Glossary > 
Glossary
 
 
 

When working with Autodesk MatchMover you have to understand a few of the basic key concepts from the worlds of 2D and 3D.

Angle - Field of view (FOV) in degrees. 30 corresponds to the normal lens of 35 mm still camera.

Antialiasing - Antialiasing is sub pixel interpolation, a technique that makes edges appear to have better resolution. Antialiasing is process to render an image at a higher resolution than the screen can display (typically two to four times higher linear resolution). This high-resolution result is then filtered down to the screen resolution, eliminating most visible rendering errors.

Cache - A block of memory, generally of fixed size, that is used to store data loaded from the hard disk. Reading data from cache memory speeds up processing as it is faster than reading data from disk.

Channel selection button to help optimize 2D tracking shown in the bottom left corner that toggles display of a single color channel. Clicking on it cycles through RGB, R, G, B, and Alpha, when available.

Dolly - Moves the camera along the line of sight, i.e. close and far from the target. Term originally refers to the carriage under the camera stand, pushed on wheels along rails.

Film Back - Value that represents the size of your film.

FOV - Field of view.

Interlace - Division of video frames into halves (odd and even), or fields, increase the frame rate without increasing the needed bandwidth.

Motion blur - A method of blurring images to create the effect of speed and movement.

Occlusion - The effect of one object in 3D space blocking another object from view.

Pan - Rotates the camera along vertical axis, that is, moving camera target sideways.

Parallax - Changes the perspective between two adjacent pictures caused by the camera position changing between shots.

Pixels - Array of picture elements, usually consisting of red, green, and blue color values, each with five to sixteen bits of precision.

Rendering - The process used by MatchMover to create images from the data files.

Rendering algorithms - Algorithms that create images from models.

Rendering Engine - Generically applies to the part of the graphics engine that draws 3D primitives, usually triangles or other simple polygons. In most implementations, the rendering engine is responsible for interpolation of edges and ‘filling in’ the triangle.

Rendering packages - programs that implement rendering algorithms

RGB - Red-green-blue color models.

Roll - Rotates the camera along the line of sight. If animated, a swaying effect is achieved.

Scene - Defined by a data structure known as the scene database.

Scene database - Database which provides a mathematical representation of the virtual objects in the scene and their position relative to each other.

Scene management - The process of updating the scene database definitions as objects move or change.

Scene space or world space - The coordinate system of a scene.

Screen space - The 2D coordinates of pixels on the display device plus a third coordinate that defines the distance from the view point.

Sub-pixel accuracy - A method of estimating movement to the nearest 1/5th of a pixel rather than one pixel.

Tilt - Rotates the camera along the axis perpendicular to the line of sight, i.e moving target vertically. If animated, a nodding effect is achieved.

Transformation - Change of coordinates; a series of mathematical operations that act on output primitives and geometric attributes to convert them from modeling coordinates to device coordinates.

Track - A track is anything that is animated over time. In MatchMover Pro, these are the point tracks

Vector - Segment showing the displacement of a given pixel from one frame to the next one.

View point - A virtual camera (analogous to the position of the camera in photography).

Z values - (x, y) distance values.

Zoom - Changes the field of view.