REFERENCE / A–Z

AI 3D
glossary.

Short definitions for quick orientation. Important concepts link to full Wiki pages with facts, context and related tools.

B

Base color

In a metallic-roughness PBR material, base color provides diffuse reflectance for non-metals and reflectance color for metals.

Bounding Box

The smallest axis-aligned box that contains a 3D asset.

D

Decimation

Reducing polygon count while attempting to preserve the visible surface.

DINOv3

A visual feature encoder used in the TRELLIS.2 input pipeline.

DiT

A diffusion transformer architecture used to model latent data.

G

GGUF

A model serialization and quantization ecosystem used by some community workflows.

GLB

GLB is a binary glTF container that can package scene JSON, binary buffers, and images into a single file.

GLTF

A JSON-based 3D transmission format; GLB is its binary container form.

M

Mesh

A mesh is a connected or disconnected collection of vertices and polygon faces that approximates the surface of a 3D object.

Metallic map

In a metallic-roughness workflow, metallic values switch the shading model between non-metal and metal behavior, with intermediate values mainly used at blended boundaries.

O

O-Voxel

O-Voxel is the native structured representation used by TRELLIS.2 to encode geometry and surface attributes without relying on an iso-surface field.

P

PBR

Physically based rendering uses standardized material properties, commonly base color, metallic, and roughness, so surfaces respond consistently to lighting.

Polygon

A flat face, usually triangulated for rendering, that makes up a mesh surface.

R

Remeshing

Remeshing creates a new tessellation of a surface, often to make element size more uniform, repair regions, or prepare another operation.

Retopology

Retopology creates a new surface over an existing shape so its edge flow and density better fit a downstream task.

Roughness map

A roughness map varies microsurface roughness across a material; low values produce sharper reflections and high values spread them more broadly.

S

SC-VAE

SC-VAE is the sparse compression autoencoder in TRELLIS.2 that maps O-Voxel data to and from compact structured latents.

Sparse DiT

A sparse DiT applies transformer-based generative modeling to sparse latent tokens associated with occupied or active 3D locations.

Structured latent

A structured 3D latent stores learned feature vectors at organized spatial locations, preserving more explicit geometry than one global vector.

T

Texture baking

Texture baking projects information such as color, normals, ambient occlusion, or material values onto a target mesh's UV layout.

Topology

Mesh topology describes how vertices, edges, and faces connect, including boundaries, loops, components, and manifold relationships.

TRELLIS

TRELLIS is a Microsoft Research model family that generates 3D assets through a Structured LATent representation known as SLAT.

TRELLIS.2

TRELLIS.2 is a Microsoft Research image-to-3D model based on a sparse, field-free representation called O-Voxel.

U

UV mapping

UV mapping assigns two-dimensional coordinates to mesh vertices so images can be sampled across the surface.

V

Voxel

A voxel is an element of a 3D grid. Depending on the representation, it can store occupancy, density, distance, color, learned features, or other attributes.

VRAM

GPU-local memory used for model weights, activations, intermediate data and textures.

W

Watertight mesh

A watertight mesh has no open boundary edges, so its surface encloses an inside and outside volume.