source.

Render farm

Rendering

A network of computers used to render images or animations in parallel.

S

2 terms

Specular

Materials

The mirror-like component of how a surface reflects light.

Subsurface scattering

Rendering

Light passing into a translucent material before exiting.

T

1 term

Tone mapping

Rendering

Compressing HDR brightness into a viewable range.

U

1 term

UV mapping

Materials

How a 2D texture is wrapped onto a 3D surface.

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