Base color ↗
In a metallic-roughness PBR material, base color provides diffuse reflectance for non-metals and reflectance color for metals.
REFERENCE / A–Z
Short definitions for quick orientation. Important concepts link to full Wiki pages with facts, context and related tools.
In a metallic-roughness PBR material, base color provides diffuse reflectance for non-metals and reflectance color for metals.
The smallest axis-aligned box that contains a 3D asset.
Reducing polygon count while attempting to preserve the visible surface.
A visual feature encoder used in the TRELLIS.2 input pipeline.
A diffusion transformer architecture used to model latent data.
A model serialization and quantization ecosystem used by some community workflows.
GLB is a binary glTF container that can package scene JSON, binary buffers, and images into a single file.
A JSON-based 3D transmission format; GLB is its binary container form.
A mesh is a connected or disconnected collection of vertices and polygon faces that approximates the surface of a 3D object.
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-Voxel is the native structured representation used by TRELLIS.2 to encode geometry and surface attributes without relying on an iso-surface field.
Physically based rendering uses standardized material properties, commonly base color, metallic, and roughness, so surfaces respond consistently to lighting.
A flat face, usually triangulated for rendering, that makes up a mesh surface.
Remeshing creates a new tessellation of a surface, often to make element size more uniform, repair regions, or prepare another operation.
Retopology creates a new surface over an existing shape so its edge flow and density better fit a downstream task.
A roughness map varies microsurface roughness across a material; low values produce sharper reflections and high values spread them more broadly.
SC-VAE is the sparse compression autoencoder in TRELLIS.2 that maps O-Voxel data to and from compact structured latents.
A sparse DiT applies transformer-based generative modeling to sparse latent tokens associated with occupied or active 3D locations.
A structured 3D latent stores learned feature vectors at organized spatial locations, preserving more explicit geometry than one global vector.
Texture baking projects information such as color, normals, ambient occlusion, or material values onto a target mesh's UV layout.
Mesh topology describes how vertices, edges, and faces connect, including boundaries, loops, components, and manifold relationships.
TRELLIS is a Microsoft Research model family that generates 3D assets through a Structured LATent representation known as SLAT.
TRELLIS.2 is a Microsoft Research image-to-3D model based on a sparse, field-free representation called O-Voxel.
UV mapping assigns two-dimensional coordinates to mesh vertices so images can be sampled across the surface.
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.
GPU-local memory used for model weights, activations, intermediate data and textures.
A watertight mesh has no open boundary edges, so its surface encloses an inside and outside volume.