Resources

FAQs, Tutorials, Glossary and other resources for AR artists

Start with a goal

Pick what you want to do and follow the guides in order.

Latest Resources

Stay up to date with our most recently published tutorials, FAQs, and glossary terms

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Frame Rate (FPS)

Frame rate is the number of image frames produced or presented each second, usually expressed as frames per second (FPS). In interactive AR, it helps describe how frequently the visual scene updates.

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Tracking Drift

Tracking drift is a growing error in an estimated position or orientation that makes virtual content gradually lose alignment with its intended physical location.

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Pose (AR/XR)

In AR and XR, a pose describes where something is and how it is oriented relative to a reference coordinate system at a particular moment.

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WebGPU

WebGPU is a web API for graphics rendering and general-purpose computation on supported GPUs, giving applications explicit tools for organising GPU resources and work.

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Real-Time Rendering

Real-time rendering creates images from a scene quickly enough to respond during an interactive experience, updating the view as the camera, objects or other inputs change.

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WebGL

WebGL is a browser graphics API that lets web applications draw hardware-accelerated 2D and 3D graphics in a canvas without installing a browser plugin.

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Three.js

Three.js is an open-source JavaScript library for creating and displaying 3D graphics on the web. It provides tools for scenes, cameras, geometry, materials, lighting and animation.

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Jitter (AR Tracking)

In AR tracking, jitter is a rapid, unwanted fluctuation in the estimated position or orientation of content, making an overlay appear to tremble against its physical reference.

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Yaw

Yaw is a change in heading: a left-or-right turn around the up axis of a chosen reference frame. Which coordinate axis represents that turn depends on the convention being used.

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Joint (3D Animation)

A joint is a transform in a digital skeleton that helps define a pose. Moving or rotating joints can carry connected parts and, through skinning, deform a character’s surface.

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Mesh Compression

Mesh compression encodes geometry data more compactly for storage or transmission, with decoding needed before the geometry is used.

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Draw Call

A draw call asks the graphics system to render a batch of geometry using a particular set of rendering state.

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Z-Fighting

Z-fighting is a rendering artefact in which overlapping surfaces have depth values too similar to be resolved consistently.

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Render Order

Render order is the sequence in which a renderer submits objects or drawing operations to build an image.

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Depth Buffer (Z-Buffer)

A depth buffer stores depth values for rendered samples so the renderer can compare incoming surfaces with what is already there.

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Alpha Blending

Alpha blending combines a surface’s colour with the colour already behind it, using alpha to control their contributions.

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Alpha Masking

Alpha masking compares alpha with a threshold, discarding samples below it and keeping those that pass.

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Backface Culling

Backface culling skips polygons classified as facing away from the camera, rather than drawing both sides.

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Normal Map

A normal map stores directions in a texture to change a surface’s lighting detail without changing its geometry.

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Image-Based Lighting (IBL)

Image-based lighting uses an image of an environment to supply lighting information for rendered surfaces.

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Unlit Material

An unlit material displays its base colour without calculating a response to scene lighting.

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Asset Optimization (3D)

3D asset optimization reduces the cost of loading and displaying an asset while preserving the detail and behaviour its experience needs.

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Basis Universal

Basis Universal is a texture-compression system whose encoded textures can be transcoded into formats supported by different graphics devices.

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KTX2

KTX2 is a texture container format that stores image data and information needed to deliver textures to graphics applications.

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Meshopt Compression

Meshopt compression encodes 3D buffer data compactly, with a design that supports fast decoding in real-time applications.

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Draco Compression

Draco is a geometry-compression technology used to reduce the encoded size of 3D meshes and point clouds.

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Animation Clip

An animation clip is a named or grouped sequence of animated property changes that can be played over a defined duration.

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Polygon Count

Polygon count is the number of faces in a mesh; for real-time delivery, the exported triangle count is often the more useful comparison.

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Texture Compression

Texture compression reduces the storage or graphics-memory cost of texture data, with trade-offs in quality and compatibility.

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Surface Normals

Surface normals are directions associated with a surface that help the renderer determine how it should be shaded.

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Physically Based Rendering (PBR)

Physically based rendering is a family of shading methods that approximate how light interacts with materials using physically motivated rules.

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Skinning

Skinning binds a mesh to a set of joints so that moving the joints deforms the surface.

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Pivot Point

A pivot point is the reference point around which a rotation or scaling operation takes place.

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Level of Detail (LOD)

Level of detail uses different representations of an object to match the amount of detail needed in a particular view.

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Retopology

Retopology rebuilds the face layout of a mesh to make its structure more suitable for animation, editing or efficient rendering.

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Parenting

Parenting makes one object or node a child of another so their transforms can be combined hierarchically.

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Spatial Audio

Spatial audio uses information about sound sources and a listener to create the impression that sound comes from positions or directions in space.

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Spatial Mapping

Spatial mapping builds a digital representation of the surrounding physical environment for use by a spatial application.

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Raycasting

Raycasting sends a mathematical ray from an origin in a direction to find intersections with geometry.

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Hit Testing

Hit testing checks where a ray or other query intersects a target, often to find a candidate location for AR content.

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Plane Detection

Plane detection estimates flat surfaces in a physical environment, such as a floor, tabletop or wall.

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Keyframe

A keyframe stores the value of an animated property at a particular time.

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Interpolation

Interpolation calculates values between known samples, such as the positions or rotations stored in animation keyframes.

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Easing

Easing shapes how an animated value speeds up or slows down over the course of a transition.

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Rigging

Rigging creates the controls and relationships used to pose and animate a 3D object or character.

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Coordinate System (3D)

A 3D coordinate system describes positions using an origin and three axes, usually called X, Y and Z.

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Local Coordinates

Local coordinates describe a position or direction relative to a particular object or parent, rather than the whole scene.

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World Coordinates

World coordinates describe positions and directions in the shared reference frame of a scene.

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Object Origin

An object origin is the zero point of an object’s local coordinate system; it can sit inside, outside or at the edge of its geometry.

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Reference Grid

A reference grid is an editor guide made of regularly spaced lines that helps judge alignment, spacing and scale.

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Reference Plane

A reference plane is a flat geometric guide used to describe placement, alignment or movement in a 3D scene.

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Perspective Projection

Perspective projection makes objects appear smaller as they move farther from the camera, creating familiar depth cues in a flat image.

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Orthographic Projection

Orthographic projection uses parallel viewing rays, so an object’s displayed size does not shrink simply because it is farther from the camera.

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Vanishing Point

A vanishing point is the location in a perspective image toward which the projections of a set of parallel lines appear to converge.

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Transform (3D)

A 3D transform describes how an object is positioned, oriented and scaled relative to a reference frame.

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Rotation

Rotation changes an object’s orientation around an axis and a pivot point.

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Translation

Translation moves an object by an offset without, by itself, changing its orientation or shape.

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Scale

Scale is a transform that multiplies an object’s size along one or more axes.

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Real-World Scale

Real-world scale is the relationship between distances in a digital scene and measured distances in the physical world.

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Material

A material defines how a rendered surface looks and responds to light, using settings and, optionally, textures.

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Texture

A texture is image or sampled data used by a material to vary a surface property across an object.

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UV Mapping

UV mapping assigns 2D texture coordinates to a 3D surface so the renderer knows which part of a texture belongs at each point.

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Relocalization

Relocalization is the process of finding a device’s pose again within a previously established spatial map or reference.

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Scene Graph

A scene graph organises scene elements and their relationships, often as a hierarchy of parent and child nodes.

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WebXR

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WebAR

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Mesh

Navy and teal sketch of a painting becoming an AR experience on a phone.
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Create Your First AR Artwork in Painta

Build your first AR artwork in Painta: upload a reference, add a video or image, align the layer, check playback and save a scene ready for a real phone test.

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LiDAR

Weekly AR notes

Build better AR art,one Wednesday at a time

A short weekly email with new Painta.me tools, practical AR ideas, artist opportunities, and ways to make your work easier to create, publish, and share. Useful even if you haven't created your first piece yet.

What you'll get
1

New AR tools

See what's new inside Painta.me and how it can help you create faster.

2

Artist opportunities

Open calls, featured works, community updates, and ways to get your art seen.

3

Practical AR ideas

Simple techniques to create, publish, and share better augmented reality pieces.