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
| Term | English Term | Description |
|---|---|---|
| Rendering | Rendering | The process of drawing a 3D scene to the screen |
| 3D Gaussian Splatting | 3D Gaussian Splatting (3DGS) | A technique that represents and renders a 3D scene with a large number of Gaussian ellipsoids |
| Highlighting | Highlighting | Emphasizing a selected region while dimming the area outside it |
| Clipping | Clipping | Hiding a selected region from display |
| Sectioning | Sectioning | Cutting open the scene with a plane to reveal its interior |
| Re-lighting | Re-lighting | Recomputing the scene lighting |
| Shadow | Shadow | The dark area formed when an object blocks a light source |
| Projected Decal | Projected Decal | Projecting a texture onto object surfaces along the projection direction |
| Collision | Collision | Physical collision detection between objects |
| Point Cloud | Point Cloud | A data representation composed of a large number of 3D points |
| Raycasting | Raycasting | Emitting a ray to detect hits against the scene |
| Mesh | Mesh | Geometric data composed of vertices and triangles |
| Streaming | Streaming | Encoding the rendered image and transmitting it to a device |
| Video Memory | Video Memory (VRAM) | Dedicated memory on the graphics card |
| Spherical Harmonics | Spherical Harmonics (SH) | A set of basis functions describing functions on a sphere |
| Chunked Rendering | Chunked Rendering | Splitting a large scene into chunks and loading/rendering them on demand |
| Full Rendering | Full Rendering | Rendering all LOD0 data at once |
| Corner Snapping | Corner Snapping | Automatically aligning to an edge or corner during raycasting |
| Multi-camera Rendering | Multi-camera Rendering | Rendering with multiple cameras simultaneously |
| Orthographic Rendering | Orthographic Rendering | Parallel projection rendering without perspective |
| Perspective Rendering | Perspective Rendering | Rendering with near-large/far-small perspective |
| Tone Adjustment | Tone Adjustment | Adjusting brightness, saturation, contrast, etc. |
| Semantic Coloring | Semantic Coloring | Coloring by the semantic category carried by the data |
| Depth Write | Depth Write | Writing depth into the depth buffer |
| Frame Rate Lock | Frame Rate Lock | Locking the rendering frame rate |
| Data Source | Data Source | The source location of the data (local disk or network) |
| Gaussian Primitive | Gaussian Primitive | A single Gaussian ellipsoid in 3DGS |
| Coordinate System | Coordinate System | The reference frame describing spatial positions |
| Render Pipeline | Render Pipeline | The processing flow of graphics rendering |
| Shader | Shader | A graphics program running on the GPU |
| Anti-aliasing | Anti-aliasing | Eliminating edge jaggies |
| VSync | VSync | Synchronizing the frame rate with the monitor refresh rate |
| Clipping Plane | Clipping Plane | The plane defining the camera's visible range |
| Frame Rate | Frame Rate | The number of frames rendered per second |
| On-screen Rendering | On-screen Rendering | The amount rendered to the screen at a given moment |
| Field of View | Field of View (FOV) | The camera's visible angular range |
| Level of Detail | LOD (Level of Detail) | Lower precision at a distance, higher precision up close |
| Environment Data | Environment Data | Low-precision background point cloud used to fill distant views |
| Semantics | Semantics | The category information carried by the data |
| Mask Texture | Mask Texture | The texture used to define a selection region |
| Bounding Box | Bounding Box | The smallest box that encloses a geometry |
| Collider | Collider | The geometry used for collision detection |
| Main Camera | Main Camera | The main camera used for rendering and frustum culling |