AR Glossary

This augmented reality glossary brings together the key AR terms, words, and concepts, explained in plain language for artists, creators, and developers. If you're just starting with WebAR or you already work in spatial computing, you'll find simple definitions for the terminology that shapes augmented reality art.

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97 terms

Alternative names are listed under their own letter. Follow “See” to read the full definition.

#

3D animation clip
See Animation Clip
3D audio
See Spatial Audio
3D Gaussian Splatting
See Gaussian Splatting
3D grid
See Reference Grid
3D optimization
See Asset Optimization (3D)
3D picking
See Raycasting
3D point cloud
See Point Cloud
3D replica
See Digital Replica
6D pose
See Pose (AR/XR)

A

Alpha blend
See Alpha Blending
Alpha Blending
Alpha blending combines a surface’s colour with the colour already behind it, using alpha to control their contributions.
Alpha Channel
An alpha channel stores transparency information alongside an image's colour, allowing parts of an image or video to be transparent or partly transparent.
Alpha clipping
See Alpha Masking
Alpha Masking
Alpha masking compares alpha with a threshold, discarding samples below it and keeping those that pass.
Alpha test
See Alpha Masking
Alpha transparency
See Alpha Channel
Angular transform
See Rotation
Animation Clip
An animation clip is a named or grouped sequence of animated property changes that can be played over a defined duration.
Animation key
See Keyframe
Animation sequence
See Animation Clip
AR anchor
See Spatial Anchor
AR drift
See Tracking Drift
AR hit test
See Hit Testing
Armature
See Rigging
Artwork recognition
See Image Recognition
Asset optimisation
See Asset Optimization (3D)
Asset Optimization (3D)
3D asset optimization reduces the cost of loading and displaying an asset while preserving the detail and behaviour its experience needs.
Augmented Reality
Augmented reality, or AR, adds digital content to a view of the physical world, allowing real objects and digital elements to be experienced together.
Augmented Reality Art
See Augmented Reality

B

Backface Culling
Backface culling skips polygons classified as facing away from the camera, rather than drawing both sides.
Basis Universal
Basis Universal is a texture-compression system whose encoded textures can be transcoded into formats supported by different graphics devices.
BasisU
See Basis Universal
Blended transparency
See Alpha Blending
Browser-based AR
See WebAR

C

Cartesian coordinates
See Coordinate System (3D)
Character rig
See Rigging
Child object
See Parenting
Compressed mesh
See Mesh Compression
Coordinate plane
See Reference Plane
Coordinate System (3D)
A 3D coordinate system describes positions using an origin and three axes, usually called X, Y and Z.
Coplanar flickering
See Z-Fighting
Cutout rendering
See Alpha Masking

D

Depth API
A depth API gives an application access to information about distances in a scene, which can help it relate digital content to physical surfaces.
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.
Depth fighting
See Z-Fighting
Depth map
See Depth API
Depth sensing
See Depth API
Digital Replica
A digital replica is a digital representation of a physical object or place, made for a stated purpose such as interpretation, visual exploration, documentation or measurement.
Digital reproduction
See Digital Replica
Distance-based detail
See Level of Detail (LOD)
Draco
See Draco Compression
Draco Compression
Draco is a geometry-compression technology used to reduce the encoded size of 3D meshes and point clouds.
Draw Call
A draw call asks the graphics system to render a batch of geometry using a particular set of rendering state.
Draw order
See Render Order

E

Ease-in
See Easing
Ease-out
See Easing
Easing
Easing shapes how an animated value speeds up or slows down over the course of a transition.
Editor grid
See Reference Grid
Environment lighting
See Image-Based Lighting (IBL)
Environment mapping
See Spatial Mapping
Environment tracking
See World Tracking
Extended Reality
Extended reality, or XR, is an umbrella term for technologies and experiences commonly described as augmented reality, virtual reality and mixed reality.

F

Face culling
See Backface Culling
Face normals
See Surface Normals
Field of View
Field of view, or FOV, is the angular extent of a scene visible through a camera, display or optical system at one time.
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.
Framerate
See Frame Rate (FPS)
Frames per second
See Frame Rate (FPS)

G

Gaussian Splatting
Gaussian splatting represents a scene with many overlapping, soft 3D primitives, optimised to reproduce its appearance from different viewpoints.
Geometry compression
See Mesh Compression
GL Transmission Format
See GLB / glTF
GLB / glTF
glTF is a standard for delivering 3D scenes and models. GLB is its binary container, often used to package a model and its associated data into one file.
Global coordinates
See World Coordinates
GPU texture compression
See Texture Compression

H

Hand pose tracking
See Hand Tracking
Hand Tracking
Hand tracking estimates the position and movement of a user's hands, allowing an experience to interpret gestures without relying only on handheld controllers.
Hit Testing
Hit testing checks where a ray or other query intersects a target, often to find a candidate location for AR content.

I

Image Recognition
Image recognition identifies or classifies what appears in an image. In an art experience, it can help match a visitor's photograph to a known artwork.
Image target
See Target Image
Image target tracking
See Image Tracking
Image texture
See Texture
Image Tracking
Image tracking follows the position and orientation of a known image through a camera, keeping digital content aligned with the physical artwork as the viewer moves.
Image-based AR
See Marker-based AR
Image-Based Lighting (IBL)
Image-based lighting uses an image of an environment to supply lighting information for rendered surfaces.
In-betweening
See Interpolation
Interactive rendering
See Real-Time Rendering
Interpolation
Interpolation calculates values between known samples, such as the positions or rotations stored in animation keyframes.

J

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.
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.
Joint node
See Joint (3D Animation)

K

Keyframe
A keyframe stores the value of an animated property at a particular time.
Khronos Texture 2
See KTX2
KTX2
KTX2 is a texture container format that stores image data and information needed to deliver textures to graphics applications.

L

Laser scanning
See LiDAR
Latency
Latency is the delay between an action or event and the system's response. In AR, it can affect how quickly the displayed content reacts to movement or input.
Level of Detail (LOD)
Level of detail uses different representations of an object to match the amount of detail needed in a particular view.
LiDAR
LiDAR measures distance using laser light. Many distance samples can be combined into a three-dimensional point cloud of an object or environment.
Local Coordinates
Local coordinates describe a position or direction relative to a particular object or parent, rather than the whole scene.
Local space
See Local Coordinates

M

Marker-based AR
Marker-based AR uses a predefined visual reference to detect and position digital content relative to something in the physical world.
Marker-based augmented reality
See Marker-based AR
Markerless AR
Markerless AR places or relates digital content to the environment without requiring a predefined visual marker as its reference.
Markerless augmented reality
See Markerless AR
Material
A material defines how a rendered surface looks and responds to light, using settings and, optionally, textures.
Mesh
A mesh represents a 3D surface using connected vertices, edges and faces. In real-time graphics, those faces are commonly triangles.
Mesh Compression
Mesh compression encodes geometry data more compactly for storage or transmission, with decoding needed before the geometry is used.
Mesh retopology
See Retopology
Meshopt Compression
Meshopt compression encodes 3D buffer data compactly, with a design that supports fast decoding in real-time applications.
Meshoptimizer compression
See Meshopt Compression
Metallic-roughness
See Physically Based Rendering (PBR)
Mixed Reality
Mixed reality describes experiences in which digital content and the physical environment are presented together, often with spatial relationships or interactions between them.
Move transform
See Translation

N

Neural Radiance Field
A neural radiance field, or NeRF, is a learned representation of a scene that can render new views by predicting colour and density along camera rays.
Node hierarchy
See Scene Graph
Non-uniform scale
See Scale
Normal Map
A normal map stores directions in a texture to change a surface’s lighting detail without changing its geometry.
Normal mapping
See Normal Map

O

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.
Object space
See Local Coordinates
Object zero point
See Object Origin
Occlusion
Occlusion occurs when one object blocks another from view. In AR, it determines whether digital content appears in front of or behind physical objects.
Orientation
See Rotation
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.
Orthographic view
See Orthographic Projection

P

Parallel projection
See Orthographic Projection
Parent-child relationship
See Parenting
Parenting
Parenting makes one object or node a child of another so their transforms can be combined hierarchically.
Passthrough
Video passthrough uses cameras on a headset to show the physical surroundings on its displays, allowing digital content to be combined with that camera view.
Perspective convergence
See Vanishing Point
Perspective Projection
Perspective projection makes objects appear smaller as they move farther from the camera, creating familiar depth cues in a flat image.
Perspective view
See Perspective Projection
Photogrammetry
Photogrammetry uses overlapping photographs to estimate an object's or a scene's three-dimensional structure and, when suitable reference measurements are available, its scale.
Phygital
Phygital describes an experience that connects physical and digital elements so they contribute to the same encounter.
Physical scale
See Real-World Scale
Physically Based Rendering (PBR)
Physically based rendering is a family of shading methods that approximate how light interacts with materials using physically motivated rules.
Pivot Point
A pivot point is the reference point around which a rotation or scaling operation takes place.
Planar image tracking
See Image Tracking
Plane Detection
Plane detection estimates flat surfaces in a physical environment, such as a floor, tabletop or wall.
Point Cloud
A point cloud is a set of samples positioned in three-dimensional space. Each point has coordinates and may also store information such as colour or intensity.
Polycount
See Polygon Count
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.
Polygon mesh
See Mesh
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.
Pose drift
See Tracking Drift
Pose jitter
See Jitter (AR Tracking)
Position offset
See Translation
Positional audio
See Spatial Audio
Positional tracking
See World Tracking

Q

QR Code
A QR code is a two-dimensional barcode that stores data, commonly a web address. In an AR exhibition, it can give visitors a quick way to open an experience.
Quick Response code
See QR Code

R

Ray cast
See Raycasting
Raycasting
Raycasting sends a mathematical ray from an origin in a direction to find intersections with geometry.
Real-time asset optimization
See Asset Optimization (3D)
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.
Real-world occlusion
See Occlusion
Real-World Scale
Real-world scale is the relationship between distances in a digital scene and measured distances in the physical world.
Reference Grid
A reference grid is an editor guide made of regularly spaced lines that helps judge alignment, spacing and scale.
Reference image
See Target Image
Reference Plane
A reference plane is a flat geometric guide used to describe placement, alignment or movement in a 3D scene.
Relocalisation
See Relocalization
Relocalization
Relocalization is the process of finding a device’s pose again within a previously established spatial map or reference.
Render Order
Render order is the sequence in which a renderer submits objects or drawing operations to build an image.
Rendering order
See Render Order
Response delay
See Latency
Retopology
Retopology rebuilds the face layout of a mesh to make its structure more suitable for animation, editing or efficient rendering.
Rigging
Rigging creates the controls and relationships used to pose and animate a 3D object or character.
Rotation
Rotation changes an object’s orientation around an axis and a pivot point.
Rotation centre
See Pivot Point

S

Scale
Scale is a transform that multiplies an object’s size along one or more axes.
Scene Graph
A scene graph organises scene elements and their relationships, often as a hierarchy of parent and child nodes.
Scene hierarchy
See Scene Graph
Scene reconstruction
See Spatial Mapping
Scene units
See Real-World Scale
Simultaneous Localization and Mapping
Simultaneous localization and mapping, or SLAM, estimates a device's position while building or updating a map of its surroundings.
Six Degrees of Freedom
Six degrees of freedom, or 6DoF, describe three directions of positional movement and three directions of rotation in three-dimensional space.
Skeleton joint
See Joint (3D Animation)
Skin weights
See Skinning
Skinning
Skinning binds a mesh to a set of joints so that moving the joints deforms the surface.
Spatial Anchor
A spatial anchor is a reference pose used by an AR system to keep digital content associated with a location and orientation in its understanding of the environment.
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.
Spatial Computing
Spatial computing describes computing that uses position, movement and relationships in three-dimensional space as part of how people interact with digital content.
Spatial interaction
See Spatial Computing
Spatial Mapping
Spatial mapping builds a digital representation of the surrounding physical environment for use by a spatial application.
Spatial pose
See Pose (AR/XR)
Surface detection
See Plane Detection
Surface material
See Material
Surface Normals
Surface normals are directions associated with a surface that help the renderer determine how it should be shaded.

T

Tangent-space normal map
See Normal Map
Target Image
A target image is a prepared visual reference that an AR system uses to recognise a physical image and, when supported, estimate its position and orientation.
Texture
A texture is image or sampled data used by a material to vary a surface property across an object.
Texture Compression
Texture compression reduces the storage or graphics-memory cost of texture data, with trade-offs in quality and compatibility.
Texture map
See Texture
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.
Timing curve
See Easing
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.
Tracking jitter
See Jitter (AR Tracking)
Tracking recovery
See Relocalization
Transform (3D)
A 3D transform describes how an object is positioned, oriented and scaled relative to a reference frame.
Transform pivot
See Pivot Point
Transformation
See Transform (3D)
Translation
Translation moves an object by an offset without, by itself, changing its orientation or shape.
Transparency channel
See Alpha Channel
Triangle count
See Polygon Count
Triangle mesh
See Mesh
Tweening
See Interpolation

U

Uniform scale
See Scale
Units and dimensions
See Real-World Scale
Universal texture compression
See Basis Universal
Unlit Material
An unlit material displays its base colour without calculating a response to scene lighting.
Unlit shader
See Unlit Material
Unshaded material
See Unlit Material
UV coordinates
See UV Mapping
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.
UV unwrap
See UV Mapping

V

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.
Vertex normals
See Surface Normals
Vertex skinning
See Skinning
Video passthrough
See Passthrough
Video see-through
See Passthrough
Virtual Reality
Virtual reality, or VR, presents a computer-generated environment that replaces the user's main view of the physical surroundings, typically through a headset.
Visual recognition
See Image Recognition
Visual SLAM
See Simultaneous Localization and Mapping
Visual-inertial SLAM
See Simultaneous Localization and Mapping

W

WebAR
WebAR is augmented reality delivered through a web browser, so visitors can open an experience from a link without installing a dedicated application.
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.
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.
WebGPU API
See WebGPU
WebXR
WebXR is a browser API that gives web applications access to supported immersive AR and VR capabilities, including views and device poses.
WebXR Device API
See WebXR
Weight painting
See Skinning
Work plane
See Reference Plane
World Coordinates
World coordinates describe positions and directions in the shared reference frame of a scene.
World space
See World Coordinates
World Tracking
World tracking estimates a device's position and orientation relative to its surroundings, allowing digital content to remain associated with a location in the environment.

X

XYZ
See Coordinate System (3D)

Y

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.
Yaw rotation
See Yaw

Z

Z-buffer
See Depth Buffer (Z-Buffer)
Z-Fighting
Z-fighting is a rendering artefact in which overlapping surfaces have depth values too similar to be resolved consistently.