Glossary of 3D/AR/VR Terms
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180° Video
Videos showing 180° of a scene from the user’s point of view, meaning that the video is limited to nearly the same line of sight as the human eye and ‘cut off’ on either side of the viewer’s head, at the edges of their line of sight. In contrast to 360° video, this setup allows for a more directed viewing experience and reduces the amount of movement needed. Limiting the field of view to 180° also avoids stretching pixels as much, providing a much sharper (see: higher resolution) image than a 360° video would when viewing the same space.
360° Video
Videos showing 360° of a scene from the user’s point of view. This means that the entire scene is visible in all directions, allowing the viewer to look anywhere without cutting off and breaking immersion. While this improves and expands the viewer’s experience, it can also lead to a lower resolution in 360° videos, as the original image has to be stretched more, resulting in a lower resolution image from any given point of view.
3D Asset
A digital file that contains a three-dimensional model, which can include information about its shape, appearance, and animation. Common file formats for 3D assets include glTF, USDZ, OBJ, and FBX.
3D Digital Asset Management (3D DAM)
This is the process of organizing, storing, and maintaining a library of 3D assets. This includes models, textures, animations, and other digital content used in 3D applications, games, and AR/VR experiences. A DAM system helps teams to efficiently access, track changes, and manage versions of their assets. Platforms like echo3D provide a specialized DAM or Content Management System (CMS) built specifically for the needs of 3D content enabling teams to easily manage their 3D asset libraries.
3DOF (Three Degrees of Freedom)
Refers to the ability of a user to look around in a virtual space but not move within it. With three degrees of freedom, a user can look up/down (pitch), left/right (yaw), and tilt their head (roll), but their viewpoint is fixed in one spot. For example, mobile VR using a smartphone and 360° videos are typically 3DOF experiences. See also: Degrees of Freedom.
3D Pipeline
The entire process of creating 3D graphics, from initial concept to final output. This includes modeling, texturing, rigging, animation, lighting, and rendering.
3D Rendering
The process of generating a 2D image or animation from a 3D model. This involves calculating how light, shadows, and materials interact within the 3D scene.
3D Workflow
The specific set of steps and procedures that an individual artist or a team follows to create 3D assets. A well-defined workflow helps to ensure consistency and efficiency.
6DOF (Six Degrees of Freedom)
Refers to the ability of a user to move through a virtual space. With six degrees of freedom, users can move forward/backward (surge), up/down (heave), left/right (sway), and also rotate along three perpendicular axes: pitch, yaw, and roll. This allows for full translational and rotational tracking. Tethered headsets like HTC Vive and Oculus Quest enable 6DOF. See also: Degrees of Freedom.
A
Analytics
Data and insights on how 3D assets are being used. This can include tracking the number of views, user engagement time, and geographic distribution, which helps in understanding asset performance.
API (Application Programming Interface)
A set of rules and protocols that allows different software applications to communicate with each other. In the context of 3D asset management, an API can be used to integrate a DAM system with other tools and workflows.
API Key
A unique code passed to an API to identify the calling application or user. In echo3D, the API key is used to grant an application access to the content within a specific project. It is intended to be public and is used in the client-side application.
AR.js
A lightweight open-source library for Augmented Reality on the Web. It is a JavaScript library that allows developers to introduce AR features, such as image tracking and marker-based AR, to any website using a few lines of HTML.
ARCore
A software development kit (SDK) developed by Google that allows developers to build augmented reality applications for certified Android and iOS devices. ARCore uses features like motion tracking, environmental understanding (surface detection), and light estimation to integrate virtual content with the real world.
AR Foundation
A cross-platform framework within the Unity game engine. It allows developers to build an AR experience once and then deploy it to both iOS (using ARKit) and Android (using ARCore) devices without having to write separate code for each platform.
ARKit
Apple's software development framework used by developers to build mobile AR apps and games for iOS devices like the iPhone and iPad. ARKit uses visual-inertial odometry to track the world around it, enabling features like plane detection, image and object tracking, and face tracking.
Asset
The term is used within the echo3D platform to refer to a single piece of content, such as a 3D model, image, or video.
Augmented Reality (AR)
Overlays computer-generated images and information onto the real world, enhancing the user's perception of their environment. An interactive experience that enhances a real-world environment by overlaying computer-generated information, such as 3D models, videos, or text, onto it. AR is typically experienced through smartphones, tablets, or dedicated AR glasses.
B
BaaS (Backend-as-a-Service)
A cloud service model that provides developers with a way to connect their applications to backend cloud storage and functionalities (like user management, push notifications, and content management) through SDKs and APIs. echo3D is a BaaS specifically designed for 3D/AR/VR developers, handling the cloud infrastructure for 3D asset management, delivery, and real-time updates.
Blender
A free and open-source 3D computer graphics software suite used for creating animated films, visual effects, art, 3D-printed models, and video games. It is a popular tool for developers to create and prepare 3D assets for use in AR/VR applications.
C
CAD (Computer-Aided Design)
A category of software used by architects, engineers, and designers to create precise 2D and 3D models of physical objects. CAD models often contain detailed data about materials, assemblies, and manufacturing specifications.
Camera Array
A system of multiple cameras arranged to capture a scene from different viewpoints simultaneously. The captured images can be stitched together to create a 360° or volumetric video.
CAVE (Cave Automatic Virtual Environment)
An immersive virtual reality environment where projectors are directed at three to six walls of a room-sized cube. A user in a CAVE sees projections all around them, creating the illusion of being in a virtual environment.
CDN (Content Delivery Network)
A network of servers that are distributed geographically and work together to provide fast delivery of Internet content. A CDN can be used to store and deliver 3D assets to users around the world with low latency.
Cloud Repository
A database or storage system hosted on remote servers (the "cloud") that allows users and applications to access, store, and manage content over the internet.
Cloud Streaming
The process of delivering content, such as videos or 3D assets, from remote cloud servers to a user's device in real-time as it is needed, rather than requiring the user to download the entire file first. echo3D uses cloud streaming to deliver 3D content to AR/VR applications on demand.
CMS (Content Management System)
An application that enables users to create, manage, modify, and publish digital content. While traditional CMS platforms (like WordPress) handle text and images, echo3D functions as a specialized CMS for 3D, AR, and VR content.
Compression
The process of reducing the file size of data for more efficient storage and transmission. For 3D models, this can involve techniques like Draco compression or reducing texture resolution to ensure faster loading times in an application.
Console (or Content Portal)
The web-based user interface for echo3D where users can upload, manage, and modify their 3D assets, metadata, and project settings without writing code.
Conversion
The process of changing a 3D model from one file format to another (e.g., converting an FBX file to a GLB file) to ensure compatibility with different platforms and to optimize it for performance.
Cross-Platform
The ability of software or an application to run on multiple operating systems or platforms (e.g., iOS, Android, Web, VR headsets) from a single codebase or development effort. echo3D is a cross-platform solution, allowing the same 3D assets to be deployed to apps built for different devices.
D
Degrees of Freedom (DOF)
Refers to the number of basic ways an object can move in three-dimensional space. There are a total of six degrees of freedom (6DOF), comprising three translational movements (forward/back, up/down, left/right) and three rotational movements (pitch, yaw, roll). See also: 6DOF, 3DOF.
Deployment
The action of making an application or software system available for use. For example, an application with both an iOS and an Android version is considered to have two deployments.
Digital Asset Management (DAM)
A system for storing, organizing, managing, and distributing digital assets. Platforms like echo3D provide a specialized DAM built specifically for the needs of 3D content like 3D models and digital twins to easily control their 3D pipeline.
Digital Twin
A virtual replica of a physical object, system, or process. Digital twins use real-time data to simulate, predict, and optimize the performance and behavior of their real-world counterparts. They are used across industries like manufacturing, healthcare, and retail.
Draco
An open-source library created by Google for compressing and decompressing 3D geometric meshes and point clouds. Draco compression can significantly reduce the size of 3D models, leading to faster download and rendering times.
E
Extended Reality (XR)
An umbrella term that encompasses virtual reality (VR), augmented reality (AR), and mixed reality (MR), as well as all future realities that these technologies may create. It refers to any experience that combines or overlays the real and virtual worlds.
F
FBX
A proprietary file format owned by Autodesk. It is widely used in the game development and visual effects industries because it can store a wide range of data, including 3D models, textures, lighting, and complex animations.
Flutter
An open-source UI software development kit created by Google. It is used to develop cross-platform applications for Android, iOS, Linux, macOS, Windows, and the web from a single codebase.
FOV (Field of View)
The extent of the observable world that is seen at any given moment. In AR/VR, the FOV of the headset or device determines how much of the virtual or augmented world the user can see. A wider FOV generally leads to a more immersive experience.
Frame Rate (fps)
The frequency (rate) at which consecutive images (frames) appear on a display. Measured in frames per second (fps), a higher frame rate (e.g., 60fps or 90fps) results in smoother, more realistic motion. Maintaining a high and stable frame rate is critical in VR to prevent motion sickness.
G
Geofencing
The use of GPS or RFID technology to create a virtual geographic boundary, enabling software to trigger a response when a mobile device enters or leaves a particular area. In AR, this can be used to anchor content to a specific real-world location.
GLB
The binary file format representation of a 3D model in GLTF format. A key advantage of GLB is that it is a single file, with all textures, geometry, and other data packed together, making it easy to share and use in web applications.
GLTF (GL Transmission Format)
An open-standard file format for 3D scenes and models. Often called the "JPEG of 3D," GLTF is an efficient, extensible, and interoperable format designed for the real-time rendering of 3D assets, especially on web and mobile platforms.
GLTFPACK
An open-source tool that optimizes GLTF files by quantizing geometry, merging meshes, and resampling animations to reduce file size and improve rendering performance.
H
Haptics
Technology that uses touch to communicate with users. In AR/VR, haptic feedback (such as vibrations in controllers or specialized gloves) simulates the sensation of touching or interacting with virtual objects, increasing immersion.
Head-Mounted Display (HMD)
A display device worn on the head that provides visuals for virtual reality experiences. HMDs range from simple viewers that use a smartphone (like Google Cardboard) to sophisticated tethered or standalone headsets (like Oculus Quest or HTC Vive).
HUD (Head-Up Display)
A transparent display that presents data without requiring users to look away from their usual viewpoints. In AR and MR, a HUD can overlay information directly onto the user's view of the real world.
I
Interoperability
The ability of different software and systems to exchange and make use of information. In 3D asset management, this means being able to use assets across various platforms, game engines (like Unity and Unreal), and devices without being locked into a single ecosystem.
iOS
A mobile operating system created and developed by Apple Inc. exclusively for its hardware, including the iPhone and iPad. echo3D provides an SDK and demo app for building 3D/AR/VR apps on iOS.
K
Kudan
An AR SDK that uses Simultaneous Localization and Mapping (SLAM) technology for markerless tracking. It allows developers to build AR applications for Android and iOS.
L
Latency
The delay between a user's action (like a head movement) and the corresponding response on a display. In VR, high latency can break the sense of presence and cause motion sickness. Low latency (often cited as under 20 milliseconds) is crucial for a comfortable and believable experience.
Locomotion
The method by which a user moves around within a virtual environment. Common locomotion techniques include teleportation, artificial movement using a joystick, and room-scale tracking that mirrors the user's physical movement.
M
Marker-Based Tracking
An AR technique that uses a specific, predefined image (a marker), such as a QR code or a logo, to recognize a position in the real world and anchor virtual content to it.
Markerless Tracking
An AR technique that does not require a predefined marker. Instead, it uses algorithms like SLAM to understand the geometry of the real-world environment (such as floors and walls) and place virtual objects within it.
Material
A set of data that defines the visual properties of a 3D object's surface. Materials dictate how a surface reacts to light, including its color, roughness, and whether it is metallic or shiny.
Maya by Autodesk
A professional 3D computer graphics application used to create interactive 3D applications, animated films, and visual effects. It is a powerful tool for creating the high-quality 3D assets used in AR/VR.
Metadata
Data that provides information about other data. In echo3D, metadata is key-value information attached to a 3D asset like tags, descriptions, and other information that makes it easier to search for and organize 3D assets. This data can be updated in real-time from the cloud to control an asset's behavior, animation, position, or appearance within an application.
Metaverse
A concept of a persistent, shared, 3D virtual space where users can interact with each other and with digital objects. The metaverse is often envisioned as the next evolution of the internet, blending aspects of AR, VR, and online social platforms.
Mixed Reality (MR)
A type of extended reality that merges the real and virtual worlds to produce new environments where physical and digital objects co-exist and interact in real-time. MR is distinct from AR in that the virtual content is often aware of and can react to the real-world environment. It is typically experienced with headsets like the Microsoft HoloLens.
O
OBJ
A widely supported and relatively simple data format (.obj) that represents 3D geometry, including vertex positions, texture coordinates, and normals. While it is excellent for static models, it has limited support for modern materials and animations compared to formats like glTF or FBX, and often requires a separate material file (.mtl) for colors and textures.
Optimization
The process of reducing the size and complexity of 3D models without significantly impacting their visual quality. This is crucial for ensuring fast loading times and smooth performance, especially on devices with limited resources. Optimization techniques include compression and poly-reduction.
P
Parallax
The apparent difference in the position of an object when viewed from two different lines of sight. This principle is fundamental to stereoscopic vision, as the brain uses the parallax between the images from our two eyes to perceive depth. VR headsets create a sense of depth by rendering a separate image with a slightly different perspective for each eye.
PBR (Physically Based Rendering)
A method of shading and rendering that provides a more accurate representation of how light interacts with materials in the real world. This results in more realistic and consistent lighting and material appearances across different lighting conditions.
Polygon
A flat surface, typically a triangle or a quad, that forms one of the building blocks of a 3D model's surface. The collection of all polygons makes up the model's mesh.
Poly Count
The total number of polygons in a 3D model. A higher poly count generally means more detail but also a larger file size and greater demand on computing resources.
Poly Count Reduction / Decimation
The process of reducing the number of polygons (the "poly count") in a 3D model's mesh. This technique simplifies the model's geometry, which reduces its file size and the computational power required to render it, improving performance.
POV (Point of View)
The perspective from which a scene is viewed. In AR/VR, the application must continuously render the scene from the user's POV, which changes as they move their head.
R
Real-time Rendering
The process of rendering 3D graphics at a high frame rate, allowing for immediate user interaction. This is essential for applications like games, AR, and VR, where the view changes instantly based on user input.
Real-time Updates
The ability to make changes to content on a backend server (such as swapping a 3D model, changing its color, or updating its metadata) and have those changes reflected instantly in the live application without requiring the user to restart or download a new version of the app. This is a core feature of the echo3D platform.
Resolution
The level of detail an image holds, typically measured in pixels (e.g., 1920x1080 or "1080p"). In VR, the total resolution of a headset's display is split between two eyes, and the image is stretched across a wide field of view, so a higher resolution is needed to maintain visual sharpness compared to a traditional monitor.
S
SDK (Software Development Kit)
A collection of software development tools in one installable package. SDKs allow developers to create applications for a specific platform. In this case, an SDK would allow a developer to integrate echo3D's services into their own applications. echo3D provides SDKs for various platforms like Unity, Unreal, Java, and Swift.
Secret Key
A confidential code used with an API key for secure server-to-server communication. Unlike the API key, the secret key must be kept private and should never be exposed in a client-side application.
Shader
A computer program that runs on the GPU (Graphics Processing Unit) and is responsible for calculating the final color and brightness of each pixel being rendered. Shaders use the model's materials and the scene's lighting to produce the final look.
Sketchfab
An online platform to publish, share, discover, buy, and sell 3D, VR, and AR content. It provides a popular web-based 3D model viewer.
SLAM (Simultaneous Localization and Mapping)
A computational technique used in AR and robotics that allows a device to construct a map of an unknown environment while simultaneously keeping track of its own location within that map. This is the core technology behind markerless AR.
Spark AR Studio
A platform owned by Meta (Facebook) for creating AR effects for Instagram and Facebook. It provides a visual programming interface for designers and developers to build and publish AR filters.
Spherical Video
Video recorded in an omnidirectional 360° or 180° view. When viewed in a headset or on a screen, the perspective changes as the user looks around, creating an immersive experience.
Stereoscopic Video
A video that provides depth perception by displaying two separate images, one for each eye, each from a slightly different perspective. This mimics human binocular vision and is the basis for all 3D video and VR experiences.
STL (.stl)
A file format native to stereolithography CAD software. It is one of the most common formats used for 3D printing as it represents a 3D model's surface geometry using a mesh of triangles.
Streaming
The process of delivering 3D content to a client device in a continuous stream as it is needed, rather than requiring the user to download the entire file before it can be viewed. This enables instant loading of complex 3D experiences.
Swift
A general-purpose, multi-paradigm, compiled programming language developed by Apple Inc. for iOS, iPadOS, macOS, watchOS, and tvOS. It is the primary language for developing applications on Apple platforms.
T
Taxonomy
A hierarchical structure used to categorize and organize metadata tags in a systematic way. A well-defined taxonomy makes it easier to classify, manage, search, and filter assets based on specific criteria.
Tethered / Mobile Headset
The two main categories of VR headsets. Tethered headsets are physically connected to a powerful PC or console, which provides the processing power for high-fidelity, 6DOF experiences. Mobile headsets (or standalone headsets) are wireless and have all the necessary processors, sensors, and batteries built-in, offering greater freedom of movement at the cost of some graphical fidelity.
Texture
A 2D image that is wrapped around a 3D model to add color, detail, and surface properties. This is what gives a model its visual appearance beyond its shape.
U
Unity
A popular cross-platform game engine used to develop video games and interactive experiences for computers, consoles, and mobile devices. It is one of the most widely used platforms for creating AR and VR applications. echo3D offers a deep integration with Unity through its SDK.
Unity Addressables
A Unity system that allows developers to load assets by an "address" from local storage or a remote server. It simplifies asset management by decoupling the asset from its location. While useful, it requires rebuilding bundles for every change, whereas a platform like echo3D allows for real-time updates without rebuilding.
Unreal Engine
A real-time 3D creation tool and game engine developed by Epic Games. Known for its high-end graphical capabilities, it is a popular choice for developing photorealistic games and immersive VR experiences.
USDZ (Universal Scene Description Zipped)
USDZ A file format developed by Apple in collaboration with Pixar for AR applications on iOS. It is a container format that can package a USD (Universal Scene Description) file along with its associated textures and animations into a single file that can be easily shared and viewed in AR.
UV Mapping
 The process of "unwrapping" a 3D model's surface into a 2D space so that a texture can be applied to it correctly. The "U" and "V" refer to the axes of the 2D texture coordinate system.
V
Versioning
The process of managing different versions of a 3D asset. This is crucial for tracking changes, comparing revisions, and ensuring that team members are always working with the latest iteration of an asset.
Virtual Reality (VR)
Creates a completely immersive, computer-generated environment that users can interact with. A computer-generated simulation of a three-dimensional environment that can be interacted with in a seemingly real way by a person using special electronic equipment, such as a headset with a screen inside and controllers. VR aims to fully immerse the user in a completely digital world.
Virtual Reality Sickness
A feeling of nausea, disorientation, and discomfort that can occur when using VR. It is often caused by a sensory mismatch between what the eyes see (motion in the virtual world) and what the inner ear feels (the body being stationary), or by high latency and low frame rates.
Volumetric Capture
A technique used to scan real-world objects, people, or environments in three dimensions. The resulting data is then re-rendered as a 3D model (or "hologram") that can be viewed from any angle in an AR or VR experience.
Vuforia
An AR SDK owned by PTC that uses computer vision to recognize and track images and 3D objects in real time. It is a popular tool for creating both marker-based and markerless AR experiences across multiple platforms.
W
WebAR
Augmented Reality experiences that run directly in a web browser on a smartphone, without requiring the user to download a dedicated mobile app. This reduces friction and makes AR more accessible.
WebGL
A JavaScript API for rendering high-performance interactive 2D and 3D graphics within any compatible web browser without the use of plug-ins. It is the underlying technology that enables 3D and AR experiences on the web.
Wikitude
An AR SDK that provides tools for developing AR applications for smartphones, tablets, and smart glasses. It supports a range of features, including image and object tracking, SLAM, and location-based AR.