XGRIDSDocs
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  • Lixel PortalCam Series

    • PortalCam P1

      • Product Overview
      • Basic Operation
      • Using the LCC Scan App
      • Maintenance and Care
      • FAQ
  • Lixel K Series

    • Lixel K1

      • Product Overview
      • Basic Operation
      • Device Activation and Connection
      • Scanning Workflow
      • Acquire Point Cloud Data with Absolute Coordinate
      • Map Fusion
      • Route Planning Suggestions for Typical Scenes
      • Precautions
      • FAQ
    • Lixel K2

      • Product Overview
      • Basic Operation
      • Device Activation and Connection
      • Scanning Workflow
      • Acquire Point Cloud Data with Absolute Coordinate
      • Map Fusion
      • Route Planning Suggestions for Typical Scenes
      • Precautions
      • FAQ
  • Lixel L Series

    • Lixel L2 Pro

      • Product Overview
      • Basic Operation
      • Device Activation and Connection
      • Scanning Workflow
      • Acquire Point Cloud Data with Absolute Coordinate
      • Measure Point
      • Appendix
      • FAQ
    • Lixel L3

      • Product Overview
      • Basic Device Functions
      • Device Activation and Connection
      • Data Capture
      • Capturing Absolute Coordinates
      • Appendix
  • Accessories

    • Stick Light

      • Installation Guide
      • Basic Operation
      • FAQ
  • Lixel Studio

    • Version and Copyright
    • Installation and Activation
    • Software Interface
    • File Operations
    • Project Processing
    • Tools
    • 2D Drawing
    • Applications
    • Settings
    • Device Connection
    • FAQ
  • Lixel CyberColor

    • LCC Studio

      • Getting Started
      • Version and Updates
      • Download and Installation
      • Interface Overview and Navigation
      • Before Reconstruction
      • Model Reconstruction
      • Single Model Reconstruction
      • Map Fusion
      • Aerial-Ground Fusion
      • Aerial Reconstruction
      • My Models
      • Other Features
      • Settings and Account
      • Converter
      • Video Reconstruction
      • FAQ
    • LCC Scene Editor

      • Version & Updates
      • Account & Login
      • Product Overview & Home
      • Editor Interface
      • Scene Navigation Modes
      • File
      • Settings
      • Edit Operations
      • Window
      • Global Toolbar
      • Assets & Properties
      • Left Toolbar
      • Viewpoints
      • Portal
      • Skybox
      • Annotations
      • Measurement
      • Flythrough
      • Scene Report
      • 3D Layout
      • Mini-Map
      • Preview Mode (Viewer)
      • Help
      • FAQ
      • Spawn Point
    • LCC Model Editor

      • Version and Updates
      • User Guide
      • Overview and Interface
      • File Operations
      • Selectors
      • Editing Models
      • Measurement
      • Color Grading
      • Asset Management
      • Settings and Help
      • FAQ
    • Capture Guide

      • Overview
      • Capture Devices Overview
      • General Capture Principles
      • Indoor Scene Capture
      • Outdoor Scene Capture
      • Large-Scale Capture (Map Fusion)
      • Aerial-Ground Map Fusion Capture
      • Object Capture
      • People Capture
      • Video Reconstruction Capture
      • HD Enhancement
      • Control Points (Lixel P1)
      • FAQ and Troubleshooting
    • LCC Studio Linux

      • Product Overview
      • Architecture Guide
      • Installation and Deployment Guide
      • Container Startup Parameters Guide
      • CodeMeter Offline Licensing Deployment Guide
      • API Reference
      • Appendix - Developer Data Guide
      • Appendix - Error Code List
      • Single-Machine Multi-GPU Cluster Deployment QuickStart
    • Best Practices

      • Merging Multiple Large 3DGS Models
    • Version History
  • Plugin & SDK

    • Unreal

      • Introduction
      • Quick Start - Windows
      • Quick Start - Linux
      • Quick Start - Quest3
      • Editions and Licensing
      • Rendering
      • Tiled Rasterization (Experimental)
      • Visual Settings
      • Normals and Lighting
      • Scene Editing
      • Performance Parameters
      • Performance Guide
      • Third-party and Engine Plugin Integration
      • Proxy Mesh
      • Loading Animation
      • Collision
      • Navigation System Support
      • Single Layer Water Support
      • Localization
      • FAQ
      • Troubleshooting
      • Logging and Diagnostics
      • Contact Us
      • Best Practices

        • Relighting 3DGS with a LixelStudio Mesh
      • API Reference

        • ALCCActorBase
        • ULCCComponentBase
        • ULCCComponent
        • ULCC2Component
        • SOG / SPZ / PLY Actors
        • ALCC2ProxyMesh
        • ALCCClippingVolume
        • ALCCSectionPlane
        • ALCCLoadVolume
        • ULCCUtilLibrary
        • Enums
        • Structs
      • Changelog

        • v3.4.0
        • v3.3.1
        • v3.0.0
        • v2.2.1
        • v1.0.0
        • v0.9.0
        • v0.8.0
        • v0.7.1
        • v0.6.1
        • v0.5.2
        • v0.4.1
        • v0.4.0
        • v0.3.0
        • v0.0.5
        • v0.0.4
        • v0.0.3
        • v0.0.2
        • v0.0.1
    • Unity

      • Unity SDK Introduction
      • Technical Features
      • Development Environment Requirements
      • PC Quick Start Guide
      • Project Settings Optimization Guide
      • Pico 4 Ultra Development Guide
      • Pico 4 Ultra PC Streaming Guide
      • Quest 3 Development Guide
      • Quest 3 PC Streaming Guide
      • OpenXR Development Guide
      • Pico 4 Ultra Business Streaming Guide
      • Glossary
      • FAQ
      • Contact Us
      • Feature Development Guide

        • Multi-Scene Mixed Rendering Development Guide
        • Shadow Receiving Development Guide
        • Real-Time Lighting Development Guide
        • Multi-Camera Rendering Development Guide
        • High-Resolution Image Rendering Development Guide
        • LCC and LCC2 Data Format Compatibility Development Guide
        • Loading Effect Development Guide
        • Mip Rendering Mode Switching Development Guide
        • Edge and Corner Snapping Development Guide
        • Projected Decal Development Guide
        • Video Projected Decal Development Guide
        • Highlight Development Guide
        • Real-Time Clipping Development Guide
        • Color Adjustment Development Guide
        • Getting Scene Mesh Data Development Guide
        • Editor Mode Development Guide
        • Render Performance Parameter Configuration Guide
        • Application and Data Co-packaging Development Guide
        • Collision System Development Guide
        • macOS Development Permission Issue Guide
        • iOS Device Compilation and Packaging Development Guide
      • API Reference

        • LCCManager
        • Renderer
        • Data Types
      • Changelog

        • v2.3.0
        • v2.2.10
        • v2.2.0
        • v2.1.19
        • v2.0.14
    • Web

      • Introduction
      • Rendering Performance Optimization Guide
      • Graphics Configuration
      • FAQ
      • API Reference

        • LCCRender::clearIndexDB
        • LCCRender::dispose
        • LCCRender::load
        • LCCRender::setCamera
        • LCCRender::unload
        • LCCRender::update
        • LCCObject::checkRenderNextFrame
        • LCCObject::clearRenderNextFrame
        • LCCObject::ecef2Prj
        • LCCObject::getBounds
        • LCCObject::getEnvInstancedMesh
        • LCCObject::getInstancedMesh
        • LCCObject::getLodInfos
        • LCCObject::getOriginPosition
        • LCCObject::getProjectionCoordinateSystemInfos
        • LCCObject::hasCollision
        • LCCObject::hasEnvironment
        • LCCObject::hasShcoef
        • LCCObject::intersectsCapsule
        • LCCObject::intersectsRayExt
        • LCCObject::intersectsRayFromOriginExt
        • LCCObject::intersectsSphere
        • LCCObject::lowerToBottom
        • LCCObject::prj2Ecef
        • LCCObject::raiseToTop
        • LCCObject::raycast
        • LCCObject::raycastFromOrigin
        • LCCObject::setAlpha
        • LCCObject::setClipBox
        • LCCObject::setClipPlane
        • LCCObject::setEndLod
        • LCCObject::setLodAutoLevelUp
        • LCCObject::setMaxDistance
        • LCCObject::setMaxNodeSplats
        • LCCObject::setMaxSplats
        • LCCObject::setOriginPosition
        • LCCObject::setPointsColor
        • LCCObject::setRenderState
        • LCCObject::setRotation
        • LCCObject::setScale
        • LCCObject::setSemantic
        • LCCObject::setSemanticColor
        • LCCObject::setSmooth
        • LCCObject::setStartLod
        • LCCObject::setTranslation
        • LCCObject::setVisible
        • LCCObject::togglePointsDisplayMode
        • LCCObject::useEnvironment
        • LCCObject::useShcoef
      • Changelog

        • v0.6.3
        • v0.6.2
        • v0.6.1
        • v0.6.0
        • v0.5.5
        • v0.5.4
        • v0.5.3
        • v0.5.2
        • v0.5.1
        • v0.5.0
        • v0.4.1
        • v0.4.0
        • v0.3.1
        • v0.3.0
        • v0.2.0
    • Lixel OpenAPI

      • Overview
      • Connection & Authentication
      • Message Model & Codec
      • Interface Catalog
      • Real-time Data
      • Project File Access
      • Error Codes
      • Python

        • Quick Start
        • Client Wrapper & Tools
        • FAQ
      • C++

        • Quick Start
        • Client & Examples
        • FAQ

Glossary

This table is the terminology baseline for the LCC Unity SDK documentation, using a three-column structure: the first column records the term used in the documentation, the English term column serves as the code / API alignment anchor, and the description column gives a brief explanation. The glossary of each language is a translated version of this table (the first column is translated to the target language, the English term column is kept, and the description column is translated).

Proper Nouns and Brand Names (not translated)

The following proper nouns, brand names and third-party technology names are always kept in their original form during translation: Pico 4 Ultra, Quest 3, OpenXR, URP, HDRP, Built-in, LCC, LCC2, XGRIDS, DirectX11 / DirectX12, Vulkan, Metal, IL2CPP, Mono, Render Feature, Proxy Mesh, StartLOD, SSE, FOV, LOD, Mip, PCVR, Single Pass Instanced, Multi Pass, XR Origin, PXR_Manager, GameObject, Transform.

Terminology

TermEnglish TermDescription
RenderingRenderingThe process of drawing a 3D scene to the screen
3D Gaussian Splatting3D Gaussian Splatting (3DGS)A technique that represents and renders a 3D scene with a large number of Gaussian ellipsoids
HighlightingHighlightingEmphasizing a selected region while dimming the area outside it
ClippingClippingHiding a selected region from display
SectioningSectioningCutting open the scene with a plane to reveal its interior
Re-lightingRe-lightingRecomputing the scene lighting
ShadowShadowThe dark area formed when an object blocks a light source
Projected DecalProjected DecalProjecting a texture onto object surfaces along the projection direction
CollisionCollisionPhysical collision detection between objects
Point CloudPoint CloudA data representation composed of a large number of 3D points
RaycastingRaycastingEmitting a ray to detect hits against the scene
MeshMeshGeometric data composed of vertices and triangles
StreamingStreamingEncoding the rendered image and transmitting it to a device
Video MemoryVideo Memory (VRAM)Dedicated memory on the graphics card
Spherical HarmonicsSpherical Harmonics (SH)A set of basis functions describing functions on a sphere
Chunked RenderingChunked RenderingSplitting a large scene into chunks and loading/rendering them on demand
Full RenderingFull RenderingRendering all LOD0 data at once
Corner SnappingCorner SnappingAutomatically aligning to an edge or corner during raycasting
Multi-camera RenderingMulti-camera RenderingRendering with multiple cameras simultaneously
Orthographic RenderingOrthographic RenderingParallel projection rendering without perspective
Perspective RenderingPerspective RenderingRendering with near-large/far-small perspective
Tone AdjustmentTone AdjustmentAdjusting brightness, saturation, contrast, etc.
Semantic ColoringSemantic ColoringColoring by the semantic category carried by the data
Depth WriteDepth WriteWriting depth into the depth buffer
Frame Rate LockFrame Rate LockLocking the rendering frame rate
Data SourceData SourceThe source location of the data (local disk or network)
Gaussian PrimitiveGaussian PrimitiveA single Gaussian ellipsoid in 3DGS
Coordinate SystemCoordinate SystemThe reference frame describing spatial positions
Render PipelineRender PipelineThe processing flow of graphics rendering
ShaderShaderA graphics program running on the GPU
Anti-aliasingAnti-aliasingEliminating edge jaggies
VSyncVSyncSynchronizing the frame rate with the monitor refresh rate
Clipping PlaneClipping PlaneThe plane defining the camera's visible range
Frame RateFrame RateThe number of frames rendered per second
On-screen RenderingOn-screen RenderingThe amount rendered to the screen at a given moment
Field of ViewField of View (FOV)The camera's visible angular range
Level of DetailLOD (Level of Detail)Lower precision at a distance, higher precision up close
Environment DataEnvironment DataLow-precision background point cloud used to fill distant views
SemanticsSemanticsThe category information carried by the data
Mask TextureMask TextureThe texture used to define a selection region
Bounding BoxBounding BoxThe smallest box that encloses a geometry
ColliderColliderThe geometry used for collision detection
Main CameraMain CameraThe main camera used for rendering and frustum culling