Design reference index · 12/27
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Breadth-first Search
A graph search expanding nodes by increasing distance in steps from the start.
Flood Fill
A process filling or searching a connected region satisfying conditions from a starting location.
Flow Field
Spatial data containing precomputed movement directions toward a destination.
Seed
A value specifying a pseudorandom generator's initial state to support reproducibility.
Perlin Noise
A noise method producing smoothly varying pseudorandom values across space.
Simplex Noise
A method producing continuous noise using a simplex lattice.
Fractal Brownian Motion
A technique combining noise layers of different frequencies and amplitudes into complex patterns.
Voronoi Diagram
A partition dividing space according to its nearest reference point.
BSP Dungeon
A dungeon-generation method recursively dividing space and placing rooms and corridors.
Cellular Automata
A computational method repeatedly applying rules to cells and neighboring states to produce patterns.
Wave Function Collapse
A family of algorithms generating patterns by propagating adjacency constraints.
Poisson Disk Sampling
A sampling method distributing points while maintaining a minimum separation.
Graph Grammar
Generating structures through replacement rules for nodes and edges.
L-system
A formal system using repeated string rewriting to generate branching structures such as plants.
Connectivity Check
Checking that starts, exits, and required regions are connected by traversable routes.
Reachability
The property of a state or place being accessible under the applicable rules, abilities, and obstacles.
GIS
A system for storing, analyzing, and presenting spatial locations and associated attributes.
Cartography
The discipline of selecting, symbolizing, and arranging spatial information as maps for a purpose.
CRS
A reference system defining what location a coordinate represents on Earth or in another space.
Map Projection
A mathematical transformation mapping positions on Earth's curved surface to a plane.
Latitude / Longitude
Angular geographic coordinates locating a position on Earth.
Georeferencing
Linking the locations in an image or drawing to a real-world coordinate system.
Basemap
A map providing background context such as roads, terrain, and boundaries for thematic data.
Raster Tile
An image fragment representing a map region at a particular scale.
Vector Tile
A data approach delivering map geometry and attributes in tiled regions.
XYZ Tile Scheme
An addressing scheme using zoom z, tile column x, and tile row y.
GeoJSON
A JSON format representing geographic geometries and attributes.
Choropleth Map
Fills geographic regions according to statistical values.
Proportional Symbol Map
A map representing values with symbol sizes proportional to their magnitude.
Isoline
A line connecting locations with the same value, such as elevation or pressure.
Chorochromatic Map
A map using colors or patterns to distinguish categorical regions such as land-cover types.
Map Generalization
Selecting, simplifying, or merging geometry and attributes to suit a map's scale and purpose.
Label Collision
Overlapping map labels or symbols that make information difficult to read.
Marker Clustering
A visualization technique grouping nearby points into a single cluster marker.
Geocoding
Converting an address or place name into geographic coordinates.
Reverse Geocoding
Finding an address or place information from coordinates.
Geofencing
Determining whether a position is inside, entering, or leaving a defined spatial boundary.
Spatial Join
Joining attributes according to spatial relationships such as containment, intersection, or proximity.
Map Legend
Supporting information explaining the meanings of map symbols, colors, and patterns.
Scale Bar
A graduated indicator relating map length to real-world distance.
North Arrow
A marker indicating north to help the reader understand map orientation.
DEM
Data representing ground-surface elevation as digital values.
Geospatial Buffer
A computed region within a specified distance of a geometry.
Mesh
A 3D structure representing a surface through vertices, edges, and faces.
Vertex
A point with a position in 3D space and any required additional attributes.
Edge
A line segment connecting two vertices.
Face
A surface element defined by a boundary of three or more vertices.
Polygon
A flat, multi-sided shape used as a basic unit of a mesh surface.
Triangle / Quad / N-gon
Face categories containing three, four, or more vertices respectively.
Topology
The connectivity structure of a mesh's vertices, edges, and faces.
Edge Loop
A continuous flow of edges used to control form and deformation.
Surface Normal
A vector describing surface orientation for lighting, front/back tests, and other calculations.
Hard Edge / Smooth Shading
Separating or interpolating normals to make boundaries appear sharp or smooth.
Bevel
Cutting an edge into smaller faces to adjust shape and highlight transitions.
Extrude
Extending a selected face or boundary to create new geometry.
Inset
Creating a smaller boundary within a face, producing an inner face and surrounding band.
Subdivision Surface
Smoothing a mesh through subdivision and interpolation rules.
Boolean Modeling
Combining solids through union, difference, or intersection operations.
Sculpting
A modeling method that pushes and pulls surfaces using brushes.
Retopology
Rebuilding a more suitable face-connectivity structure around an existing shape.
Decimation
Reducing mesh element count while controlling loss of shape.
Non-manifold Geometry
Geometry whose connectivity does not satisfy the conditions of a conventional manifold surface.
UV Mapping
Associating positions on a 3D surface with two-dimensional texture coordinates.
UV Unwrap
Unfolding a 3D surface into pieces in 2D UV space.
UV Island
One connected surface patch within UV space.
UV Seam
A cut boundary used when unfolding a surface into UV space.
Texel Density
The density of texture pixels assigned to a real or virtual surface size.
Texture Atlas
An asset packing multiple images into a single texture.
Trim Sheet
A texture layout sharing reusable strips of detail across multiple surfaces.
UDIM
A system distributing high-resolution textures across multiple tiles in UV coordinate space.
Baking
Precomputing high-resolution model, lighting, or simulation results into textures or other data.
Pivot Point
The reference point for transformations such as rotation and scaling.
Local / World Space
Coordinate systems expressing position and direction relative to an object or the overall scene.
Spline
A mathematical representation of a smooth curve defined by control points.
Geometry Nodes
Blender's node-based system for constructing geometry-generation and transformation procedures.
Photogrammetry
A technique reconstructing shape and position from correspondences across multiple photographs.
Material
A configuration of shaders, parameters, and textures controlling a surface's appearance and response to light.
Shader
A program performing calculations in rendering stages such as vertex or pixel processing.
PBR
An approach seeking consistent appearance through physically based principles of energy and material response.
Albedo / Base Color
A surface's basic color information; its exact meaning depends on the material workflow.