| No. | Item | Definition |
|---|---|---|
| 1. | aliasing | jagged edges from undersampling |
| 2. | alpha | channel storing transparency information |
| 3. | animation | creating movement over time |
| 4. | antialiasing | smoothing jagged rendered edges |
| 5. | AOV | arbitrary output render variable |
| 6. | artifact | unwanted visual error or defect |
| 7. | aspect ratio | proportion of image dimensions |
| 8. | asset | reusable production element or file |
| 9. | backplate | background image behind CG |
| 10. | blendshape | stored alternate mesh deformation |
| 11. | blocking | rough initial animation poses |
| 12. | bone | single rig joint segment |
| 13. | bump map | fake surface relief shading |
| 14. | cache | stored simulation or playback data |
| 15. | camera solve | reconstructed camera motion from footage |
| 16. | CGI | computer-generated visual imagery |
| 17. | chroma key | removing a color background |
| 18. | cleanup | removing unwanted elements from footage |
| 19. | cloth | simulated fabric behavior |
| 20. | compositing | combining visual elements into one shot |
| 21. | crowd | many simulated background characters |
| 22. | debris | scattered broken pieces in shot |
| 23. | deformer | tool altering object shape |
| 24. | destruction | breaking objects apart realistically |
| 25. | diffuse | scattered non-shiny surface light |
| 26. | displacement | geometry shifted by texture data |
| 27. | dynamics | physics-driven motion simulation |
| 28. | easing | gradual acceleration or deceleration |
| 29. | emitter | source spawning particles or fluid |
| 30. | explosion | rapid expanding destructive effect |
| 31. | EXR | high-dynamic-range image format |
| 32. | fire | simulated flame visual effect |
| 33. | FK | forward kinematics joint rotation |
| 34. | fluid | simulated liquid or gas motion |
| 35. | fog | atmospheric haze reducing clarity |
| 36. | FPS | frames displayed each second |
| 37. | fracture | splitting geometry into pieces |
| 38. | frame | single still image in sequence |
| 39. | gamma | nonlinear brightness encoding curve |
| 40. | global illumination | indirect light bouncing in scene |
| 41. | grading | adjusting overall image color |
| 42. | grain | fine texture in film image |
| 43. | green screen | green backdrop for keying subjects |
| 44. | hair | simulated strands or fur |
| 45. | HDRI | high-range image for lighting |
| 46. | holdout | object masking another render element |
| 47. | IK | inverse kinematics joint solving |
| 48. | interpolation | in-between value calculation method |
| 49. | key light | main light shaping the subject |
| 50. | keyframe | frame marking a value change |
| 51. | layout | arranging cameras and scene elements |
| 52. | lens distortion | warping caused by camera lens |
| 53. | lighting | placing and shaping scene illumination |
| 54. | linear | color space with proportional light |
| 55. | lookdev | developing final visual appearance |
| 56. | LUT | table for color transformation |
| 57. | mask | selection limiting visible areas |
| 58. | matchmove | aligning CG with live camera |
| 59. | matte | mask defining visible image areas |
| 60. | mesh | polygonal surface structure |
| 61. | model | digital three-dimensional object |
| 62. | morph | smooth transformation between shapes |
| 63. | motion blur | blur caused by movement |
| 64. | node | graph element processing data |
| 65. | noise | random visual variation in image |
| 66. | normal | direction perpendicular to a surface |
| 67. | occlusion | blocking of light or visibility |
| 68. | overscan | extra image area beyond frame |
| 69. | parallax | apparent shift from viewpoint change |
| 70. | pass | separate render component layer |
| 71. | path tracing | ray tracing with many bounces |
| 72. | pipeline | production workflow and tool chain |
| 73. | plate | original background footage shot |
| 74. | point cloud | set of spatial data points |
| 75. | proxy | lighter stand-in asset version |
| 76. | rasterization | converting geometry into screen pixels |
| 77. | ray tracing | simulating light paths realistically |
| 78. | reflection | light bouncing off surfaces |
| 79. | refraction | light bending through material |
| 80. | render | generate final image from scene data |
| 81. | resolution | image width and height detail |
| 82. | rig | control structure for animation |
| 83. | rotoscoping | tracing elements frame by frame |
| 84. | set extension | digitally expanding a filmed set |
| 85. | shader | code controlling surface appearance |
| 86. | shadow | dark area blocking light |
| 87. | simulation | computer-modeled physical behavior |
| 88. | smoke | simulated airborne particulate effect |
| 89. | solver | engine calculating simulation behavior |
| 90. | specular | bright reflected highlight component |
| 91. | stabilization | smoothing unwanted camera movement |
| 92. | texture | surface detail image or pattern |
| 93. | timewarp | nonlinear timing change effect |
| 94. | tracking | matching movement to filmed footage |
| 95. | transcode | convert media to another format |
| 96. | turnover | materials delivered to VFX team |
| 97. | UV | surface coordinates for textures |
| 98. | voxel | three-dimensional grid cell |
| 99. | weighting | assigning deformation influence values |
| 100. | wireframe | mesh shown as edge lines |

