Appendix Q: Glossary of Terms - ApertureViewer/Aperture-Opertations-Manual GitHub Wiki
This glossary provides definitions for key terms used within the Aperture Operating Manual (AOM) and in discussions related to the Aperture Viewer project. It is intended to assist individuals who may not be familiar with specific terminology from software development, virtual worlds like Second Life, or computer graphics.
A
Accessibility: In software, designing products so that people with disabilities can use them. In a broader sense for Aperture, also refers to making advanced tools easier to understand and use for everyone.
ACES (Academy Color Encoding System): A professional color management system used in the film and television industry, designed to create consistent and high-quality color throughout the entire production process. In Aperture Viewer, it's an option for Tone Mapping.
Advisory Board: A group of experienced individuals who provide advice and guidance to the Project Lead on strategic matters, but do not have operational duties.
Agile (Development Approach): A way of developing software that focuses on iterative development (working in small, repeated cycles), collaboration, and responding to change quickly.
Alpha (Channel/Blending/Masking): In computer graphics, an alpha channel stores transparency information for an image or texture.
Alpha Blending: Combining a semi-transparent image with a background image.
Alpha Masking (or Alpha Testing): Making parts of an image completely transparent or completely opaque based on a threshold, creating sharp cutouts (like for leaves on a tree).
Ambient Light: General, non-directional light in a scene that illuminates all objects uniformly, simulating light that has been scattered and reflected many times.
Ambient Occlusion (AO): A graphics technique that simulates the soft shadows that appear in creases, corners, and where objects meet, making scenes look more realistic by showing how ambient light is blocked. See also SSAO.
Anisotropic Filtering: A texture filtering technique that improves the clarity and sharpness of textures viewed at oblique (steep) angles, reducing blurriness on surfaces like floors or long roads extending into the distance.
Antialiasing (AA): Techniques used to reduce or smooth out the jagged, "stair-step" appearance of diagonal lines and edges of objects on a computer screen.
API (Application Programming Interface): A set of rules and protocols that allows different software components to communicate with each other.
Aperture Operating Manual (AOM): This document; the central guiding document for the Aperture Viewer project.
Aperture Phototools Suite (APS): The exclusive, unified command center in Aperture Viewer (Ctrl+Shift+P) that integrates most visual, environmental, camera, and post-processing controls.
Artifact (Visual Artifact): An unwanted or unintended visual defect in a rendered image, such as flickering, incorrect colors, strange patterns, or glitches.
Asset (Virtual World Asset): Any digital item used in a virtual world, such as textures, 3D models (meshes), sounds, animations, or scripts.
Atmospherics (Atmospheric Effects): Visual effects that simulate the appearance of an atmosphere, such as haze, fog, sky color, and how light scatters through the air.
Attribution: Giving credit to the original creators or sources of work, code, or ideas.
Autobuild: A software tool developed by Linden Lab used to manage and build third-party libraries and dependencies for Second Life viewers.
Avatar: A user's digital representation or character in a virtual world like Second Life.
AVX (Advanced Vector Extensions): A type of instruction set for computer processors (CPUs) that can perform certain calculations more quickly. The Windows version of Aperture Viewer v1.0.0 requires a CPU that supports AVX.
B
Backward-Compatible: A new version of software is backward-compatible if it can still work with files or systems created with older versions of that software.
Badge (GitHub/Digital Badge): A small image or icon displayed online (e.g., on a GitHub README) to signify a status, achievement, or affiliation (like "Official TPV").
Banding (Color Banding / Gradient Banding): A visual artifact where smooth transitions of color or brightness appear as distinct, visible bands or steps instead of a seamless gradient. Often occurs due to insufficient color precision.
Baseline: A starting point or standard reference against which changes or comparisons are made.
Beta (Software Release): A pre-release version of software distributed to a limited audience for testing before its official public release. It's usually more stable than an alpha release but may still contain bugs.
Bias (Depth Bias / Shadow Bias): In shadow mapping, a small offset applied to depth values to prevent "shadow acne" (surfaces incorrectly shadowing themselves) or "Peter Panning" (shadows appearing detached from objects).
Black Body Coloration (for Stars): Simulating the color of stars based on their temperature, as real stars do (cooler stars are redder, hotter stars are bluer/whiter).
Bleeding (Visual Artifact): An unwanted visual effect where colors or effects (like shadows or SSAO) from one object or area appear to "leak" or spread onto adjacent or unrelated surfaces.
Blinn-Phong (BP) Materials/Shading: A common and older mathematical model used in computer graphics to calculate how light reflects off surfaces, creating highlights and shading. It's simpler than PBR.
Bloom (Effect): See Glow.
Blueprint / Boilerplate: A standard template or framework used as a starting point.
Branch (Git Branch): In Git version control, a separate line of development. Developers create branches to work on new features or fixes without affecting the main codebase until the work is ready to be merged.
Branding: The set of visual elements (like a logo, name, color scheme) and messaging that create a distinct identity for a project or product.
Bug: An error, flaw, or fault in a computer program or system that causes it to produce an incorrect or unexpected result, or to behave in unintended ways.
Bug Report: A detailed description of a bug, provided to help developers find and fix it.
Build (Software Build): The process of compiling source code into an executable program. Also refers to the resulting program itself.
Build System: The set of tools and processes used to automate the building of software (e.g., CMake).
Build Verification Testing (BVT) / Smoke Test: A quick set of tests run on a new software build to ensure it installs, launches, and that basic core functionalities are working, before more extensive testing.
C
C++ (Programming Language): A powerful, general-purpose programming language widely used for developing high-performance applications like game engines and virtual world viewers.
Cache (Computer Cache): A temporary storage area where frequently accessed data can be stored for rapid access. Viewers use caches to store downloaded textures and assets to speed up loading times.
Camera Preset: A saved camera configuration (position, focus, orientation) that can be quickly recalled. Aperture Viewer has a dedicated Camera Preset system.
Cascaded Shadow Maps (CSM): A technique for rendering shadows from directional lights (like the sun) more efficiently and with better detail by dividing the view frustum into multiple sections (cascades), each with its own shadow map.
CEF (Chromium Embedded Framework): A software library that allows developers to embed the Chromium web browser engine (used by Google Chrome) into other applications. Viewers use it to display web content in-world.
Changelog: A log or record of all notable changes made to a project, typically for each new version or release.
Channel (Communication Channel): A specific pathway or platform for communication (e.g., a Discord channel, an email address).
Charter (e.g., Advisory Board Charter): A formal document outlining the purpose, roles, responsibilities, and operating guidelines for a group or committee.
Cherry-pick (Git): A Git command to select and apply specific commits from one branch onto another.
Chromatic Aberration (CA): An optical effect (and a post-processing effect in viewers) where a lens fails to focus all colors to the same point, resulting in color fringing (often red/cyan or blue/yellow edges) around objects, especially in high-contrast areas.
CLA (Contributor License Agreement): A legal agreement between a contributor and an open-source project that clarifies the terms under which contributions are made, granting the project the necessary rights to use the contribution.
Client-Side: Refers to operations that are performed on the user's computer (the "client"), as opposed to on a remote server. Aperture Viewer is client-side software.
Clipping (Graphics): When parts of an object or scene that should be visible are cut off or not rendered, often because they are outside the view frustum or beyond a defined rendering distance. Also refers to when brightness or color values exceed the displayable range and are "clipped" to the maximum (e.g., pure white) or minimum (e.g., pure black), losing detail.
Clone (Git): To create a local copy of a remote Git repository on your computer.
CMake: A cross-platform, open-source build system generator used to manage the build process of software projects like Second Life viewers.
Codebase: The complete collection of source code for a software project.
Code of Conduct (CoC): A set of rules outlining the expected standards of behavior for participants within a community or project to ensure a respectful and inclusive environment.
Code Signing Certificate: A digital certificate used to cryptographically sign software, verifying the publisher's identity and ensuring the code hasn't been tampered with since it was signed.
Color Balance (3-Way): A color grading technique that allows separate adjustment of the color tint (e.g., towards red, green, or blue) in the shadows, midtones, and highlights of an image.
Color Grading: The process of altering and enhancing the color of a motion picture, video image, or still image either electronically, photo-chemically or digitally. In Aperture, this is done in real-time via post-processing.
Commit (Git): A snapshot of changes made to files in a Git repository at a specific point in time. Each commit has a unique ID and a descriptive message.
Commit Message: A descriptive text accompanying a commit, explaining the changes made. Aperture has strict guidelines for these.
Community Manager: A role responsible for engaging with and managing a project's user community, often across social media and forums. (Maladriel's role).
Compatibility: The ability of different software systems or components to work together without issues.
Compiler / Compiling: A special program (compiler) that translates source code written in a programming language (like C++) into machine code or an executable program that a computer can run. The process is called compiling.
Component (Software): A distinct, modular part of a software system that performs a specific function.
Comprehensive Preset (Aperture Graphics Preset): In Aperture Viewer, a saved graphics setting that captures the entire visual state of the viewer, including all rendering options and all post-processing adjustments.
Concatenate: To link or join things together in a chain or series. In this context, joining multiple text files into one.
Confidential Information: Private information not intended for public disclosure.
Configuration / Config: The way a system or software is set up, including its settings and parameters.
Conflict (Git Merge Conflict): When Git is unable to automatically combine changes from different branches because the changes affect the same part of a file in conflicting ways. Requires manual resolution.
Consensus: General agreement among members of a group.
Content Creator: Someone who creates digital content, such as virtual photographers, videographers, bloggers, 3D modelers, texture artists, etc., in virtual worlds.
Contribution: Any work (code, documentation, bug reports, translations, etc.) submitted to an open-source project.
Contributor: An individual or entity that makes a contribution to a project.
Core Leadership Team: The primary group of individuals responsible for the strategic and operational management of the Aperture Viewer project (William, Surrealia, Eira, Maladriel).
CPU (Central Processing Unit): The primary component of a computer that performs most of the processing; the "brain" of the computer.
Crash (Software Crash): An event where a software program stops working unexpectedly and closes.
Creator-Focused: Designed with the specific needs and workflows of content creators in mind.
Critical Bug: A bug that severely impacts the usability or stability of the software, potentially causing crashes, data loss, or preventing core functionality.
Crush Blacks: A tone mapping control that lifts the black point of an image, making the darkest areas appear as a shade of gray instead of pure black, often for artistic effect.
Ctrl+Shift+P: The default keyboard shortcut to open the Aperture Phototools Suite (APS).
D
Data Minimization: A principle in privacy protection that involves collecting, using, and storing only the minimum amount of personal data necessary for a specific, legitimate purpose.
DCO (Developer Certificate of Origin): A legally binding statement used in some open-source projects where contributors affirm they have the right to submit their work and that it's offered under the project's open-source license. It's an alternative to a CLA.
Debug / Debugging: The process of finding and fixing errors (bugs) in software code. A "debug build" is a special version of software compiled with extra information to help developers find bugs.
Debug Settings: Advanced, often hidden, settings in a software program that allow developers or knowledgeable users to control very specific technical parameters, often for testing or fine-tuning.
Default (Value/Setting): The pre-set or standard value for a setting that software uses if the user doesn't change it.
Deferred Shading: An advanced rendering technique where the geometry (shapes) of a scene is drawn first, and its properties (color, normals, etc.) are stored in intermediate buffers (G-Buffer). Lighting calculations are then performed as a second pass on these buffers, which can be more efficient for scenes with many lights.
DEI (Diversity, Equity, and Inclusion): Principles aimed at creating fair and welcoming environments for people of all backgrounds. Aperture Viewer has a specific DEI statement reflecting its values.
Delegated Access: Granting someone limited permissions to manage an account or platform (like a YouTube channel or Discord server) without giving them the main owner's login credentials.
Dependency (Software Dependency): A piece of software (like a library) that another program relies on to function correctly.
Depth Bias: See Bias.
Depth Buffer (Z-Buffer): A part of computer memory that stores the depth information (distance from the camera) for each pixel on the screen. It's used to determine which objects are in front of others.
Depth of Field (DOF): A visual effect, simulating a camera lens, where only a certain range of distances from the camera appears in sharp focus, while objects closer or farther away are blurred.
Derived Work (Derivative Work): In copyright law, a new work based on or derived from one or more pre-existing works. Aperture Viewer is a derivative work of Firestorm, which is a derivative work of the Second Life Viewer.
Developer (Software Developer): A person who writes, tests, and maintains computer software.
Dev (Branch): In Git, commonly the name of the main development branch where new features and fixes are integrated before being prepared for a release.
Diff (Difference): In version control, a comparison showing the changes between two versions of a file or set of files.
Directional Light: A light source that emits parallel rays of light in a single direction, simulating very distant light sources like the sun or moon.
Disclaimer: A statement intended to specify or limit the scope of rights and obligations that may be exercised and enforced by parties in a legally recognized relationship.
Discord: A popular communication platform offering text, voice, and video chat, widely used by gaming and open-source communities. Aperture Viewer uses Discord as its primary community hub.
Dithering: An image processing technique that creates the illusion of more colors or smoother gradients in an image with limited color depth by strategically arranging pixels of different colors. In shadows or transparency, it can simulate semi-opaqueness.
Documentation: Written information that explains how to use software, its features, its development processes, or its policies (e.g., the AOM, the Wiki).
Dolly (Camera Movement): Moving the camera physically closer to or further from the subject, without changing its field of view (zoom).
Domain (Functional Domain): A specific area of expertise or responsibility within a project (e.g., Quality Assurance, Social Media).
Doxing: Publishing someone's private, personally identifiable information online without their permission, often with malicious intent.
Draw Call: A command sent from the CPU to the GPU telling it to draw a batch of geometry (e.g., a 3D model). Reducing draw calls is often a performance optimization.
Draw Distance: The maximum distance from the camera at which objects and terrain are rendered in a 3D scene.
E
EEP (Environmental Enhancement Project): A major update to Second Life's rendering engine that introduced advanced capabilities for creating and controlling realistic environments, including PBR materials and sophisticated sky/water effects.
Effective Date: The date on which a policy or agreement comes into force.
Emissive (Material/Lighting): A property of a material that makes it appear to emit its own light, rather than just reflecting external light.
Emissive Buffer: A dedicated render target (part of the G-Buffer) used in PBR pipelines to store information about the emissive properties of materials.
Encoding (Character Encoding): A system for representing text characters as numerical values (e.g., UTF-8, ASCII). Using consistent encoding prevents garbled text.
Enhancement (Software): An improvement or addition to existing functionality in a software program.
Environment (Virtual Environment): The simulated world, including its sky, water, lighting, and atmospheric effects.
Environment Preset (Windlight/EE): A saved set of parameters that define the appearance of the sky, lighting, water, and atmospheric effects in Second Life or OpenSim.
Escalation (Process): A defined procedure for raising an issue or problem to a higher level of authority or expertise for resolution.
Ethos: The characteristic spirit, guiding beliefs, or ideals of a community, project, or movement. Aperture Viewer's ethos is "Nothing Is Not Possible."
Executable (File / Program): A file that contains a program ready to be run or executed by a computer (e.g., ApertureViewer.exe).
Exposure (Photography/Graphics): The amount of light allowed to reach the image sensor or film (in a camera) or the virtual sensor (in rendering). Controls the overall brightness of an image.
Extinction (Atmospheric Extinction - for Stars): The effect where starlight is dimmed and reddened when passing through a greater amount of atmosphere, typically observed for stars near the horizon.
F
F-Number (f-stop): In photography, a number that represents the size of the lens aperture (opening). Lower f-numbers mean a larger aperture, which results in a shallower depth of field (more background blur).
Falloff (Light Falloff): The way the intensity of a light source decreases with distance.
FAQ (Frequently Asked Questions): A list of common questions and their answers.
Feature (Software Feature): A distinct piece of functionality provided by a software program.
Feature Freeze: A point in a software development cycle after which no new features are added to the current release, and the focus shifts entirely to bug fixing and stabilization.
Feature Request: A suggestion from a user or developer for a new feature to be added to a software program.
Feedback: Information or opinions about a product, performance, etc., used as a basis for improvement.
Field of View (FOV): The extent of the observable world that is seen at any given moment through a camera or the viewer's eye. A wider FOV shows more of the scene; a narrower FOV is like zooming in.
Film Grain: A post-processing effect that simulates the random, granular texture seen in traditional photographic film, often used for artistic effect.
Filter (Image Filter / Post-Processing Filter): An algorithm or effect applied to an image to change its appearance (e.g., blur, sharpen, color adjustment).
Firestorm Viewer: A popular open-source third-party viewer for Second Life and OpenSim, from which Aperture Viewer's codebase is derived.
Firewall: A network security system that monitors and controls incoming and outgoing network traffic based on predetermined security rules.
Fix (Bug Fix): A change made to software to correct an error or bug.
Flag (Software Flag / Build Flag): A setting or option that controls how software behaves or is compiled.
Flame War: A hostile and insulting exchange between individuals online.
Flicker (Visual Artifact): An unwanted rapid flashing or variation in brightness or appearance of objects on screen.
Floating-Point (Format/Number): A way of representing numbers that can include fractions (decimal points) and have a very wide range of values. Used in HDR rendering for high precision in color and light intensity.
Floater (UI Floater): A type of window in the Second Life viewer interface that can be moved around freely on the screen and typically contains a set of related controls or information.
Fluid Global Animation Speed: An exclusive Aperture Viewer control allowing real-time adjustment of the playback speed of all avatar animations.
Flycam (3D Mouse / Joystick Camera): A mode of camera control often used with 3D mice or joysticks, allowing for free-form, "flying" camera movement independent of the avatar.
FMOD: A proprietary sound effects engine and audio library used by Second Life viewers for playing sounds and music.
Focal Length (Lens): In photography, the distance from the optical center of a lens to the image sensor when the lens is focused at infinity. It affects the angle of view (zoom) and depth of field.
Fork (Software Fork / Git Fork): Creating a personal copy of an existing software project's repository (source code). This allows developers to make changes independently without affecting the original project. Aperture Viewer is a fork of Firestorm.
FPS (Frames Per Second): The number of individual images (frames) a computer displays on the screen each second. Higher FPS generally results in smoother motion.
FPS Limiter: A feature that caps the maximum FPS the viewer will try to render, often to save system resources or improve stability.
Framework (Software Framework): A pre-built set of tools, libraries, and conventions that provide a foundation for developing software applications.
Fresnel Effect: An optical phenomenon where the reflectivity of a surface depends on the viewing angle. Surfaces appear more reflective at glancing angles (e.g., water reflecting the sky near the horizon).
Frustum (View Frustum): The pyramid-shaped or box-shaped region in 3D space that represents everything visible to the virtual camera. Objects outside this frustum are typically not rendered.
Fullbright: A material property in Second Life that makes a surface appear at its maximum brightness, ignoring scene lighting.
G
G-Buffer (Geometry Buffer): In deferred shading, a set of full-screen textures where various properties of the scene's geometry (like color, normals, depth, material properties) are rendered in an initial pass. Lighting calculations are then performed using this data.
Gamma Correction: A process used to adjust the brightness of an image to compensate for the non-linear way human eyes perceive light and how display devices output it, ensuring colors and tones look correct on screen.
GDPR (General Data Protection Regulation): A comprehensive data privacy regulation in the European Union (EU) and European Economic Area (EEA) that governs how personal data of individuals within the EU/EEA is collected, processed, and stored.
Git: A widely used, distributed version control system that helps developers track changes to source code, collaborate on projects, and manage different versions of software.
GitHub: A popular web-based platform that provides hosting for Git repositories, along with collaboration features like issue tracking, pull requests, and project management tools. Aperture Viewer uses GitHub.
GitHub Issues: A feature on GitHub used for tracking tasks, bugs, feature requests, and other project-related items.
GL (OpenGL - Open Graphics Library): A cross-platform API (Application Programming Interface) for rendering 2D and 3D vector graphics. Second Life viewers heavily rely on OpenGL.
GLSL (OpenGL Shading Language): A high-level shading language based on C, used to write shaders that run on the GPU (Graphics Processing Unit) to control how graphics are rendered.
Global Illumination (GI): Advanced rendering techniques that simulate how light bounces off surfaces and illuminates other objects in a scene (indirect lighting), creating more realistic and natural-looking lighting. True GI is computationally very expensive for real-time.
Glow (Effect / Bloom): A post-processing effect that creates a soft, luminous halo or fringe around bright light sources or highlights in a scene, simulating light bleeding.
Gobo (Projected Texture): A physical stencil or slide, or a digital texture, used in lighting to project a shape, pattern, or image onto a surface. Spotlights in Second Life can use gobo textures.
Governance (Project Governance): The system of rules, practices, and processes by which a project is directed, controlled, and held accountable.
GPU (Graphics Processing Unit): A specialized electronic circuit designed to rapidly manipulate and alter memory to accelerate the creation of images in a frame buffer intended for output to a display device. GPUs are essential for modern 3D graphics.
Graphics Card (Video Card): An expansion card or integrated circuit in a computer that generates the visual output sent to a display screen. Contains the GPU.
Graphics Pipeline (Rendering Pipeline): The sequence of steps a computer's graphics system goes through to render a 3D scene into a 2D image on the screen.
Graphics Preset: A pre-defined collection of graphics settings that allows users to quickly switch between different levels of visual quality and performance. Aperture Viewer has its own exclusive system of feature-driven graphics presets.
Grayscale: An image composed exclusively of shades of gray, ranging from black to white.
Grid (Virtual World Grid): A specific virtual world platform or server network, like "Second Life" or an "OpenSimulator grid."
GUI (Graphical User Interface): A type of user interface that allows users to interact with electronic devices through graphical icons and visual indicators, as opposed to text-based command lines. Viewers have a GUI.
H
Hardcoded: Values or settings that are embedded directly into the software's source code and cannot be easily changed by the user without recompiling the program.
Hardware: The physical components of a computer system (e.g., CPU, GPU, RAM, hard drive).
Hardware Probes: Software routines that attempt to detect and identify specific hardware components in a system, sometimes for optimization or compatibility checks. Aperture Viewer disables some of these for faster startup.
Harassment: Aggressive pressure or intimidation; behavior that is offensive, demeaning, or threatening. Strictly prohibited by Aperture's Code of Conduct.
Hash (Cryptographic Hash / Checksum): A unique string of characters generated from a piece of data (like a file) using a specific algorithm (e.g., SHA-256). If the data changes even slightly, the hash will change. Used to verify file integrity and authenticity.
Havok: A physics engine software suite used by Second Life to simulate realistic physical interactions like collisions, gravity, and object movement.
HDR (High Dynamic Range): A rendering technique that allows for a much wider range of brightness and color values than traditional Standard Dynamic Range (SDR), resulting in more realistic lighting and detail in both very bright and very dark areas of a scene.
Head of QA (Quality Assurance): The person responsible for leading and managing all quality assurance and testing activities for a project. (Eira's role).
Heads-Up Display (HUD): Interface elements that are overlaid on the main screen view, providing information or controls without requiring the user to look away from the primary display. In Second Life, HUDs are often wearable objects that attach to screen regions.
Heuristic: A practical approach to problem-solving or decision-making that is not guaranteed to be optimal or perfect but is sufficient for reaching an immediate goal. Often used in computer algorithms for approximations.
Highlight (Graphics): The brightest areas of an image or scene, often where light reflects directly off a surface.
Hotfix (Software): A small, urgent software update released to fix a critical bug or security vulnerability discovered shortly after a main release.
Hover Height: A setting that controls the vertical offset of an avatar from the ground plane, allowing it to appear to float slightly.
HTTP (Hypertext Transfer Protocol): The foundation of data communication for the World Wide Web. Used by Second Life viewers to download assets like textures and meshes.
I
IBL (Image-Based Lighting): A rendering technique where the lighting and reflections in a scene are primarily derived from an image (often a panoramic HDR image or captured reflection probes) representing the surrounding environment. Essential for PBR.
IDE (Integrated Development Environment): A software application that provides comprehensive facilities to computer programmers for software development, typically consisting of a source code editor, build automation tools, and a debugger.
IEEE Standard (e.g., 802.11n for Wi-Fi): Technical standards developed by the Institute of Electrical and Electronics Engineers (IEEE) that define specifications for various technologies.
IM (Instant Message): A private, real-time text conversation between two or more users.
Immutable: Unchanging over time or unable to be changed.
Implementation: The process of putting a design, plan, or feature into effect; writing the actual code for a feature.
Implicit: Suggested or understood though not directly expressed.
Impostor (Avatar Impostor / Jellydoll): A simplified, often 2D or very low-polygon, representation of an avatar used to save rendering performance when many avatars are visible or distant.
In-World: Taking place within the virtual world environment (e.g., Second Life).
Inclusion / Inclusivity: The practice or policy of providing equal access to opportunities and resources for people who might otherwise be excluded or marginalized. A core community value for Aperture.
Incremental (Development/Enablement): Happening in a series of small additions or changes.
Independent Project: A project that is developed and managed separately from other entities, even if it uses their code as a base (like Aperture Viewer relative to Firestorm and Linden Lab).
Indie (Independent): Often refers to independent game developers or software projects not affiliated with large corporations.
Indirect Lighting: Light that reaches a surface after bouncing off other surfaces in the scene, as opposed to direct light from a light source. Contributes to realism.
Influence (Light Influence / Probe Influence): The area or range within which a light source or reflection probe affects the scene.
Influencer: An individual with the ability to influence potential buyers or community members by promoting or recommending products or services, often on social media.
Infrastructure (IT Infrastructure): The composite hardware, software, network resources, and services required for the existence, operation, and management of an enterprise IT environment. Aperture aims to minimize its own.
Inherit / Inheritance (Code / Licensing): In software, when a new piece of code (like Aperture) is based on existing code (like Firestorm), it "inherits" features and also licensing obligations from that original code.
Initialize / Initialization: The process of setting up initial values or states for variables or software components before they are used.
Input Lag: A delay between providing an input to a system (e.g., moving a mouse or pressing a key) and the corresponding action appearing on the screen.
Installer (Software Installer): A program that prepares and installs software onto a computer system (e.g., the ApertureViewer_Setup.exe).
Instance / Instancing (Rendering): A technique where multiple copies of the same 3D object can be rendered efficiently by sending the object's geometry to the GPU once, then drawing it multiple times with different positions, rotations, or scales.
Integer: A whole number (not a fraction or decimal).
Integration (Software Integration): The process of combining different software components or systems so that they work together.
Intellectual Property (IP): Creations of the mind, such as inventions; literary and artistic works; designs; and symbols, names, and images used in commerce. Protected by patents, copyright, and trademarks.
Interactive: Allowing a two-way flow of information between a computer and a user; responding to user actions.
Interface (User Interface / UI): The means by which a user interacts with a computer program or device.
Internal (Team/Discussion/Build): Referring to things within the Aperture Viewer project team, not intended for public access.
Interpolation: Estimating a value between two known values. Used in graphics for smooth transitions, blending, etc.
Intuitive (UI): Easy to understand and use without requiring extensive instruction.
Inventory (Second Life): A user's personal collection of virtual items (clothing, objects, landmarks, etc.) stored within their account.
IP Address (Internet Protocol Address): A unique numerical label assigned to each device connected to a computer network that uses the Internet Protocol for communication.
Irradiance: The amount of light power received per unit area on a surface. Used in lighting calculations.
Issue (GitHub Issue): A tracked item in GitHub's issue tracking system, typically representing a bug, feature request, task, or question.
Issue Tracking System: Software used to manage and track reported issues, bugs, and tasks for a project.
Iterate / Iteration / Iterative: To repeat a process or set of operations. An iteration is one cycle of such a process. Iterative development involves building software in repeated cycles.
J
Jagged (Edges / Jaggies): The stair-step or blocky appearance of diagonal lines and edges of objects on a computer screen due to the discrete nature of pixels. Antialiasing aims to reduce this.
Jargon: Special words or expressions that are used by a particular profession or group and are difficult for others to understand. This glossary aims to explain jargon relevant to Aperture Viewer.
Jellydoll: See Impostor.
Jitter / Jittered (Sampling): Introducing small, random variations to sample positions, often used in rendering techniques like soft shadows or SSAO to break up regular patterns and reduce aliasing artifacts, resulting in a noisier but often more natural look.
Joystick: An input device consisting of a stick that pivots on a base and reports its angle or direction to the device it is controlling. Used for camera control (flycam) in viewers.
JPEG2000 (JP2/J2K): An image compression standard that can offer better quality than standard JPEG at high compression ratios and supports features like lossless compression. Second Life uses it for some texture formats.
JSON (JavaScript Object Notation): A lightweight data-interchange format that is easy for humans to read and write and easy for machines to parse and generate. Sometimes used for configuration files.
K
Kbps (Kilobits per second): A unit of data transfer rate, equal to 1,000 bits per second.
KDU (Kakadu): A commercial software development kit (SDK) for JPEG2000 image compression and decompression. Some viewers use it.
Key (Configuration Key / Registry Key): An identifier for a specific setting or piece of data in a configuration file or system registry.
Keyboard Shortcut (Hotkey): A key or combination of keys that performs a predefined function when pressed. (e.g., Ctrl+Shift+P for APS).
Khronos Group: An open industry consortium that creates and maintains royalty-free interoperability standards for 3D graphics, virtual reality, augmented reality, parallel programming, vision acceleration and machine learning (e.g., OpenGL, Vulkan).
Khronos Neutral (Tone Mapper): A specific tone mapping operator aiming for a neutral, perceptually accurate conversion of HDR images to LDR. An option in Aperture's Post-Processing tab.
Kindness: A core community value for Aperture Viewer, emphasizing gentle, understanding, and supportive interactions.
L
Label (GitHub Label): A tag that can be applied to GitHub Issues or Pull Requests to categorize them (e.g., "bug," "enhancement," "documentation").
Lag (Network Lag / Input Lag): A noticeable delay in responsiveness. Network lag is a delay in data transmission over a network. Input lag is a delay between user input and the system's response.
Landscape Photography: Photography focused on capturing natural scenery and outdoor environments.
Latency: The delay before a transfer of data begins following an instruction for its transfer. High latency can make interactions feel sluggish.
Layer (Image Layer / Software Layer): In image editing, separate levels where different image elements can be placed. In software, a distinct level of abstraction or functionality.
Layout (UI Layout): The arrangement of elements in a user interface.
Lead (Project Lead / Team Lead): The person responsible for guiding and managing a project or a specific team within it.
Leak / Leaking (Visual Artifact): See Bleeding.
Legacy (Code/System/Feature): Referring to older versions of software, hardware, or features that may still be in use but have been superseded by newer technologies or approaches.
Legal Framework: The set of laws, regulations, and agreements that govern an activity or entity.
LGPL (GNU Lesser General Public License): An open-source software license that allows software to be freely used, modified, and distributed, and permits linking with proprietary software under certain conditions. Aperture Viewer is licensed under LGPL v2.1.
Liability: Legal responsibility for one's acts or omissions.
Library (Software Library): A collection of pre-written code, functions, and resources that developers can use to perform common tasks without having to write the code from scratch.
License (Software License): A legal instrument governing the use or redistribution of software.
Lifecycle (Software/Bug Lifecycle): The sequence of stages a software product or a reported bug goes through, from conception/reporting to retirement/resolution.
Linden Lab: The company that created and operates the Second Life virtual world.
Linear (Color Space / Interpolation):
Linear Color Space: A color space where light intensity values are directly proportional to their numerical representation. Rendering calculations are best performed in linear space for physical accuracy.
Linear Interpolation (Lerp): A method of estimating a value at a point between two known points by assuming a straight line relationship.
Link (Hyperlink): A reference in a document or webpage that the user can click to navigate to another document, section, or website.
Linux: A family of open-source Unix-like operating systems.
Live (Real-time): Happening immediately, as you watch or interact, without significant delay (e.g., live post-processing in Aperture Viewer).
LL (Often prefix for Linden Lab code): Code originating from Linden Lab often uses "LL" as a prefix for class names or variables (e.g., LLVOVolume).
Load (System Load / CPU Load / GPU Load): The amount of processing work a system or component is currently handling. High load can lead to slowdowns.
Local Chat: Text-based communication visible only to avatars within a certain nearby radius in a virtual world.
Local Light: A light source within a scene that has a specific position and limited range (e.g., a lamp, a torch), as opposed to global environmental light like the sun.
Localization (L10n): The process of adapting software or content for a specific region, language, or culture.
LOD (Level of Detail): Techniques used in computer graphics to reduce the complexity of 3D models as they move further away from the viewer, improving rendering performance.
Log / Log File: A file that records events, messages, or errors generated by a software program, often used for debugging or auditing. Aperture Viewer has a log file.
Logic / Logical: Relating to the principles of reasoning. In software, the sequence of operations or rules that determine how a program behaves.
Login / Login Screen: The process of authenticating to gain access to a system or service. The screen where users enter their credentials.
Lossless (Compression): A data compression method that allows the original data to be perfectly reconstructed from the compressed data, with no loss of information.
Lossy (Compression): A data compression method where some information is discarded to achieve higher compression ratios. The original data cannot be perfectly reconstructed.
Low Dynamic Range (LDR): See SDR (Standard Dynamic Range). Refers to the limited range of brightness values that traditional displays can show, typically represented as values from 0 to 1 per color channel.
Luminance: A photometric measure of the luminous intensity per unit area of light travelling in a given direction. In simpler terms, it's often used to describe the perceived brightness of a color or surface.
Luminance Weights: In color processing, multipliers applied to the Red, Green, and Blue color channels to calculate overall luminance. Different weights can change how colors contribute to brightness, especially in black & white conversion.
M
Mac / macOS: The operating system developed by Apple Inc. for its Macintosh computers.
Machinima: The use of real-time computer graphics engines (often from video games or virtual worlds) to create cinematic productions.
Major Version (Software Versioning): The first number in a versioning scheme like MAJOR.MINOR.PATCH (e.g., the "1" in "1.0.0"). Typically incremented for significant, potentially incompatible changes.
Mandatory: Required; compulsory.
Manual (Documentation / User Manual): A document providing instructions and information on how to use a product or system. The AOM is a type of manual.
Markdown: A lightweight markup language with plain-text formatting syntax, designed so that it can be converted to HTML and many other formats. Used for formatting text on GitHub (e.g., README files, Issues, Wiki pages).
Master (Branch - Git): Traditionally, the name of the default main development branch in a Git repository. In Aperture Viewer, master is used to track the pristine upstream Firestorm codebase. The main development branch for Aperture itself is dev.
Material (3D Graphics): A set of properties applied to the surface of a 3D model that defines how it interacts with light (e.g., its color, shininess, texture, transparency). See also PBR and Blinn-Phong.
Matrix (Mathematics / Graphics): A rectangular array of numbers. In 3D graphics, matrices are used extensively for transformations like rotation, scaling, and projection.
Mbps (Megabits per second): A unit of data transfer rate, equal to one million bits per second.
MD5 (Message Digest Algorithm 5): A widely used cryptographic hash function producing a 128-bit hash value. Used for verifying file integrity, though considered less secure for cryptographic purposes than newer algorithms like SHA-256.
Media Floater: A UI element in viewers that can display web content or multimedia.
Memory (RAM - Random Access Memory): The computer's short-term working memory, used by programs to store data they are actively using.
Mentorship: Guidance and support provided by a more experienced person (mentor) to a less experienced person (mentee).
Menu / Menu Bar: A list of commands or options available to the user in a software program, often displayed at the top of the window (menu bar).
Merge (Git): The process of combining changes from different Git branches into a single branch.
Mesh (3D Mesh / Polygon Mesh): The collection of vertices, edges, and faces that define the shape of a 3D object in computer graphics.
Metadata: Data that provides information about other data (e.g., for an image, metadata might include creation date, camera settings, location).
Metrics (Software Metrics): Measurements used to track and assess various aspects of software, such as performance, usage, or quality. Aperture aims to minimize collection of user metrics.
Midtones (Image): The range of tones in an image that are neither very dark (shadows) nor very bright (highlights).
Milestone (Project Milestone): A significant point or event in the progress of a project.
Minimal / Minimum: The smallest or least amount possible or required.
Minor Version (Software Versioning): The second number in a versioning scheme like MAJOR.MINOR.PATCH (e.g., the "1" in "1.1.0"). Typically incremented for new, backward-compatible features.
Mirror Reflection: A type of reflection seen on smooth, mirror-like surfaces, where the scene is rendered from a virtual camera position reflected across the mirror plane. Very performance-intensive.
Mission / Mission Statement: A formal summary of the aims and values of a company, organization, or project.
Mitigate / Mitigation: To make something less severe, harmful, or painful.
Mix (Blending / Interpolation): To combine two or more things. In graphics, often refers to blending colors or effects using an interpolation factor.
Mode (Software Mode): A distinct state or way of operating for a software program (e.g., Edit Mode, Mouselook Mode).
Model (3D Model): A digital representation of a three-dimensional object.
Modification / Modify: A change made to something.
Moderator / Moderation: A person (moderator) who monitors and manages user-generated content and interactions in an online community to ensure adherence to rules and guidelines. The process is called moderation.
Module (Software Module): A self-contained unit of a software program that performs a specific task or set of tasks.
Monochrome: An image composed of different shades of a single color (often shades of gray, for black and white).
MOTD (Message of the Day): A message displayed to users when they log into a system or service.
Mouselook (View): A first-person camera perspective in 3D environments where the view direction is directly controlled by mouse movements.
N
NaN (Not a Number): A special floating-point value representing an undefined or unrepresentable numerical result (e.g., division by zero). Can cause issues in rendering if not handled.
Native (Code/Resolution/Style):
Native Code: Code compiled to run directly on a specific processor architecture.
Native Resolution: The actual number of pixels a display screen is designed to show.
Native Style (Commenting): Using the comment syntax appropriate for the specific programming or scripting language of a file.
Navigate / Navigation: To move around within a system, interface, or virtual world.
NDA (Non-Disclosure Agreement): A legal contract between at least two parties that outlines confidential material, knowledge, or information that the parties wish to share with one another for certain purposes, but wish to restrict access to or by third parties.
Needs-Info (Label): A label often used in issue tracking to indicate that more information is required from the reporter before the issue can be progressed.
Network / Networking: A system of interconnected computers and devices that can exchange data. Also refers to the act of creating or using such connections.
Network Bandwidth: The maximum rate of data transfer across a given network path.
Neutral (Color/Tone Mapping): Aiming for a balanced, unexaggerated, and perceptually accurate representation of colors and tones.
Niche (Effect/Feature): Appealing to or designed for a small, specialized group or interest.
Node (Graphics/Shader Node): In node-based visual programming (sometimes used for shader creation), a fundamental processing unit that performs an operation and can be connected to other nodes.
Noise (Image Noise / Procedural Noise):
Image Noise: Random variations of brightness or color information in images, often appearing as graininess or speckles.
Procedural Noise: Algorithmically generated patterns that appear random but are deterministic, used to create natural-looking textures or effects (e.g., Perlin noise for clouds).
Non-Commercial: Not intended for or directed towards commercial advantage or monetary compensation. Aperture Viewer is a non-commercial project.
Non-Destructive (Editing): An editing workflow where the original data is not modified; edits are applied as layers or instructions that can be changed or removed later.
Non-Disclosure Agreement: See NDA.
Non-Linear: Not progressing in a straight line or predictable sequence; a relationship where a change in input does not produce a proportional change in output.
Normal (Surface Normal / Normal Map):
Surface Normal: In 3D graphics, a vector that is perpendicular to a surface at a particular point, indicating the direction the surface is facing. Used for lighting calculations.
Normal Map: A texture that stores surface normal information, allowing simple geometry to appear much more detailed by faking intricate surface bumps and indentations for lighting.
NSI (Nullsoft Scriptable Install System): A script-driven tool used to create Windows installers for software.
NTSC (National Television System Committee): An analog television color system historically used in North America and other parts of the world. Its luminance weights are sometimes used as a default for color-to-grayscale conversion.
Null / Null Pointer: A special value or pointer that indicates the absence of a valid value or memory address. Accessing a null pointer often causes a program to crash.
O
Object (3D Object / Scene Object): A distinct item or entity within a 3D virtual world, composed of geometry (mesh), materials, textures, and potentially scripts or other properties.
Object Detail (LOD Setting): A user-configurable setting (often RenderVolumeLODFactor) that controls how quickly or slowly 3D objects simplify their geometric detail as they move further from the camera.
Objective (Project/Test Objective): A specific goal or aim to be achieved.
Oblique (Angle): Not perpendicular or parallel; slanting. Anisotropic filtering improves textures viewed at oblique angles.
Observable: Able to be noticed or perceived.
Occlusion / Occlusion Culling:
Occlusion: When one object in a 3D scene blocks the view of another object behind it.
Occlusion Culling: A rendering optimization technique where objects that are completely hidden from view by other opaque objects are not drawn by the GPU, saving processing power.
Official (Release/Channel/Statement): Authorized by or formally representing the project leadership.
Offset (Value/Position): A displacement or amount by which something is out of line or shifted from a reference point.
Offboarding (Team Member): The formal process of a team member leaving a project, including handover of responsibilities and revocation of access.
Onboarding (Team Member): The formal process of introducing and integrating a new team member into a project, including familiarizing them with policies, tools, and their role.
Opacity / Opaque: The quality of being not able to be seen through; not transparent. Opacity is the inverse of transparency.
Open Source: A model of software development where the source code is made freely available for anyone to view, use, modify, and distribute, typically under a specific open-source license (like LGPL).
OpenGL (Open Graphics Library): See GL.
Operating System (OS): Software that manages computer hardware and software resources and provides common services for computer programs (e.g., Windows, macOS, Linux).
Operations / Operational: Relating to the routine functioning and activities of a project or system.
Operator (Programming/Shader Operator): A symbol or function that performs an operation on one or more values (operands), e.g., +, -, *, mix().
Optimization / Optimize: The process of making software or a system work as efficiently as possible, often by reducing resource usage (CPU, GPU, memory) or improving speed.
Optional: Available to be chosen but not obligatory.
Orbit (Camera Movement): Rotating the camera around a central point of focus.
Organic (Growth/Process): Developing naturally, without being forced or artificially structured.
Orientation (Object/Camera): The rotational position of an object or camera in 3D space, often represented by a quaternion or Euler angles (pitch, yaw, roll).
Origin (Coordinate System / Light Source): The point (0,0,0) in a coordinate system. For a point light, its position in space.
ORM (Occlusion, Roughness, Metallic - PBR Texture): A common texture packing scheme used in PBR materials, where the Red channel stores Ambient Occlusion, Green stores Roughness, and Blue stores Metallicness.
Orthographic (Projection): A type of 3D projection where parallel lines appear parallel in the 2D view, without perspective distortion. Often used for technical drawings or specific shadow map techniques.
Outage (Service Outage): A period when a system or service is unavailable.
Outreach (Community Outreach): Activities aimed at connecting with and engaging a wider community or specific groups.
Overcast (Sky): When the sky is completely covered by clouds.
Overhead (Computational Overhead): The extra processing resources or time required by a system or algorithm beyond the core task, often for management, stability, or added features.
Overlay (UI Overlay): User interface elements displayed on top of the main scene view.
Override (Setting): To replace a default or existing setting with a new value.
Oversaturate (Color): To make colors excessively intense or vivid, potentially leading to an unnatural appearance or loss of detail.
Ownership (Project/Account/Code): Having legal right, control, and responsibility over something.
P
Package / Packaging (Software): The process of preparing software for distribution, often by bundling it into an installer or archive file.
Pan (Camera Movement): Moving the camera horizontally (left/right) or vertically (up/down) without changing its orientation or distance to the focus plane.
Panel (UI Panel / Floater): A distinct section or window within a graphical user interface that groups related controls or information.
Parameter: A variable or setting that can be adjusted to control the behavior or appearance of a system or effect.
Parallax Correction (Reflections): Techniques used to make reflections (especially from reflection probes) appear more accurately positioned and shift correctly as the viewpoint changes, reducing the "stuck-on" look.
Particle / Particle Effect / Particle System: In computer graphics, small sprites or simple geometric shapes used in large numbers to simulate complex phenomena like fire, smoke, sparks, rain, or magical effects. A particle system manages their creation, movement, and appearance.
Partner (Strategic Partner / Senior Project Partner): An individual or entity collaborating closely on a project towards shared goals. (Surrealia's role).
Patch (Software Patch / Version Patch): A small piece of software designed to update or fix problems with a computer program. The third number in a MAJOR.MINOR.PATCH versioning scheme.
Path (File Path / Directory Path): The unique location of a file or folder in a file system, typically represented as a sequence of directory names.
Pathway (Communication Pathway / Development Pathway): A defined route or method for achieving something.
Pattern (Visual Pattern / Dither Pattern): A repeating or regular arrangement of elements. A dither pattern is a specific arrangement of pixels to simulate more colors.
PBR (Physically Based Rendering): A set of rendering techniques that aim to simulate how light interacts with materials in a physically plausible way, resulting in more realistic and consistent visuals across different lighting conditions. Uses material properties like Albedo, Metallic, Roughness, Normals.
PCF (Percentage-Closer Filtering): A technique used in shadow mapping to soften the edges of shadows by taking multiple samples from the shadow map around a point and averaging the results.
Per-Account (Setting): A setting that is saved individually for each user account on a system, rather than globally for all users.
Perceptible / Perceptually: Able to be noticed or perceived by the senses. Perceptually accurate means it aligns with how humans perceive things.
Performance (Software Performance): A measure of how well software executes its tasks, often in terms of speed (e.g., FPS), responsiveness, and resource usage (CPU, GPU, memory).
Permission (File Permission / User Permission): Authorization granted to a user or process to access or modify specific files, resources, or functionalities.
Perpendicular: At an angle of 90° to a given line, plane, or surface.
Persistence / Persistent (Setting): A setting that is saved and retained even after the program is closed and restarted.
Perspective (Graphics Projection): A 3D projection method where objects appear smaller as their distance from the viewer increases, and parallel lines appear to converge at vanishing points, creating a sense of depth.
Phantom (Theme): The default UI theme for Aperture Viewer.
Philosophy (Project Philosophy): The underlying principles, beliefs, and guiding ideas that shape a project's approach and goals.
Photobook: A book where photographs are the primary content.
Photographer / Photography: A person who takes photographs. The art, application, and practice of creating durable images by recording light.
Phototools: A term historically used for visual control suites in viewers, originating with William Weaver's work. See Aperture Phototools Suite (APS).
Physics / Physics Engine: In virtual worlds, the system that simulates physical laws like gravity, collisions, and forces, allowing objects and avatars to interact realistically. Second Life uses Havok.
PII (Personally Identifiable Information): Any data that could potentially identify a specific individual (e.g., real name, address, phone number, IP address).
Pipeline (Rendering Pipeline / Post-Processing Pipeline): A sequence of stages or processing units that data flows through to achieve a result. The rendering pipeline transforms 3D scene data into a 2D image. A post-processing pipeline applies effects to that image.
Pip (Python Package Installer): The standard package manager for Python, used to install and manage software packages written in Python.
Pixel (Picture Element): The smallest addressable element in a raster image or on a digital display screen.
Pixel Area (Screen Space): The amount of screen space (number of pixels) an object occupies.
Placeholder: A temporary value, text, or image used to reserve a space for something that will be added later.
Platform (Software Platform / Computing Platform): The underlying hardware or software environment on which a program runs (e.g., Windows, Second Life).
Plugin: A software component that adds a specific feature to an existing computer program.
Point Light: A light source that emits light equally in all directions from a single point in space.
Policy: A course or principle of action adopted or proposed by a government, party, business, or individual.
Polygon / Polygon Mesh: See Mesh. Polygons (often triangles or quadrilaterals) are the basic flat shapes used to build up the surface of 3D models.
Pop / Popping (LOD Popping): A visual artifact where 3D objects abruptly change their level of detail (shape/complexity) as the camera moves closer or further away, instead of transitioning smoothly.
Portfolio (Creator Portfolio): A collection of an artist's or creator's best work, often used to showcase their skills.
Poser (Avatar Poser): A tool in some viewers that allows users to apply static poses or animations to their avatar, often for photography.
Post-Processing / Post-Processing Effects: Effects applied to a 2D image after it has been rendered from a 3D scene, to enhance its appearance or create artistic styles (e.g., bloom, depth of field, color grading, film grain).
Preamble: A preliminary or preparatory statement; an introduction.
Precedent (Legal/Operational): An earlier event or action that is regarded as an example or guide to be considered in subsequent similar circumstances.
Precision (Numerical Precision / Color Precision): The level of detail or exactness in a numerical representation. Higher precision (e.g., floating-point vs. 8-bit integer) allows for a wider range and finer gradations of values, reducing artifacts like banding.
Preferences (Software Preferences / Settings): User-configurable options that control how a software program behaves or looks.
Pre-release (Software): A version of software (like alpha or beta) distributed for testing before its official public release.
Preprocessor Define/Flag (Shaders/C++): A directive used during code compilation to control which parts of the code are included or how they are compiled, often based on specific conditions or features being enabled.
Preset (Graphics Preset / Camera Preset): A saved collection of settings that can be quickly applied to achieve a particular look or configuration.
Primary (Audience/Channel/Key): Main, chief, or principal.
Prim / Primitive (Second Life): The basic building blocks in Second Life used to create objects. Originally simple geometric shapes (cubes, spheres, cylinders, etc.), now also includes meshes and sculpties.
Primfeed: A social media platform popular within the Second Life community for sharing images and updates.
Principled (Approach): Based on or adhering to a set of moral or ethical principles.
Priority / Prioritization: Determining the order for dealing with a series of items or tasks based on their relative importance.
Privacy: The state of being free from public attention or interference with one's personal life or information.
Privacy Policy: A statement or legal document that discloses some or all of the ways a party gathers, uses, discloses, and manages a customer or client's data.
Private (Channel/Information/Build): Not intended for public access or viewing; confidential.
Procedural (Generation/Starfield): Created algorithmically based on a set of rules and parameters, rather than being manually designed or pre-stored. Aperture's starfield is procedural.
Process / Procedure: A series of actions or steps taken in order to achieve a particular end.
Processing (Data/Image/GPU Processing): Performing operations on data or an image. GPU processing refers to calculations done by the Graphics Processing Unit.
Product Key (Windows): A unique alphanumeric code required to activate a legitimate copy of Microsoft Windows.
Production-Ready: Software that is considered stable and complete enough for general public use.
Professionalism: The competence or skill expected of a professional; conducting oneself with a high standard of behavior and ethics.
Profile / Profiling (Software Performance Profiling): Analyzing software to determine which parts are consuming the most resources (CPU, GPU, memory) or taking the most time, in order to identify areas for optimization.
Programmatic / Programmatically: Done or controlled by a computer program or script.
Progress Bar: A UI element that visually indicates the progress of a lengthy operation.
Project Lead: The individual with overall responsibility for managing and guiding a project. (William Weaver for Aperture).
Projection / Projection Matrix (3D Graphics): The mathematical transformation that converts 3D coordinates from the view space into 2D screen coordinates, simulating how a camera lens projects a scene onto a flat plane.
Projector / Projected Light / Projected Texture (Spotlight): A spotlight that can project an image or texture (gobo) onto surfaces.
Prominence / Prominent: Important; famous. Standing out so as to be seen easily.
Promotional / Promotion: Activity that supports or provides active encouragement for the furtherance of a cause, venture, or aim.
Prompt (Command Prompt / UI Prompt): A message or symbol on a screen inviting user input. Command Prompt is the command-line interpreter for Windows.
Prop (Stage/Film Prop): A portable object other than furniture or costumes used on the set of a play or film. In virtual worlds, any decorative object.
Propagate / Propagation: To spread or transmit something (like light, or an effect) through a medium or area.
Proprietary (Software/Format): Owned by a specific company or individual, often with restrictions on use, modification, or distribution. Closed-source.
Protocol (Communication Protocol / Network Protocol): A set of rules governing the exchange or transmission of data between devices (e.g., HTTP, UDP).
Prototype: An early sample, model, or release of a product built to test a concept or process.
Provenance (Code Provenance): The origin or history of ownership of something, especially for code, indicating where it came from and who contributed to it.
Psychological: Relating to the mental and emotional state of a person.
Public Domain: Creative works to which no exclusive intellectual property rights apply. These rights may have expired, been forfeited, expressly waived, or may be inapplicable.
Public Relations (PR): The professional maintenance of a favorable public image by a company, organization, or project.
Pull Request (PR - Git/GitHub): A proposal to merge changes from one branch (often a feature branch in a contributor's fork) into another branch (often the main development branch of the target project). It allows for code review and discussion before merging.
Punchy (Image): An image with strong contrast and vibrant colors.
Pure Black / Pure White (Graphics): The absolute darkest (RGB 0,0,0) or brightest (RGB 1,1,1 or 255,255,255) representable color, often indicating clipped detail.
Purge (Cache Purge): To completely empty or clear out the contents of a cache.
Python (Programming Language): A popular, high-level, interpreted programming language known for its readability and versatility. Used for scripting in some viewer build processes (e.g., Autobuild).
Q
QA (Quality Assurance): A systematic process of determining whether a product or service meets specified requirements. In software, QA involves testing to find bugs, ensure stability, and verify functionality.
QoL (Quality of Life - Software): Features or improvements in software that don't necessarily add new core functionality but make the existing software easier, more pleasant, or more efficient to use.
Quantify / Quantitative: To express or measure the quantity of something. Quantitative data is numerical.
Quaternion: A mathematical construct used in 3D graphics to represent rotations and orientations in 3D space, avoiding issues like gimbal lock that can occur with Euler angles (pitch/yaw/roll).
Query (Database/System Query): A request for information from a database or system.
Queue: A line or sequence of items waiting their turn to be processed.
Quick Stats: A panel or display showing a brief summary of key performance statistics.
R
Race Condition (Software): A bug that occurs when the behavior of software depends on the unpredictable timing or sequence of events, often in multi-threaded applications where multiple processes access shared resources concurrently.
Radial (Fringing/Blur): Occurring along lines that radiate from a central point, like spokes on a wheel. Chromatic aberration often appears as radial color fringing.
Radiance: The amount of light emitted, reflected, transmitted, or received by a surface, per unit solid angle per unit projected area. A measure of light intensity.
Radius (Light Radius / Object Radius): The distance from the center to the edge of a circle or sphere. Used to define the extent of a light's influence or the approximate size of an object.
RAM (Random Access Memory): See Memory.
Range (Value Range / Dynamic Range): The span between the minimum and maximum values a variable can hold or a system can represent. Dynamic range in imaging refers to the ratio between the brightest and darkest parts of a scene that can be captured or displayed.
Raster Image (Bitmap Image): An image composed of a grid of pixels, as opposed to a vector image which is defined by mathematical paths.
Rationale: The set of reasons or logical basis for a course of action or belief.
Raw (Data/Image/Input): Unprocessed or minimally processed data or input. Raw HDR color is the scene color before tone mapping.
Ray Marching / Ray Tracing (Screen Space Reflections):
Ray Tracing: A general rendering technique that simulates how light rays travel by tracing their paths from a light source or camera into a scene.
Ray Marching: A specific technique often used in screen-space effects (like SSR) where rays are advanced in steps through a volume (like the depth buffer) to find intersections, rather than calculating direct geometric intersections.
RC (Release Candidate): A version of software that is potentially the final version, distributed for final testing before public release.
README / README.md: A file typically found in the root directory of a software project that provides essential information about the project, such as its purpose, how to install it, and how to contribute. Often formatted in Markdown (.md).
Real-time (Rendering/Processing): Computer graphics or processing that occurs fast enough to create the illusion of immediate response and fluid motion, allowing for interactivity.
Rebake (Avatar Appearance): In Second Life, a command that forces the viewer to regenerate and redownload the composite textures that make up an avatar's appearance (skin, clothing layers, etc.). Often used to fix texture glitches.
Recall (Setting/Preset): To load or apply a previously saved setting or preset.
Rec.709 (ITU-R Recommendation BT.709): A standard for high-definition television (HDTV) that defines parameters like color space and luminance characteristics. Its luminance weights are sometimes used in graphics.
Recompile: To compile source code again, often after making changes.
Reconstruct (Data): To rebuild or reassemble original data from a compressed or modified form.
Record (Data Record / Project Record): A piece of information stored for future reference.
Recursive / Recursion: A process or function that calls itself as part of its execution.
Redact / Redaction: To censor or obscure (part of a text) for legal or security purposes.
Redirect / Redirection (Web/File): Automatically sending a user or process from one location (e.g., a URL or file path) to another.
Refactor (Code Refactoring): The process of restructuring existing computer code—changing the factoring—without changing its external behavior. Done to improve readability, reduce complexity, or improve maintainability.
Reference (Programming/Documentation): A way to access an existing variable or object. In documentation, a pointer to another source of information.
Refine / Refinement: To improve something by making small changes.
Reflection (Light Reflection): The bouncing of light off a surface.
Reflection Probe: In 3D graphics, a technique where the environment around a specific point is captured into a cubemap (a set of 6 textures representing views in all directions). This cubemap is then used to simulate realistic reflections on objects near that point.
Refraction: The bending of light as it passes from one medium to another (e.g., from air to water).
Refresh Rate (Monitor): The number of times per second a display screen redraws the image, measured in Hertz (Hz) (e.g., 60Hz, 144Hz). VSync synchronizes frame rendering to this rate.
Regression (Software Regression): The reappearance of a bug that had previously been fixed, or the introduction of a new bug in existing functionality as a result of recent changes.
Regression Testing: Testing existing software functionalities after changes have been made to ensure that no new bugs have been introduced in previously working code and that old bugs have not reappeared.
Release (Software Release): A specific version of a software product made available to users.
Release Candidate: See RC.
Release Cycle: The sequence of stages involved in developing and releasing new versions of software.
Release Management: The process of planning, building, testing, and deploying software releases.
Release Notes: Documentation accompanying a software release that describes new features, enhancements, bug fixes, and known issues for that version.
Remote (Repository/Server/Analytics): Located on a different computer or system, accessed over a network.
Render / Rendering (3D Graphics): The process of generating a 2D image from a 3D model or scene description by a computer program.
Render Target (G-Buffer / Framebuffer): A memory buffer on the GPU where rendering output (e.g., colors, depth information) is written.
Rendering Pipeline: See Graphics Pipeline.
Repository (Git Repository / Code Repository): A central location where source code, its history, and related files for a software project are stored and managed using a version control system like Git.
Representation / Represent (Data/Project): The way something is shown, described, or symbolized.
Image/Screen Resolution: The number of distinct pixels in each dimension that can be displayed (e.g., 1920x1080 pixels). Higher resolution generally means a sharper, more detailed image.
Shadow Map/Reflection Probe Resolution: The size (in pixels) of the textures used to store shadow or reflection information. Higher resolution means more detailed shadows/reflections but consumes more VRAM and processing power.
Resolution-Adaptive (Sizing): When the size of an element (like procedural stars) changes dynamically based on the screen resolution to maintain a consistent apparent size or appearance.
Resource (System Resource / Project Resource):
System Resource: A component of a computer system, such as CPU time, memory, disk space, or GPU power.
Project Resource: Assets available to a project, such as team members' time, expertise, or tools.
Responsive / Responsiveness (UI/System): How quickly a system or interface reacts to user input.
Restore (Settings/Backup): To return settings or data to a previous state, often from a backup.
Revert (Change/Commit): To undo a change or go back to a previous version.
Review (Code Review / Policy Review): To examine something carefully to assess its quality, correctness, or suitability.
RGB (Red, Green, Blue): An additive color model in which red, green, and blue light are added together in various ways to reproduce a broad array of colors. Commonly used for digital displays.
Roadmap (Project Roadmap): A plan that outlines the future goals, features, and timeline for a project.
Robust / Robustness (Software): The ability of a computer system to cope with errors during execution or to handle unexpected input.
Role (Team Role): A specific function or set of responsibilities assigned to a person within a team or project.
Roll (Camera Roll / Object Roll): Rotation around an object's or camera's forward-pointing axis (often the Z-axis in its local coordinate system), causing a tilt.
Root (Access/Directory/Cause):
Root Access (System): The highest level of administrative privileges on a computer system.
Root Directory: The top-level directory in a file system.
Root Cause: The fundamental reason for a problem or issue.
Roughness (PBR Material): A PBR material property that describes how rough or smooth a surface is at a microscopic level. Rougher surfaces scatter light more diffusely, resulting in wider, blurrier highlights and reflections. Smoother surfaces have sharper, more mirror-like highlights/reflections.
Routine (Software Routine / Daily Routine): A sequence of instructions for performing a specific task. A regular course of procedure.
Runtime (Software Runtime): The period during which a computer program is executing. Also refers to the environment or system components needed for a program to run.
S
Safe For Work (SFW): Content that is appropriate for viewing in a typical workplace environment, generally meaning it does not contain nudity, profanity, violence, or other potentially offensive material.
Sample / Sampling (Graphics/Audio/Statistics):
Graphics/Audio: Taking discrete measurements or values from a continuous signal (like a texture, sound wave, or depth buffer) at specific points.
Statistics: Selecting a subset of a population to estimate characteristics of the whole population.
Sanity Check (Software): A quick, basic test to ensure that a fundamental feature or component of a system is working as expected, often performed after a change or build.
Saturation (Color): The intensity or purity of a color. Highly saturated colors are vivid and intense; desaturated colors are duller, approaching gray. Full desaturation (0%) results in a grayscale image.
Save (Data/Settings/Preset): To store data, settings, or a configuration for later use, typically by writing it to a file.
Scale / Scaling (Object/UI/Value/Texture):
Object/UI Scaling: Changing the size of an object or user interface elements.
Value Scaling: Multiplying a value by a factor to increase or decrease it.
Texture Scaling: Resizing a texture image.
Scan (Display Scan): The process by which a display screen refreshes its image, typically line by line. VSync synchronizes frame output with these scans.
Scenario (Test Scenario / Use Case Scenario): A specific situation or sequence of events used for testing software or illustrating how a feature might be used.
Schedule / Scheduling (Task/Release): A plan for carrying out a process or procedure, giving lists of intended events and times.
Scheme (Versioning Scheme / Color Scheme): A systematic plan or arrangement for attaining a particular object or putting a particular idea into effect.
Scintillation (Star Twinkling): The apparent twinkling or rapid variation in brightness and color of stars, caused by turbulence in Earth's atmosphere. Aperture's procedural starfield simulates this.
Scope (Project Scope / Variable Scope):
Project Scope: The defined features, goals, and boundaries of a project.
Variable Scope (Programming): The region of code where a variable is accessible and can be used.
Screen Space: Calculations or effects that are performed based on the 2D coordinates of pixels on the screen, rather than in the 3D world space.
Screen Space Ambient Occlusion (SSAO): An ambient occlusion technique that operates in screen space, using the depth buffer to approximate occlusion.
Screen Space Reflections (SSR): A technique for rendering real-time reflections by ray marching in screen space, using the depth and color buffers of the current frame.
Screenshot (Snapshot): An image taken of what is currently displayed on a computer screen.
Script / Scripting (Programming): A program or sequence of instructions that is interpreted or carried out by another program rather than being directly compiled by the computer processor. Often used for automation or extending functionality. Second Life uses LSL (Linden Scripting Language).
Sculpty / Sculpted Prim (Second Life): An older method in Second Life for creating complex 3D shapes using a special texture (sculpt map) to deform a basic primitive. Internally, often treated like meshes.
SDK (Software Development Kit): A collection of software development tools in one installable package, enabling developers to create applications for a specific platform or system.
SDR (Standard Dynamic Range): The traditional range of brightness and color that standard displays can reproduce, typically limited to 8 bits per color channel (values 0-255 or 0.0-1.0). Contrast with HDR.
Second Life (SL): A popular online virtual world developed by Linden Lab.
Second Life Terms of Service (ToS): The legal agreement between users and Linden Lab governing the use of the Second Life platform.
Security / Secure: The state of being free from danger or threat. In software, protecting systems and data from unauthorized access, use, disclosure, alteration, or destruction.
Security Vulnerability: A flaw or weakness in a system's design, implementation, or operation and management that could be exploited to violate the system's security policy.
Selection Beacon (LookAt Beacon): A visual indicator (often a particle effect or highlight) that shows what object or avatar another user is currently looking at or has selected. Aperture disables sending this information by default for privacy.
Self-Shadowing / Shadow Acne: Visual artifacts in shadow mapping where a surface incorrectly casts shadows on itself due to precision issues or incorrect bias.
Semantic Versioning (SemVer): A formal versioning scheme for software (e.g., MAJOR.MINOR.PATCH) where version numbers and the way they change convey meaning about underlying changes and compatibility.
Sensitivity (Mouse/Joystick Sensitivity): How responsive an input device is to movement.
Sensor (Virtual Camera Sensor): In rendering, an analogy to a real camera's film or digital sensor, where the "image" is formed.
Separable Blur: A blur effect (like Gaussian blur) that can be efficiently computed by applying a 1D blur horizontally and then another 1D blur vertically, instead of a more complex 2D blur.
Server / Server-Side: A computer or program that provides services or resources to other computers or programs (clients) over a network. Server-side operations happen on the server.
Service Provider: A company or entity that provides a service, such as an Internet Service Provider (ISP) or a platform like GitHub.
Session (User Session): The period during which a user is actively using a software program or online service.
Setting (Software Setting / Configuration Setting): A configurable option that controls the behavior or appearance of software.
SHA-256 (Secure Hash Algorithm 256-bit): A cryptographic hash function that produces a 256-bit (32-byte) hash value. Used for verifying data integrity and digital signatures.
Shader / Shading Language (e.g., GLSL): A small program that runs on the GPU to control how pixels or vertices are rendered, defining aspects like color, lighting, and special effects. A shading language is used to write these programs.
Shader Compilation / Shader Reload: The process of translating shader source code (e.g., GLSL) into a format the GPU can execute. Viewers often need to reload or recompile shaders when graphics settings change.
Shadow / Shadow Mapping: An area of darkness created when an object blocks light. Shadow mapping is the primary technique used in real-time graphics to simulate shadows by rendering the scene from the light's perspective into a depth texture (shadow map).
Shadow Acne: See Self-Shadowing.
Shadow Bias: See Bias.
Shadow Frusta / Frustum: The view volume (pyramid or box shape) from the perspective of a light source, used for rendering a shadow map.
Shared (Resource/Environment/Code): Available for use by multiple users or components. A shared environment in Second Life is the default sky/water setting for a region.
Sharpening (Image Sharpening): A post-processing effect that enhances the definition of edges in an image, making it appear crisper.
Shell Script (.sh): A script written for a command-line interpreter (shell) typically found on Unix-like systems (like Linux or macOS), used for automating tasks.
Showcase (Work/Feature Showcase): A public display or demonstration of notable work, features, or capabilities.
Showstopper (Bug): A critical bug that is severe enough to prevent the release of software.
Side Effects (Software): Unintended consequences or changes to a system's state caused by a function or operation, beyond its primary intended result.
Signal (Event Signal / System Signal): A notification or message used in software to indicate that an event has occurred or to trigger an action.
Signature (Digital Signature / Email Signature):
Digital Signature: A cryptographic method used to verify the authenticity and integrity of digital data (like software or a message).
Email Signature: A block of text automatically appended to the end of an email message, often containing sender information.
Signatory: A person or entity that has signed a document, thereby agreeing to its terms.
Sim (Simulator / Region - Second Life): A server process in Second Life that simulates a specific area of the virtual world (a region, often 256x256 meters). Often used interchangeably with "region."
Simplicity / Simplify: The quality or condition of being easy to understand or do. To make something simpler.
Simulation / Simulate: The imitation of the operation of a real-world process or system over time. Virtual worlds are simulations.
Simultaneous: Occurring, operating, or done at the same time.
Single-line (Change/Comment): Affecting or contained within only one line of text or code.
Skin (UI Skin / Theme): A custom graphical appearance for a user interface, changing its colors, icons, and overall look.
Sky / Skybox / Skydome:
Sky: The appearance of the upper atmosphere in a virtual world.
Skybox/Skydome: A technique used to render skies by mapping textures onto the inside of a large cube (skybox) or hemisphere (skydome) surrounding the scene.
Sky Preset (Windlight/EE): See Environment Preset.
Slider (UI Slider): A graphical control element that allows the user to select a value from a continuous range by dragging a knob.
SLURL (Second Life URL): A special type of URL used to create a hyperlink that, when clicked, teleports an avatar to a specific location in Second Life.
SMAA (Subpixel Morphological Anti-Aliasing): An advanced anti-aliasing technique that aims for high quality edge smoothing, often better than FXAA but with a slightly higher performance cost.
Smoke Test: See Build Verification Testing (BVT).
Smooth / Smoothing (Camera/Animation/Gradient): Making movements, transitions, or visual elements appear more gradual, fluid, and less jerky or abrupt.
Snapshot (Second Life Screenshot): An image captured from the virtual world view.
Social Media: Websites and applications that enable users to create and share content or to participate in social networking.
Social Media Manager: The person responsible for managing a project's presence and engagement on social media platforms. (Maladriel's role).
Software: The programs and other operating information used by a computer.
Solution (Problem Solution / Visual Studio Solution):
Problem Solution: A means of solving a problem or dealing with a difficult situation.
Visual Studio Solution (.sln): A file in Microsoft Visual Studio that groups one or more projects together.
Sort (Data Sorting): Arranging data in a specific order (e.g., alphabetical, numerical).
Sound Card: An expansion card or integrated circuit that provides audio input and output capabilities for a computer.
Source / Source Code: The original human-readable instructions written by programmers in a programming language, which are then compiled or interpreted to create an executable program.
Spaghetti Code: Pejorative term for source code with a complex and tangled control flow structure, especially one using many GOTO statements, exceptions, threads, or other "unstructured" branching constructs.
Spam / Spamming: Sending unsolicited and often irrelevant messages, especially advertisements, to a large number of recipients or in a public forum.
Spatial (Group/Relationship): Relating to or occupying space.
Specular (Highlight/Reflection/Material): Relating to or having the properties of a mirror. Specular highlights are the bright spots of light that appear on shiny surfaces.
Spinner (UI Spinner): A graphical control element that allows users to increment or decrement a numerical value, often by clicking up/down arrows or typing directly.
Splash Screen: An introductory screen displayed briefly when a program starts up, often showing the program's name, logo, and version.
Split (Frustum Split / String Split): To divide something into parts. Frustum splits are used in Cascaded Shadow Maps.
Sprite (2D Graphics): A two-dimensional bitmap image that is integrated into a larger scene, often used for particles or simple game characters.
SSAO (Screen Space Ambient Occlusion): See Screen Space Ambient Occlusion.
SSR (Screen Space Reflections): See Screen Space Reflections.
Stability / Stable (Software): The quality of software being reliable, not prone to crashing, and behaving predictably.
Stack (Technical Stack / Call Stack):
Technical Stack: The set of technologies, programming languages, and software products used to build and run an application.
Call Stack (Programming): A data structure used by a program to keep track of the currently active functions or subroutines. Used in debugging to trace execution flow.
Stakeholder (Project Stakeholder): Any individual, group, or organization that can affect or be affected by a project.
Standalone (Application/Floater): Able to operate independently, not requiring other components to function. A standalone floater is a UI window that can be detached and moved separately.
Standard (Industry Standard / Default Standard): A level of quality or attainment. A widely accepted practice or specification.
Starfield: The visual representation of stars in the night sky. Aperture has an exclusive procedural starfield.
Startup (Viewer Startup): The process of a software program launching and initializing.
State (Software State / Visual State): The current condition or set of properties of a system or object at a particular time. Aperture's comprehensive graphics presets save the entire visual state.
Static (Object/Analysis/IP Address):
Static Object: An object in a scene that does not move.
Static Analysis (Code): Analyzing source code without executing it, to find potential errors or quality issues.
Static IP Address: A fixed IP address that does not change.
Statistics / Stats (Performance Stats): Numerical data collected and analyzed. Performance stats show metrics like FPS, CPU/GPU usage.
Status (Project Status / Bug Status): The current condition or progress of something.
Stealth: Cautious and surreptitious action or movement.
Step / Stepping (Algorithm/Visual): A single action or stage in a process. Visual stepping can be an artifact where smooth transitions appear as discrete jumps.
Stewardship (Project/Ethos Stewardship): The responsible overseeing and protection of something considered worth caring for and preserving.
Stochastic: Having a random probability distribution or pattern that may be analyzed statistically but may not be predicted precisely. Used in some rendering techniques (like dithering) to create more natural-looking randomness.
Strategic / Strategy: Relating to the identification of long-term or overall aims and interests and the means of achieving them.
Streaming (Music/Video/Data): Transmitting or receiving data (especially video and audio) over a network as a steady, continuous flow, allowing playback to start while the rest of the data is still being received.
String (Programming/Text String): A sequence of characters, such as text.
Strobe / Strobing: Rapid, intermittent flashing of light.
Structure (Data Structure / Project Structure / UI Structure): The arrangement of and relations between the parts or elements of something complex.
Studio (Photo Studio / YouTube Studio): A workspace for artistic creation. YouTube Studio is the platform for managing YouTube channels.
Style (Code Style / UI Style / Artistic Style): A particular manner or way of doing or presenting something.
Sub-branch / Sub-directory / Sub-folder / Sub-section / Sub-team: A branch, directory, folder, section, or team that is part of a larger one.
Subject (Photography Subject): The main person, object, or scene being photographed.
Subjective (Assessment): Based on or influenced by personal feelings, tastes, or opinions, rather than objective facts.
Submission / Submit (Code/Issue/Form): The act of presenting something for consideration, approval, or inclusion.
Suite (Software Suite / Phototools Suite): A collection of related software programs or tools.
Summary / Summarize: A brief statement or account of the main points of something. To give such a statement.
Sun/Moon (Light Source): The primary directional light source in Second Life environments, simulating the sun during the day and the moon at night.
Support (Technical Support / Community Support / Platform Support): Help and assistance provided to users of a product or service.
Sustainable (Development/Growth): Able to be maintained at a certain rate or level.
Swap Interval (OpenGL): A setting related to VSync that controls how many screen refreshes occur before the front and back buffers are swapped (e.g., 1 for VSync at monitor rate, 2 for VSync at half monitor rate).
Symmetry / Symmetrical: The quality of being made up of exactly similar parts facing each other or around an axis; showing symmetry.
Data/Process Sync: To coordinate or cause to occur at the same time or rate.
VSync (Vertical Synchronization): Synchronizing the GPU's frame output rate with the monitor's refresh rate to prevent screen tearing.
Synergistic / Synergy: The interaction or cooperation of two or more organizations, substances, or other agents to produce a combined effect greater than the sum of their separate effects.
Syntax (Programming Language Syntax / Comment Syntax): The set of rules that defines the combinations of symbols that are considered to be correctly structured statements or expressions in a language.
System (Computer System / Operating System / Graphics System / Preset System): A set of interacting or interdependent components forming an integrated whole.
T
Tab / Tabbed (UI Element): A user interface element that allows multiple document views or sets of controls to be contained within a single window, with users switching between them by clicking on the tab label. The APS is a tabbed interface.
Table of Contents (ToC): A list, usually found at the beginning of a document, that shows the document's sections and their page numbers or links, allowing for easy navigation.
Tag (Git Tag / HTML Tag / Issue Tag / Developer Tag):
Git Tag: A reference to a specific point in a Git repository's history, often used to mark release versions (e.g., v1.0.0).
HTML Tag: A keyword enclosed in angle brackets used in HTML to define elements and structure content on a webpage.
Issue Tag (Label): See Label.
Developer Tag (Aperture Commenting): A short identifier (like initials) used in Aperture's <AP:TAG> comments to denote who made a specific code change.
Talent: Natural aptitude or skill.
Tamper / Tampering (File Tampering): To interfere with something in order to cause damage or make unauthorized alterations. File hashes help detect tampering.
Target (Audience/Release/Platform/FPS):
Target Audience: The specific group of people a product or project is aimed at.
Target Release: The specific version of software for which a feature or fix is planned.
Target Platform: The operating system or hardware for which software is designed.
Target FPS: The desired frames per second a system aims to achieve.
Task (Development Task / Project Task): A specific piece of work to be done.
Tax / Taxation: Compulsory contributions to state revenue, levied by the government on workers' income and business profits, or added to the cost of some goods, services, and transactions. Relevant for non-commercial project status.
TBD (To Be Determined): Used to indicate that a detail is not yet finalized.
TCP (Transmission Control Protocol): A core protocol of the Internet protocol suite, providing reliable, ordered, and error-checked delivery of a stream of octets (bytes) between applications running on hosts communicating via an IP network. Contrast with UDP.
Team / Team Member: A group of people working together on a common project. An individual in such a group.
Technical / Technical Deep Dive: Relating to the practical, mechanical, or scientific aspects of a subject. A "technical deep dive" is a detailed exploration of a specific technical topic.
Technical Stack (Tech Stack): See Stack (Technical Stack).
Telemetry: The automatic collection and transmission of data from remote sources to a central system for monitoring and analysis. Aperture Viewer aims to disable or minimize telemetry.
Teleport / Teleportation (Virtual Worlds): Instantly moving an avatar from one location to another within a virtual world.
Teleport History: A feature in some viewers that keeps a list of recent teleport destinations for quick return.
Template: A preset format or pattern used as a guide for making something.
Temporary (File/Ban/Fix): Lasting for only a limited period of time; not permanent.
Term (Legal Term / Search Term / Fixed Term):
Legal Term: A word or phrase with a specific legal meaning.
Search Term: A word or phrase entered into a search engine.
Fixed Term (e.g., for Advisory Board): A defined period of duration.
Terminal (Command-Line Terminal / Cygwin Terminal): A text-based interface for interacting with a computer's operating system by typing commands.
Termination / Terminate (Process/Membership/License): To bring to an end.
Terms of Service (ToS / EULA - End User License Agreement): A legal agreement between a service provider and a person who wants to use that service. The person must agree to abide by the terms of service in order to use the offered service.
Terrain (3D Graphics): The ground surface and landscape in a 3D virtual world.
Test / Testing (Software Testing): The process of evaluating software to identify differences between expected and actual results, and to ensure it meets requirements and quality standards.
Test Case / Test Plan:
Test Case: A specific set of conditions or variables under which a tester will determine whether an application or software system is working correctly.
Test Plan: A document outlining the strategy, scope, resources, and schedule of intended testing activities.
Texture / Texture Map: An image applied to the surface of a 3D model to give it color, detail, and appearance (e.g., wood grain, fabric pattern, skin).
Texture Cache: See Cache.
Texture Filtering: Techniques used to determine the color of a textured pixel when the texture map doesn't align perfectly with screen pixels (e.g., when a texture is magnified or minified). See Anisotropic Filtering.
Texture Overlay: An image or texture applied on top of another, often for watermarking or special effects.
Theme (UI Theme / Themed Skin): A set of graphical appearance details (colors, fonts, icons, window styles) that can be applied to a user interface to customize its look and feel.
Third-Party / Third-Party Viewer (TPV):
Third-Party: Someone or something not directly involved as one of the two principal parties in an agreement or transaction.
Third-Party Viewer (TPV): A virtual world client application (viewer) developed by individuals or groups other than the official platform provider (e.g., Linden Lab for Second Life). Aperture Viewer is a TPV.
Thread / Multi-threading (Programming): A thread is the smallest sequence of programmed instructions that can be managed independently by a scheduler. Multi-threading is a CPU's ability to execute multiple threads concurrently, improving performance for parallelizable tasks.
Threshold (Value): A level or point at which something starts to happen or change.
Thumbnail: A small, reduced-size version of an image, used as a preview.
Tier / Tiered (Settings/Hardware): A level or grade within a hierarchical system. Tiered settings offer different levels of quality/performance.
Tile / Tiling (Textures): Repeating a texture seamlessly across a surface.
Time Zone: A geographical region that observes a uniform standard time for legal, commercial, and social purposes.
Timeline (Project Timeline): A schedule of events or milestones for a project.
Timestamp: A record of the time an event occurred, often including the date.
Tint (Color Tint): A slight shading or coloration.
Tip / Tooltip: A small informational box that appears when a user hovers their mouse cursor over a UI element, explaining its function.
Title (Document Title / PR Title / Role Title): The name given to a document, pull request, or role to identify it.
TL;DR (Too Long; Didn't Read): Internet slang for a short summary of a longer text.
Toggle (Setting/Switch): A setting or UI control that can be switched between two states (e.g., on/off, enabled/disabled) by a single action.
Token (Security Token / Authentication Token): A piece of data used to authenticate a user or process, or to grant access to a resource.
Tolerance (Threshold): The permissible limit of variation in a measured value or parameter.
Tone (Communication Tone / Image Tone):
Communication Tone: The general character or attitude of a piece of writing or speech.
Image Tone: The overall brightness, contrast, and color characteristics of an image.
Tone Mapping / Tone Mapper: The process of converting High Dynamic Range (HDR) image data into a Low Dynamic Range (LDR) format suitable for display on standard screens, while attempting to preserve visual detail and appearance. A tone mapper is the algorithm that performs this.
Toolbar: A row or strip of buttons or icons in a graphical user interface that provide quick access to frequently used commands or functions.
Tools / Toolset / Toolkit: Instruments or software programs used to perform specific tasks. A toolset or toolkit is a collection of related tools.
Tooltip: See Tip.
Tortious Interference: A common law tort allowing a claim for damages against a defendant who wrongfully interferes with the plaintiff's contractual or business relationships. (Mentioned in the context of the Firestorm analysis).
Toxic / Toxicity (Community): Extremely harsh, malicious, or harmful behavior or environment, often in online communities.
TPV (Third-Party Viewer): See Third-Party Viewer.
TPVD (Third-Party Viewer Directory): The official list of approved Third-Party Viewers maintained by Linden Lab.
Track / Tracking (Issue Tracking / User Tracking):
Issue Tracking: The process of managing and monitoring reported bugs, feature requests, and tasks.
User Tracking: Collecting data about user behavior and activities, often for analytics or advertising. Aperture aims to minimize this.
Trade Secret: Information, including a formula, pattern, compilation, program, device, method, technique, or process, that derives independent economic value from not being generally known and is the subject of efforts that are reasonable under the circumstances to maintain its secrecy.
Trademark: A symbol, word, or words legally registered or established by use as representing a company or product.
Traffic (Network Traffic): The data moving across a computer network at any given time.
Trajectory (Project Trajectory): The path or course of a project's development over time.
Financial Transaction: An agreement, communication, or movement carried out between a buyer and a seller to exchange an asset for payment.
Database Transaction: A sequence of operations performed on a database as a single logical unit of work.
Transfer (Data Transfer): Moving data from one location or system to another.
Transform / Transformation (3D Graphics): Mathematical operations (like translation, rotation, scaling) applied to change the position, orientation, or size of objects in 3D space.
Transition (LOD Transition / Focus Transition): A change from one state or condition to another.
Object Transparency: The quality of allowing light to pass through so that objects behind can be distinctly seen.
Project Transparency: Operating in an open and clear manner, making information about processes and decisions readily available.
Tree (Data Structure / Directory Tree / Scene Tree): A hierarchical data structure. A directory tree shows the organization of folders. A scene tree (or scene graph) organizes objects in a 3D scene.
Triage (Bug Triage / Issue Triage): The process of sorting and prioritizing reported bugs or issues based on their severity, impact, and urgency.
Trigger (Event Trigger / Database Trigger): An event or condition that initiates an action or process.
Troubleshooting: The process of identifying, diagnosing, and resolving problems or errors in a system or piece of equipment.
Trusted (Relationship/Source/Judgment): Regarded as reliable, honest, or truthful.
Tune / Tuning (Performance Tuning / Parameter Tuning): To adjust or fine-tune settings or parameters to achieve optimal performance or desired results.
Tutorial: A lesson or set of instructions designed to teach how to do something.
Twinkling (Stars): See Scintillation.
Type (Data Type / Commit Type / Font Type): A category or classification of something.
Data Type (Programming): Defines the kind of values a variable can hold (e.g., integer, float, boolean, string).
Commit Type (Aperture): A specific prefix used in Aperture commit messages to categorize the change (e.g., Feature:, Fixes:).
Typo / Typographical Error: A mistake made in typed or printed text.
U
UI (User Interface): See Interface (User Interface).
UI Scale / Scaling: Adjusting the overall size of user interface elements (text, buttons, windows) to make them larger or smaller, often for accessibility or screen resolution reasons.
Umbra (Theme): One of the exclusive dark UI themes available in Aperture Viewer. Also refers to the darkest part of a shadow.
Unadulterated (Image): Pure, not mixed or diluted with any different or extra elements. An unadulterated base image for post-processing has not yet had strong stylistic effects applied.
Unambiguous: Not open to more than one interpretation; clear and precise.
Unanimous (Consent/Decision): Fully in agreement by everyone involved.
Unauthenticated: Not verified or proven to be genuine.
Unbiased: Showing no prejudice for or against something; impartial.
Uncap / Uncapped (FPS): To remove a limit. Uncapped FPS means the viewer will try to render as many frames per second as the hardware allows, without an artificial ceiling.
Underlay / Underlying (Code/System): Situated beneath or forming the basis of something. Underlying code is the foundational code a feature is built upon.
Understanding (Mutual Understanding): Sympathetic awareness or tolerance. Agreement of opinion or feeling; harmony.
Undo: A command that reverts the last action performed.
Unforeseen: Not anticipated or predicted.
Uniform (Shader Uniform): In GLSL and other shading languages, a global variable passed from the C++ application code to the shader program. Its value is constant for all vertices/fragments processed in a single draw call. Used to control shader behavior (e.g., sun_color, exposure).
Unified (Interface/System): Formed or organized into a single, cohesive unit. The APS is a unified interface.
Unit (Software Unit / Test Unit): A distinct component or module of software. A test unit is a specific part of the software being tested.
Unit Testing: A software testing method by which individual units of source code (sets of one or more computer program modules together with associated control data, usage procedures, and operating procedures) are tested to determine if they are fit for use.
Universal (Setting/Principle): Applicable to all cases or in all situations.
Unix-like (Operating System): An operating system that behaves in a manner similar to a Unix system, while not necessarily conforming to or being certified to any version of the Single UNIX Specification. Linux and macOS are Unix-like.
Unpack / Unpacking (Data): To extract data from a compressed or combined format into its original or usable form. Light parameters in SL are often packed into blocks.
Unsolicited: Not asked for; given or done voluntarily.
Upstream (Code/Project/Branch/Sync): In a software project that is a fork or derivative of another (the "upstream" project), "upstream" refers to that original project or its main line of development. Syncing with upstream means incorporating changes from that original project.
Update (Software Update / Data Update): A newer version of software or data. The act of bringing something up to date.
URI (Uniform Resource Identifier): A string of characters used to identify a name or a resource on the Internet (e.g., a login URI for an OpenSim grid). URLs are a type of URI.
URL (Uniform Resource Locator): A reference to a web resource that specifies its location on a computer network and a mechanism for retrieving it. A common type of URI.
Usability / Usable (Software): The ease with which users can employ a tool or other human-made object in order to achieve a particular goal. How easy software is to use.
Usage (Data Usage / Bandwidth Usage / Software Usage): The action of using something or the fact of being used. The amount of data or bandwidth consumed.
Use Case: A specific situation in which a product or system could potentially be used; an example of how it might be applied.
User / End-User: A person who uses or operates a computer, software program, or system.
User Experience (UX): The overall experience a person has when using a product, such as a website or computer application, especially in terms of how easy or pleasing it is to use.
User Interface (UI): See Interface (User Interface).
User Settings: Configuration options that are specific to an individual user and are typically saved per account.
UTF-8 (Unicode Transformation Format - 8-bit): A widely used character encoding capable of encoding all possible characters, or code points, in Unicode.
V
Validate / Validation / Verification: To check or prove the validity or accuracy of something.
Value (Numerical Value / Project Value): The regard that something is held to deserve; the importance, worth, or usefulness of something. A numerical quantity.
Values (Community Values / Core Values): Principles or standards of behavior; one's judgment of what is important in life or for a project.
Vanilla (Software): The standard, unmodified version of a piece of software.
Variable (Programming): A named storage location in a program that holds a value which can change during program execution.
Variance / Variation: The fact or quality of being different, divergent, or inconsistent.
Variance Shadow Maps (VSM): An advanced shadow mapping technique that can produce softer shadows with fewer artifacts than standard PCF, but is often more complex to implement and tune. (Mentioned as a potential for RenderShadowDetail > 2).
Mathematics/Graphics: A quantity having direction as well as magnitude, especially as determining the position of one point in space relative to another. A vec3 is a 3-component vector (X,Y,Z).
Vector Pad (UI): A UI control that allows input of a 2D vector (e.g., for X/Y scroll speeds).
Verbose (Output/Commit Message): Using or expressed in more words than are needed. Detailed.
Version / Versioning (Software/Document): A particular form or variant of a published work or software product. Versioning is the process of assigning unique version numbers or names to these states.
Version Control System (VCS - e.g., Git): Software that tracks and manages changes to files over time, allowing multiple people to collaborate and revert to previous versions if needed.
Vertex / Vertices (3D Graphics): A point in 3D space, typically defined by X, Y, Z coordinates. Vertices are connected to form edges and faces of 3D models.
Vertical Sync (VSync): See Sync (VSync).
Vetted / Vetting: To make a careful and critical examination of something or someone.
Vibrance (Color Grading): A color adjustment that intelligently boosts less saturated colors more than already saturated ones, often with less impact on skin tones, making colors "pop" more subtly than global saturation.
Videographer / Videomaking: A person who makes videos. The process of creating videos.
View / Viewport / View Frustum:
View (Camera View): What the virtual camera sees.
Viewport: The rectangular area on the screen where the 3D scene is rendered.
View Frustum: See Frustum.
Viewer (Third-Party Viewer / SL Viewer): A client application used to access and interact with virtual worlds like Second Life or OpenSim.
VIEWER_VERSION.txt: A text file in the viewer's source code that typically stores the current version information for the viewer.
Vintage (Mode/Look): Characteristic of or admirable because of an earlier period. In Aperture, "Vintage Mode" often refers to disabling HDR and PBR enhancements for an older rendering style.
Virtual (World/Camera/Photography): Not physically existing as such but made by software to appear to do so.
Virtual Reality (VR): A computer-generated simulation of a three-dimensional image or environment that can be interacted with in a seemingly real or physical way by a person using special electronic equipment, such as a helmet with a screen inside or gloves fitted with sensors. (Not the primary focus of current SL viewers but related).
Visibility / Visible: The state of being able to be seen.
Vision / Vision Statement (Project): An aspirational description of what an organization or project would like to achieve or accomplish in the mid-term or long-term future.
Visual / Visuals / Visual Fidelity: Relating to seeing or sight. The images and graphical appearance of something. Visual fidelity refers to the accuracy and realism of the rendered graphics.
Vivid (Color): Producing powerful feelings or strong, clear images in the mind; intensely deep or bright.
VLog (Video Log / Video Blog): A blog in which the postings are primarily in video form.
Voice Chat: Real-time voice communication between users in a virtual world or online platform.
Void (Legal/Programming):
Legal: Having no legal force or effect; not valid or binding.
Programming: A data type in C/C++ indicating that a function does not return a value, or a pointer that does not point to a specific data type.
Volatile (Memory/Data): Liable to change rapidly and unpredictably. Volatile memory (like RAM) loses its data when power is turned off.
Volume (3D Volume / Sound Volume / LOD Volume):
3D Volume: A region of 3D space.
Sound Volume: The loudness of a sound.
LOD Volume (LLVOVolume): The internal representation for most renderable mesh objects in Second Life.
Volunteer / Volunteer-Driven: A person who freely offers to take part in an enterprise or undertake a task. A project primarily run by volunteers.
VRAM (Video RAM): Specialized Random Access Memory used by a graphics card to store image data, textures, and other graphical assets for display.
VSync (Vertical Synchronization): See Sync (VSync).
Vulnerability (Security Vulnerability): See Security Vulnerability.
W
Walkthrough (Guide/Demo): A step-by-step demonstration or explanation of a process or software feature.
Warning (Compiler Warning / User Warning): A message indicating a potential problem or an advisory. A compiler warning indicates code that is not necessarily an error but might be problematic.
Warranty / Disclaimer of Warranty: A written guarantee, issued to the purchaser of an article by its manufacturer, promising to repair or replace it if necessary within a specified period of time. Open-source licenses like LGPL typically disclaim all warranties.
Washed Out (Image): An image that appears too bright, with poor contrast and faded colors, often due to overexposure or clipped highlights.
Water (Virtual World Water): The simulation of water surfaces in a virtual world, with properties like transparency, reflections, and waves.
Watermark / Watermarking: A faint design or text embedded in an image or document, often to identify its source or prevent unauthorized copying.
Wave / Wavelet (Water Waves): A disturbance on the surface of water. Wavelets are small waves or ripples.
Web / World Wide Web (WWW): An information system on the Internet which allows documents to be connected to other documents by hypertext links, enabling the user to search for information by moving from one document to another.
Website: A collection of related web pages, images, videos, or other digital assets that are addressed relative to a common Uniform Resource Locator (URL).
Weight / Weights (Luminance Weights / Influence Weights): A factor or value assigned to something to indicate its relative importance or influence in a calculation.
Welcoming (Community): Friendly and inviting to new people.
White Point (Image): The brightest white value that can be represented or displayed in an image.
Whites (Tone Mapping Slider): A control in tone mapping (like in APS) that adjusts the brightness of the very brightest pixels in an image.
Widget (UI Widget / XML Widget): A generic term for a standard graphical user interface element, such as a button, slider, checkbox, or text box.
Wiki (Software/Project Wiki): A website or online database that allows users to collaboratively create, edit, and link web pages. Aperture Viewer uses a GitHub Wiki for documentation.
Wildcard (File Matching - e.g., *.md): A special character (like * or ?) that can be used to represent one or more other characters in a search string or file pattern. *.md matches all files ending with .md.
Windlight (Legacy Sky System): The older name for Second Life's environmental sky and lighting preset system, now largely superseded by EEP but the term is still sometimes used.
Windows (Operating System): A family of operating systems developed by Microsoft.
Wireframe (3D Model / UI Element): A visual representation of a 3D object showing only its edges and outlines, without surfaces. Also used for UI debug bounding boxes.
Workflow: The sequence of steps involved in moving from the beginning to the end of a working process.
Workload (System Workload / CPU Workload): The amount of work being done by a system or component.
Workaround: A method for overcoming a problem or limitation in a program or system, often a temporary fix.
World (Virtual World): A computer-simulated environment, often 3D, where users can interact with each other and digital objects through avatars.
Wontfix (Issue Status): A label or status for a reported bug or feature request indicating that the developers have decided not to fix or implement it, often with a stated reason.
WW (William Weaver): The developer tag used by William Weaver in Aperture Viewer's source code comments (<AP:WW>).
X
X (Coordinate/Axis): In a 3D Cartesian coordinate system, typically represents the horizontal axis pointing to the side.
X-Ray (Vision - Debug): A debug feature that might make objects transparent to see through them.
XMPP (Extensible Messaging and Presence Protocol): An open communication protocol for message-oriented middleware based on XML. (Historically used by SL for some things, less prominent now).
XML (Extensible Markup Language): A markup language that defines a set of rules for encoding documents in a format that is both human-readable and machine-readable. Used for UI layouts (XUI) and settings files in SL viewers.
XUI (XML User Interface): The XML-based system used by Second Life viewers to define the layout and elements of their user interface.
Y
Y (Coordinate/Axis): In a 3D Cartesian coordinate system, typically represents the horizontal axis pointing forward/backward or depth. (Note: SL often uses Y as up/down for world coordinates, but local object/camera coordinates can vary).
Yaw (Rotation): Rotation around the vertical axis (like turning your head left or right).
Yield (Programming / yield_timeslice): To temporarily give up control or processing time to another task or thread.
Z
Z (Coordinate/Axis): In a 3D Cartesian coordinate system, typically represents the vertical axis (up/down). (Note: SL often uses Z as up/down for world coordinates).
Z-Buffer / Z-Buffering: See Depth Buffer. The process of using a depth buffer to determine which objects are visible.
Zoom (Camera/Lens): To change the magnification of a view, making objects appear closer or further away. Can be achieved by changing the Field of View (FOV) of the lens or by physically moving the camera (dollying).