Pixotope Graphics Glossary
For more general terms check out the The Virtual Production Glossary → https://vpglossary.com/
Actor (aka Object)
In Unreal Engine and Pixotope Editor, any object that can be placed in a level.
Learn more about how to Adjust objects
Adjustments (aka Live changes)
Live changes which are made to levels while they are running in LIVE or Preview Live mode. They are saved in the show file and automatically applied whenever a machine launches that level.
Learn more about Adjusting levels - Live changes and Group overrides
Ambient Occlusion
An effect that creates more natural ambient lighting in a scene by calculating how objects are exposed to ambient light.
API Log
A feature in the Pixotope Control Panel that lists all occurring API messages in the Pixotope network.
Learn more about how to Replicate any Pixotope functionality - API Log tab
AR (Augmented Reality)
A technique that renders 3D Graphics (virtual characters/elements/on-air graphics) in front of a real scene (video backplate).
Learn more about how to Set up an AR level
AR Shadow, Reflection & Light Catcher
A special object in Pixotope that renders shadows and reflections cast onto it without being visible itself.
Learn more about AR Shadow, Reflection & Light Catcher
ArtNet
A protocol for transmitting DMX512-A lighting control data over Ethernet networks.
Learn more about Art-Net / DMX control
Asset Hub
A shared data storage service that automatically synchronizes content between connected machines.
Asset Hub Cache
A centralized storage location for Asset Hub data, improving efficiency across installations.
Asset Hub Client
The component of Asset Hub that runs on every machine and manages local workspaces.
Asset Hub Server
The component of Asset Hub that runs on the Server machine and manages shared repositories.
Learn more about how to Sync projects and other files in Synced storage
Auto-pull
A feature in Asset Hub that automatically synchronizes changes from the server to the local workspace.
Learn more about how to Sync projects and other files in Synced storage
Backplate
In AR workflows, the video shown behind all 3D graphics objects.
Learn more about how to Set up an AR level
Bake live changes
A process that permanently applies all adjustments to a level.
Learn more about how to Bake live changes
Baking
The process in Pixotope Editor of pre-calculating lighting or other effects and storing the results in textures or other data structures.
Bink
A video codec designed for high-performance playback in real-time applications.
Learn more about how to Set up video playback
Bisect Actors
A debugging tool in Pixotope Editor for isolating problematic actors in a level.
Learn more about how to Bisect Actors - Level Debugging Tool
Bloom
A post-processing effect in Pixotope Engine used to simulate the real-world phenomena seen on bright objects on much darker backgrounds.
Learn more about how to Adjust camera effects
Blueprint
Pixotope Editor's visual programming system that gives users control over the engine's features.
BPE (Body Pose Estimation)
A feature that allows accurate live estimation of a human body pose directly from video images using NVIDIA's body pose estimation technology.
Learn more about how to Set up Body Pose Estimation (BPE)
Calibration
The process of aligning virtual elements with the real world in space, time and color.
Camera Tracking
The process of capturing and translating real camera movements into the virtual environment.
Learn more about how to Calibrate tracking
Chroma Key
The process of removing a specific color (usually green or blue) from a video image to replace/composite it with other elements.
Learn more about how to Use the video keyer
Chroma Screen
A virtual representation of the physical green/blue screen in Pixotope Editor.
Learn more about Chroma Screen actor
Chromatic Aberration
A post-processing effect in Pixotope Engine that simulates lens imperfections.
Learn more about how to Adjust camera effects
Client
A machine that connects to a Server in a Pixotope network and works on the Server's open show.
Learn more about Network roles - Stand-alone, Client or Server
Color Grading
The process of altering and enhancing the color of the video, the 3D graphics or the final output.
Learn more about how to Adjust color grading
Color Management
The controlled conversion between the color representations of various devices.
Learn more about Color management in Pixotope
Compositing
The process of combining multiple visual elements from separate sources into a single video.
Learn more about Compositing in Pixotope
Compositing Plane
A specialized geometry that enables the TrackedCamera to project video onto a specific depth in the scene.
Learn more about the Compositing Plane actor
Control Panel
A customizable interface for controlling various aspects of a production.
Learn more about Creating a control panel - PRODUCTION
Cue
In the Pixotope Event System, a distinct segment of a production on which actions are executed.
Learn more about the Pixotope Event System
Custom Compositing Mesh
A specialized actor in Pixotope allowing for dynamic meshes to display input feeds.
Learn more about the Custom Compositing Mesh actor
Custom Depth
A feature in Unreal Engine used in Pixotope Engine for various compositing effects.
Learn more about Pixotope Engine vs Unreal Engine
Custom Game Instance
A specialized Game Instance class used in Pixotope's DMX implementation.
Learn more about how to Set up DMX lighting
Data Hub
Pixotope's low-latency data bus for communication between all services.
Learn more about the Components of Pixotope
Despill
The process of removing the green or blue spill from chroma key footage.
Learn more about Despill
Digital Twin
In XR workflows, the virtual representation of the physical LED wall.
Digital Twin Calibration Helper
A tool in Pixotope to assist with XR calibration.
Learn more about how to Calibrate XR alignment - Digital Twin XR
Director
The main user interface for controlling all machines in a Pixotope network in real-time.
Learn more about the Pixotope Director - Interface
DLSS (Deep Learning Super Sampling)
An image upscaling technology by NVIDIA used to improve rendering performance.
Learn more about Using NVIDIA DLSS
DMX
A control protocol commonly used for stage lighting and effects.
DMX Fixture
A representation of a physical lighting fixture in Pixotope's DMX system.
DMX Library
An asset in Pixotope that contains fixture mapping, in-engine faders, and DMX communication setup.
Learn more about how to Set up DMX lighting
Editor
The interface used for creating and editing levels.
Learn more about the Pixotope Editor - Interface
Engine
The core rendering and compositing component of Pixotope, based on Unreal Engine.
Learn more about the Pixotope Engine
Engine Startup Arguments
Custom commands used to control how the Pixotope Engine behaves when launched.
Learn more about Engine startup arguments
Event System
A framework in Pixotope for handling and triggering events in a production.
Learn more about the Pixotope Event System
Execution Time Offset
A setting that affects how much executions are delayed in a multi-machine setup.
Learn more about Execution time offset
Exposure Compensation
A setting that adjusts the brightness of an image in post-processing.
Learn more about how to Adjust color grading
External Compositing
A legacy feature in Pixotope where graphics and video are combined in an external image mixer or keyer.
Learn more about how to Configure external compositing
FBX
A 3D asset format commonly used for importing models and animations into Unreal Engine and Pixotope.
Learn more about FBX → https://dev.epicgames.com/documentation/en-us/unreal-engine/fbx-content-pipeline
Feathering
A technique used to soften the edges of a mask or selection, often used in keying and compositing.
Filmic Tone Mapper
A post-processing effect that maps HDR colors to LDR for display.
Learn more about how to Configure color pipeline
Fly
Pixotope Fly is a markerless through the lens camera tracking solution for Virtual Production and Broadcast workflows.
Learn more about Pixotope Fly
Force Pull
An Asset Hub operation that overwrites local changes with the server's version of files.
Learn more about how to Sync projects and other files in Synced storage
FOV (Field of View)
The extent of the observable world that is seen at any given moment through a camera.
Set the camera’s field of view in the Camera tracking panel
Frame Rate
The frequency at which consecutive images (frames) are displayed in an animated display.
Set the frame rate in the Show settings panel
FreeD
A camera tracking protocol that delivers lens encoder values.
Compare Supported Tracking Protocols
Garbage Matte
A rough matte used to remove unwanted elements from a shot before fine keying.
Gateway
A Pixotope service that relays HTTP requests to Data Hub.
Learn more about How to use Pixotope Gateway
Genlock (Lock)
A method of synchronizing video sources to ensure consistent timing.
Set the genlock in the Routing panel
GhosTrack
A patented technology using tracking information hidden in LED panels.
Learn more about GhosTrack
GPU (Graphics Processing Unit)
A specialized processor designed to accelerate graphics rendering.
HAP
A video codec designed for high-performance playback on graphics hardware.
Hard Reset & Pull
An Asset Hub operation that completely discards local changes and pulls the latest version from the server.
Learn more about how to Sync projects and other files in Synced storage
HDR (High Dynamic Range)
Video having a dynamic range (brightness and color) greater than that of standard dynamic range video.
Learn more about HDR in Pixotope
Holdout
An object that prevents AR elements from occluding the video backplate in specific regions.
Learn more about Object types and render layers
Internal Compositing
An upstream image mixing process where Video and 3D Graphics are combined inside the graphics engine.
Internal Compositing Plane
A surface in Pixotope used to place video inside the virtual environment.
Learn more about Compositing in Pixotope
Keyer (Video keyer)
A tool used to remove the background from video, typically for chroma key effects.
Learn more about how to Use the video keyer
Lens Calibration
The process of creating a lens profile to accurately match real camera lenses in virtual production.
Lens File
A file containing calibrated lens data used to convert physical lens information to usable values for virtual camera control.
Learn more about Lens files in Pixotope
Lens File Editor
An experimental tool for visualizing and editing lens file data manually.
Learn more about the Pixotope Lens file editor - Experimental
Lens Flare
A post-processing effect in Pixotope that simulates the effect of bright light sources on camera lenses.
Learn more about how to Adjust camera effects
Level Sequence
A tool in Unreal Engine for creating cinematic sequences and animations.
Learn more about Level Sequences → https://dev.epicgames.com/documentation/en-us/unreal-engine/sequences-shots-and-takes-in-unreal-engine
Level
In Unreal Engine and Pixotope, a self-contained 3D Graphics world or environment.
Light Wrap
An effect that simulates light from the background bleeding onto the edges of foreground elements.
Learn more about how to Adjust composite
Linear Space
A color space where pixel values have a direct linear relationship with scene luminance.
Learn more about Linear light and compositing
Live Link
A common interface for streaming and consuming animation data from external sources into Unreal Engine and Pixotope
Learn more about how to Use Unreal Live Link
LIVE Mode
A mode in Pixotope where levels are rendered without a user interface, typically used for final output.
Learn more about how to Run levels in Edit, Preview Live and LIVE mode
Live Changes
Adjustments made to a level while in LIVE or Preview Live mode, stored centrally in the show file on the server.
Learn more about Adjusting levels - Live changes and Group overrides
Living Photo
A feature in Pixotope based on light field technology for creating high-quality 3D images.
Learn more about how to Set up Pixotope Living Photo
LTC (Linear Timecode)
A clock stream used for synchronization in video production.
Learn more about how to Configure timecode (LTC)
Marker
Pixotope Marker is a versatile marker based camera tracking solution for Virtual Production and Broadcast workflows.
Learn more about Pixotope Marker
Material
In Unreal Engine and Pixotope, an asset that defines how a surface should be rendered.
Learn more about Materials → https://dev.epicgames.com/documentation/en-us/uefn/materials-in-unreal-editor-for-fortnite
Material Handler
An automatically generated actor in Pixotope that manages video pre-processing materials.
Learn more about the Material Handler
Media Input
In Pixotope, a source for bringing video or image content into the engine.
Learn more about how to Configure routing
Mock Timecode
A feature when working with the Pixotope Event System for testing timecode-based events without a live timecode signal.
Learn more about the Pixotope Event System
Motion Blur
A visual effect used to simulate the blur of moving objects in a single frame.
Learn more about how to Adjust camera effects
Multi-machine Setup
A configuration using multiple Pixotope machines in a network for more complex productions.
Learn more about Single machine and multi-machine example setups
Multi-machine Syncing
A feature in Pixotope that allows multiple machines to stay in sync based on timecode.
Learn more about how to Configure and calibrate multi-machine syncing
NDI (Network Device Interface)
A high-performance standard for video over IP networks.
Learn more about What is NDI?
Nodal Offset
The distance between the camera's mounting point and its optical center, important for accurate camera tracking.
Learn more about how to Calibrate tracking
OCIO (OpenColorIO)
An open-source color management solution.
Learn more about OCIO and ACES in Pixotope
Persistent Level
The main level in a Pixotope project that contains essential actors and is always loaded.
Learn more about Persistent Levels → https://dev.epicgames.com/documentation/en-us/unreal-engine/managing-multiple-levels-in-unreal-engine
Pixel Streaming
A feature that allows streaming of the Pixotope Engine viewport to other machines in the network.
Learn more about how to Use Pixel Streaming
Plotter
A tool for inspecting and exporting incoming tracking data and API values.
Learn more about Pixotope Plotter
A mobile app that uses an iPhone's camera and ARKit to send tracking data and live video feed into Pixotope Director.
Learn more about Using Pixotope Pocket
PostProcessHandler/PostProcessVolume
PostProcessHandler is a special Pixotope variant of the Unreal’s PostProcessVolume allowing for advanced image processing and effects.
Learn more about PostProcessHandler vs PostProcessVolume
Preset
A saved set of values that can be quickly applied to settings.
Learn more about Director - Presets
Preview Live Mode
A mode in Pixotope Editor that simulates LIVE mode while still allowing some editing capabilities.
Learn more about how to Run levels in Edit, Preview Live and LIVE mode
PTP (Precision Time Protocol)
A high precision protocol used to synchronize clocks throughout a computer network and required for SMPTE 2110.
Learn more about how to Configure ST2110 - Matrox
Push Changes
In Asset Hub, the action of sending local changes to the server for others to access.
Learn more about how to Sync projects and other files in Synced storage
QueryServer
A Pixotope service that provides easier access to Data Hub information.
Learn more about the Components of Pixotope
Ray Tracing
A rendering technique that simulates the physical behavior of light for increased realism.
Learn more about Ray Tracing → https://dev.epicgames.com/documentation/en-us/unreal-engine/ray-tracing-and-path-tracing-features-in-unreal-engine
Real World Reference
The parent actor for all elements representing the physical setup in a scene (green screens, LED displays, cameras).
Learn more about the Real World Reference
Render Group
Defines which objects of a level the machines should render and how they are composited.
Learn more about Render groups - AR, VS, AR+VS, XR
Render Layer
A property in Pixotope that determines how an object is composited in the final image.
Learn more about Object types and render layers
Synchronized Events
A Pixotope content pack that allows events to be triggered at specific timecodes across multiple machines.
Learn more about Pixotope Synchronized Events
Screen Percentage
A resolution-scaling technique used to render a lower- or higher-resolution image than what is actually being presented.
Learn more about how to Adjust camera effects
SDI (Serial Digital Interface)
A family of digital video signal interfaces used in broadcast environments.
Learn more about Supported input and output types
SDI Audio Embedder
A feature in Pixotope embedding tracking data into an SDI audio channel.
Learn more about Pixotope SDI Audio Embedder
SDK
A set of development tools allowing users to create custom plugins and extensions for Pixotope.
Learn more about Using the Pixotope SDK
Server
In Pixotope's network setup, the machine that stores/owns the show file and runs the Asset Hub server.
Learn more about Network roles - Stand-alone, Client or Server
Shadow Catcher
An object that renders shadows cast by virtual objects onto the real-world video.
Learn more about AR Shadow, Reflection & Light Catcher
Show File
A file (.pxshow) where all SETUP view parameters and adjustments of a show are stored.
Learn more about Show files - where your SETUP is stored
SRT (Secure Reliable Transport)
An open source video transport protocol optimized for low-latency streaming.
Learn more about Supported input and output types
Stand-alone
A Pixotope network role for single-machine productions.
Learn more about Network roles - Stand-alone, Client or Server
Stencil
In Pixotope's compositing pipeline, a technique used to control which parts of the scene are rendered.
Learn more about Compositing and rendering
Store
A Pixotope service responsible for storing global data and keeping memory of all states.
Learn more about the Components of Pixotope
Synced Config
A folder that is specific to a Pixotope installation which contains shared configuration files like lens files and XR calibration data.
Learn more about the Pixotope Asset Hub
Synced Storage
A folder which is shared between installations and is used for synchronizing files across connected machines via the Asset Hub service.
Learn more about the Pixotope Asset Hub
System Actions
Predefined actions in the Control Panel that can trigger various system-level operations.
Learn more about the Control panel - System actions and property types
TalenTrack
A feature in Pixotope for real-time human body tracking.
Learn more about TalenTrack and how to Set up TalenTrack
Timecode
A timing signal used to synchronize video and audio in production and post-production.
Learn more about how to Configure timecode (LTC)
Tone Mapping
The technique of mapping one set of colors to another, often to approximate the appearance of HDR images in a medium that has a more limited dynamic range.
Learn more about how to Configure color pipeline
Tracked Camera
The virtual representation of the physical camera in Pixotope.
Learn more about how to Configure camera tracking
Tracking Service
An intermediary between any camera system and the Pixotope Engine, handling tracking protocol input parsing and output to multiple engines.
Learn more about the Components of Pixotope
Tracking
The process of capturing camera movement data for use in virtual productions.
Learn more about how to Configure camera tracking
UMG (Unreal Motion Graphics)
Unreal Engine's UI design tool, which can be used in Pixotope projects.
Learn more about how to Render UMG widget
URL Image Actor
A special actor used to preload and display images from a URL in 3D space.
Learn more about the URL Image Actor
Video Keyer
A real-time Chroma or Reveal keyer used to key the video input.
Learn more about how to Use the video keyer
Videohub
A video router that can be controlled through Pixotope to allow for automatic render failover.
Learn more about how to Set up render machine backups (failover)
Vignette
A reduction of an image's brightness or saturation at the periphery compared to the image center.
Learn more about how to Adjust camera effects
Virtual Camera
A camera in the 3D environment that can be controlled independently of the physical camera.
Learn more about how to Set up a virtual camera move
Vision
Pixotope Vision is a versatile optical camera tracking solution for Virtual Production and Broadcast workflows.
Learn more about Pixotope Vision
Vision Marker Calibration
A tool used in the automatic XR alignment process.
Learn more about how to Calibrate XR alignment - Digital Twin XR
Volume Light
A volumetric lighting tool in Pixotope for creating atmospheric effects efficiently.
Learn more about Pixotope Volume Light - fast lighting tool
VS (Virtual Set)
A technique that merges real characters/elements with virtual scenes placing a video onto a plane in a 3D scene, allowing 3D Graphics to be both in front of and behind it.
Learn more about how to Set up a VS level
White Balance
The process of removing unrealistic color casts so that objects which appear white in person are rendered white in the final image.
Learn more about how to Adjust color grading
Workspace
The technical term of an Asset Hub managed (project) folder.
Learn more about the Pixotope Asset Hub
WYSIWYG (What You See Is What You Get)
A feature in Pixotope Editor that allows real-time preview of video outputs, tracking, and compositing while designing levels.
Learn more about the WYSIWYG broadcast workflow
XR (Extended Reality)
In Pixotope it typically refers to rendering virtual content onto LED walls in real-time based on the camera's perspective.
XR Overscan
A feature that blends between inside and outside camera views in XR setups.
XR Wall
A representation of the physical LED screen used in XR productions.
Learn more about how to Set up an XR level (virtual window)
For more general terms check out the The Virtual Production Glossary → https://vpglossary.com/