Glossary

Ray Tracing: A rendering technique that simulates the way light rays travel to produce highly realistic lighting, shadows, and reflections.

Real-time Rendering: The process of generating images on the fly, typically used in interactive applications like games, AR, VR, and simulators.

Reality Capture: The process of digitally recording physical spaces or objects through methods like photogrammetry or laser scanning.

Refresh Rate: The number of times a display updates per second (Hz), affecting how fluid and responsive visuals appear.

RealityKit / ARKit / ARCore: SDKs and frameworks by Apple and Google that enable developers to create AR experiences for iOS (RealityKit/ARKit) and Android (ARCore).

Render Passes: The individual layers (e.g., shadows, reflections, colour, lighting) are rendered separately in 3D graphics and later composited for the final image.

Rendering: The process of generating a final image or animation from a 3D scene using software that simulates lighting, texture, and camera properties.

Retopology: The process of recreating a 3D model’s surface geometry to optimize mesh flow for animation or performance.

Rigging: The process of creating a skeleton or control system for a 3D model, allowing it to move and animate realistically.

Room-Scale VR: A VR setup where users can physically move around within a mapped area, tracked by sensors, offering full-body immersion.

R&D Enterprise: A business or unit focused on research and development, particularly in emerging tech such as AR, VR, 3D modelling, and AI.

SaaS (Software as a Service): A cloud-based software delivery model where users access applications over the internet without managing infrastructure.

Scene Understanding: The ability of AR/VR systems to interpret the layout and elements of a physical environment for contextual content placement.

SDK (Software Development Kit): A set of development tools and libraries that allow programmers to build applications for specific platforms or technologies (e.g., ARKit, Unity).

Shaders: Small programs that determine how surfaces appear in 3D environments — controlling things like colour, lighting, reflections, and transparency.

Sketchfab: A popular online platform for uploading, viewing, and sharing interactive 3D models — often used by designers, developers, and marketers.

Spatial Audio: 3D sound positioning that enhances realism by simulating the direction and distance of audio sources.

Spatial Technology: A set of technologies that enable the mapping, interaction, and analysis of objects and environments in physical space—often used in AR, VR, XR, and geospatial applications to create immersive, location-aware experiences.

Spatial Mapping: A technique where AR devices scan the real world to build a digital 3D map for more accurate and responsive interactions.

Spatial UI: A user interface designed for 3d or immersive environments, enabling natural interactions via hand tracking, gaze, or gestures.

STL (Stereolithography) files are simplified 3D mesh models composed of triangles that represent an object’s surface geometry. Commonly used for 3D printing and visualisation, STL files do not contain materials, dimensions, metadata, or engineering intelligence.

Tactical Solutions: Strategically designed immersive or interactive tools used in fields like defence, medical training, industrial safety, or simulations.

Three.js: A powerful JavaScript library used to render 3D content in the browser using WebGL — essential for web-based 3D applications.

Topology: The structure and layout of polygons that make up a 3D model — good topology ensures smooth animation and optimised performance.

Touch Screen: An interactive display that registers physical touch, widely used in kiosks, digital product displays, and AR/3D configurators.

UE Package Updater: A tool in Unreal Engine that manages plugins, modules, and assets across projects — crucial for keeping 3D pipelines efficient.

Unreal Engine: A high-fidelity real-time 3D creation platform developed by Epic Games, widely used in gaming, film, architecture, and virtual production.

USD / USDZ: Universal Scene Description file formats developed by Pixar and Apple — USD is for pipelines, while USDZ is optimised for AR sharing.

UV Mapping: The process of projecting a 2D texture onto a 3D model’s surface, ensuring accurate placement of materials and images across geometry.

UX/UI: User Experience and User Interface — UX focuses on overall usability, while UI focuses on layout and interaction design, both essential in immersive products.

vCommerce: Virtual commerce — an evolution of e-commerce where customers explore and purchase products in 3D environments, often using AR/VR.

Vertices: Points in 3D space that define the shape and structure of a mesh; the more vertices, the more detailed the object.

Virtual Environment (VE): A fully digital space created for simulation, training, gaming, or exploration, often used in VR or mixed-reality setups.

Virtual Showroom: A virtual space that showcases products, collections, or experiences in an interactive 3D environment—accessible through web, AR, or VR platforms. It is used across industries such as retail, museums, real estate, and exhibitions to engage audiences remotely with immersive, customisable experiences.

Virtual Tour / Walkthrough: A digitally guided, immersive experience that lets users navigate through real estate, products, or environments virtually.

Virtual Try-On: An AR experience that allows users to preview how products (like clothing, glasses, or makeup) will look on them in real time.

Viewport: The visible area of a 3D scene from a given camera perspective, used during modelling, rendering, or real-time applications.

Visualisation: The creation of visual representations of data, designs, or concepts — in immersive tech, this includes 3D, AR, VR, and real-time rendering.

Volumetric Capture: A technique that records 3D performances or environments using multiple cameras to produce holographic-style videos for immersive playback.

VR (Virtual Reality): A fully immersive digital experience where users interact with a simulated environment through a headset and controllers.

VR Headset: A wearable device that immerses the user in a fully virtual environment, typically paired with motion tracking and spatial audio.

VR Simulation: A training or experience-based application that replicates real-world environments and scenarios using VR for learning, testing, or entertainment.

Web App: A software application that runs in a web browser, often used for interactive 3D product viewers, configurators, or AR previews.

WebAR: Web-based augmented reality that allows users to access AR experiences directly from a browser without needing to download an app.

WebGL: A JavaScript API that renders interactive 3D graphics in a web browser, forming the backbone of many browser-based 3D platforms.

WebXR: A web standard that enables AR and VR experiences to run directly in compatible web browsers, bridging immersive content across platforms.

World Anchors: Persistent digital points tied to specific real-world locations in AR — allowing content to remain accurately placed over time and space.

World Tracking: An AR capability that maps and understands the physical environment to allow digital content to stay anchored to real-world surfaces.

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