- ACESAcademy Color Encoding System
- APIApplication Programming Interface
- ASIOAudio Stream Input/Output
- AVAudiovisual
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Acronyms & Lexicon
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Acronyms
- COPIDCopernic ID
- CPUCentral Processing Unit
- CSVComma-Separated Values
- DCIDigital Cinema Initiatives
- DMXDigital Multiplex
- DPDisplayPort
- DXFDrawing Exchange Format
- EDIDExtended Display Identification Data
- EGLUIEmma GL UI
- ETAEstimated Time of Arrival
- FATFactory acceptance test
- FAT32File Allocation Table, 32-bit
- FBXFilmbox (3D model format)
- FOVYField Of View Y-axis: corresponds to the vertical angle of the Projector’s lens expressed in degrees.
- FPSSystem’s current frame rate
- FXEffect
- GFS“Go Faster Stripe”
- GPUGraphics Processing Unit
- GUIGraphical User Interface
- HDHigh Definition
- HDMIHigh-Definition Multimedia Interface
- HDRHigh Dynamic Range
- HEVCHigh Efficiency Video Coding
- HSLHue, Saturation, Lightness
- HTTPHypertext Transfer Protocol
- I/OInput/Output
- IDIdentifier
- IEMIn-Ear Monitor
- IMAGImage magnification
- IPInternet Protocol
- IRInfrared
- LCRLeft center right
- LEDLight-Emitting Diode
- LiDARLight Detection and Ranging
- LoTPThe lowest value will take precedent once the DMX streams are merged.
- LTCSMPTE timecode data encoded into an audio signal.
- LXLighting
- MIDIMusical Instrument Digital Interface
- MJPEGMotion JPEG is a video file format that enables compression of each individual frame of a digital video, as a JPEG image.
- MP4MPEG-4 Part 14
- MSAAMultiple Sample anti-aliasing
- MTCSMPTE timecode data encoded into a series of small “quarter-frame” MIDI messages.
- NDINetwork Device Interface
- NFSNot full screen: Photon GL Context is not covering the entire span of the outputs.
- NICNetwork Interface Card
- NVSNot Vertical Sync
- NVZ“Invisible”
- OBJObject (Wavefront 3D model format)
- OpenEXROpen Extended Range
- OpenGLOpen Graphics Library
- OpenVROpen Virtual Reality
- OSOperating System
- OSCOpen Sound Control
- PDFPortable Document Format
- PHDPHOTON Data
- POEPower over Ethernet
- POVPoint of View
- PSNPosiStageNet is a protocol designed to communicate the position of identified points in a 3D space.
- PSUPower Supply Unit
- PTPPrecision Time Protocol
- PTZPan-Tilt-Zoom
- RAIDRedundant Array of Independent Disks
- RAMRandom-Access Memory
- RGBRed, Green, Blue
- RGB 4:4:424 bpp. Fully uncompressed. Automatically promoted to RGBA4444 when source has alpha (32bpp).
- RT“Real Time”
- RT GPUReal-Time Graphics Processing Unit
- RURack Unit
- sACNStreaming Architecture for Control Networks
- SATSite acceptance test
- SDISerial Digital Interface
- SLACStructured Light Automatic Calibration
- SMPTESociety of Motion Picture and Television Engineers
- SSDSolid-State Drive
- ST 2110SMPTE ST 2110 (professional media over IP networks)
- TCPTransmission Control Protocol
- TTLTime To Live
- TVTelevision
- UDPUser Data Protocol
- UHDUltra High Definition
- UIUser Interface
- URLUniform Resource Locator
- USBUniversal Serial Bus
- UVUV mapping coordinates (U and V axes of a texture)
- UXUser Experience
- VCIVYV’s own uncompressed file format.
- VFXVisual Effects
- VLANVirtual Local Area Network
- VNCVirtual Network Computing
- VRVirtual Reality
- VRAMVideo Random-Access Memory
- VRecVideo recycler
- WUXGAWidescreen Ultra Extended Graphics Array (1920 × 1200)
- XMLExtensible Markup Language
- XSISoftimage XSI (3D model format)
- YA164:2:0 + alpha, 16 bpp. Preferred for projection, natural scene content and most content in general: it halves the data rate by halving the color resolution in both directions. This works because the human eye perceives brightness (luma) much better than color. Also includes full rt-splitting support.
- YUVLuma (Y) and two chroma components (U, V)
- YUV 4:2:0 (YV12)12 bpp. Encoding system where the chroma channels are sampled at quarter the rate of luma.
- YUV 4:2:216 bpp. Encoding system where the chroma channels are sampled at half the rate of luma. No Alpha Channel support.
- ZUIZoomable User Interface
Lexicon
- AlbionThis mode specifically relates to servers that are dedicated to tracking data generation, treatment and transmission. These tasks include network camera stream acquisition and analysis, and the broadcast of the PosiStageNet (PSN) protocol. ALBION Servers do not provide video outputs and cannot import media (with the exception of 3D Models because they can be used for tracking). Therefore, ALBION Servers cannot act as a backup units. While a Controller can act as an ALBION Server, it is not recommended because the handling of synchronization and Show Control data might interfere with the smoothness of the tracking.
- BlendingBlending designates a process through which the projected images of multiple projectors are altered and seamlessly blend into one another, creating an uninterrupted surface (see Blending).
- BrightnessOverall lightness of the image…. bring all of the colors in the image closer to pure white or pure black
- ButtonButtons are widgets that can be clicked. They are used in various ways and their functions are represented by icons or names.
- Calibrating a DisplayFind its position and orientation in the real world
- CalibrationCalibration designates a process through which geometric coordinates are established between elements in the virtual scene and their real-world counterparts. By aligning the geometric features shared by a real screen surface and its model, the media server can reconstruct the position and orientation of displays as a means of mapping video content onto physical objects and other structural elements of the real-world stage. Many processes taking place during calibration are handled automatically by the media server. For example, edge blending between video outputs can be calculated dynamically with minimal user intervention (pressing a button once). The system also automatically differentiates between cases where 2D or 3D transformations are applied, based on the geometric characteristics of the screen’s surface.
- CheckboxCheckboxes are used in conjunction with items in a list to indicate if they are selected to be inside or outside a set before applying an operation.
- ClipContainer that can hold various time-based components such as media, cues, effects, etc.
- Color GradingColor grading is a process that lets you correct images or create artistic effects by modifying visual parameters.
- Color LookData structure containing color modification parameters that can be recalled and applied to multiple image-based Clips.
- Contextual MenuA contextual menu provides additional actions available for a selected item. It is activated by performing a Right-Click on a UI component such as an item in a list or a slider. The options displayed vary depending on the nature of the UI component affected by the Right-Click.
- ContrastDifference between the image’s light and dark content
- ControllerThe Controller is a primary server that controls secondary servers dedicated to media output. The Controller synchronizes the secondary servers and takes over their Timeline during playback. If there is more than one Controller in the Server Group (this situation might arise if you have a backup unit), the secondary servers will be driven by the Controller that has the IP address with the smallest number. Low-resolution versions of the project’s media will be stored on the Controller because servers using this System Mode have to render content for all Screens (Display Servers will only render content for Screens that are visible to them). While a Controller does not feature any video output, its physical graphics outputs can be used to extend the UI on multiple screens. Using a Controller makes programming and operations significantly easier and is essential for large projects.
- ConvergenceMultiple projectors are stacked and are aiming at the same Projection Surface.
- CrossfadeSmooth transition between 2 media on a same timeline
- Cue ClipMacro commands created with the help of the Cue Editor module. They are triggered by the media server when the Playhead intersects with the boundaries of the Clip.
- Delay“Wait time” before an action is executed.
- DisplayDisplay Servers should be thought of as secondary units programmed and driven by a primary unit such as a Controller or a Display Master. While in Display mode, the server will store media at full resolution. Display Servers will only playback video content linked to Screens that are assigned to its outputs in the 3D Scene Objects Visibility list.
- Display MasterThe Display Master Server is a Server mode that provides video content outputs while acting as a primary control unit at the same time. The Display Master mode should be viewed as a hybrid, combining aspects of the Controller and the Display Server modes. The Display Master Server will:
- DisplaysDisplays are any kind of device used for displaying video signals, such as video projectors, video monitors, LED walls, etc.
- Dropdown MenuA dropdown menu appears as a medium gray rectangular frame with a name or a currently selected option written in white. A downward or right pointing arrow will indicate that the menu is clickable and will provide the user with many options.
- File ManagerModule dedicated to importing and converting media files. It also allows the creation of media playlists, sort files imported on the servers, and can be used to recall Timeline media clips when programming a show.
- Fixture layera complete layer of fixtures used in the current grandMA project.
- Fixture typethe definition of a specific DMX fixture.
- FX Stack ClipAdjustment Layers, transforming one or two sources with real-time effects (blur, glow, etc.). There are more than one hundred different kinds of effects.
- Gain RGBGain refers to a section of the light spectrum in an image defined by a slope function where the lowest point is situated in the pure black region of the light spectrum and the highest point is situated in the pure white region.
- Gamma RGBSection of the light spectrum in an image, defined by a bell curve centered on the midtones, excluding content that is pure black or pure white
- HueThe “pure” color, a color’s dominant wavelength excluding its black and white components
- Input Device ClipInput devices such as video acquisition cards, cameras and NDI streams accessed through the I/O module
- IntensitySignal amplitude that determines how bright or dark the image appears
- LayerLayers are represented as horizontal tracks in the Timeline. They can store many Clips horizontally. Layers can be stacked up vertically to create composited scenes.
- LevelLevels adjustments allow the user to modify an image’s tonal range. The Input Levels control how the source tonal content will be mapped in the area defined by the Output Levels. The Output Levels clip the expression of pure black and pure white in the image.
- LightnessRefers to the white component of the image. Increasing lightness will result in a paler image
- ListLists are structured unidimensional sets of items. The items contained in a list are identified by faded gray rectangles displaying their item’s name or ID. The items usually support various interactions. * The items can be re-ordered through Click-Drag. * A Right-Click on a list item will open a contextual menu offering various options.
- Main MenuMain Menus are located at the very top of the media server’s main window (the black background that exists independently from the other modules). They either provide access to the software’s various modules or allow the user to perform operations like saving their current project.
- Media ClipContain different kinds of media: single frame images, videos and sound files.
- Media Files ListThis list contains all of the media files (images, video, sound, 3D Models) that were imported into the project.
- ModuleA module denotes a structure in the media server dedicated to a group of similar tasks. For example, the I/O Module is dedicated to the exchange of data between the media server and external third-party devices. Along with the underlying methods, routines and behaviors dictated by the code’s structure, a module will always have its own window containing various widgets such as sliders, toggles, menus, and checkboxes that allow the user to modify parameters, launch tasks, etc. * Modules can be accessed through the File, System and Show dropdown menus or through shortcuts beginning with the Alt key.
- Nested CueNesting allows the incorporation of autonomous structures into other structures.
- NVZ SLACImperceptible automatic alignment made with Structured Light Automatic Calibration.
- Offset and Multiple DelaysActions list that allow you to automatically offset the delay value for all of the actions selected for a cue in the cue editor
- PlayheadMobile time marker, represented by a downward-pointing red triangle, that reads the Timeline’s content and indicates the current time of the Show.
- Projection StudyThe main objective of a Projection Study is to determine if the quantity and placement of video projectors provide sufficient coverage.
- Projection SurfaceVirtual 3D objects that formally correspond to their real-life counterparts; they make it possible for a wall (onto which video content is projected) to be represented by a rectangular plane, or the surface of a planetarium to be represented by a hemisphere, etc.
- Proxy ClipAllow you to distribute a reference texture originating from another Clip to other Screens.
- SaturationRefers to the intensity of the colors in an image. Reducing saturation will result in an image dominated by different shades of gray.
- Screen Render ResolutionAmount of pixels used to display images on a Screen
- ScreensThe media server’s structure is based on real and virtual screens. All screens used as displays in the physical world have a virtual counterpart in the 3D Scene module, which acts as a simulation of the stage (or exhibition) space. Each real-world screen will have to be represented by a virtual one, which in turn will be linked to one or more video outputs. In the 3D Scene module, Screens act as a virtual representation of the Projection Surfaces. They are also represented in the Timeline module, where you can assign layers of media clips to them.
- Signal TransmissionSignal transmission refers to the act of sending a video signal point-to-point from a Video Output Port (a graphic card’s physical output) to a device used for display, such as a video projector or monitor. Signal transmission is usually accomplished through cable distribution (fiber, HD-SDI, Ethernet, etc.).
- SliderSliders are either unidimensional or bidimensional widgets used to graphically and numerically represent the value set for a parameter.
- SnappingTimeline editing function that facilitates Clip alignment
- TabSome modules encompass more features than others. Windows tied to these modules will usually feature tabs: clickable components that facilitate switching between different panels. Panels accessible through tabs regroup coherent sets of widgets targeting a specific aspect of their module. * Tabs located in the I/O Manager window feature a small pin icon. * These tabs can be “unpinned” from the module’s window and displayed in an independent window by a Left-Click on the pin icon.
- Three-Way Correction ToolsTools that allow you to modify a color’s hue and gain in specific regions of the video signal that are delimited by their luminance.
- Time BoxDisplays the Show’s current time in numeric values in the timeline editor.
- TimingValues that will determine how much time the change will take in the cue editor
- ToggleA toggle is a widget that allows users to set a parameter’s Boolean value (On/Off). Represented by a clickable rectangular frame, toggles are often used to indicate whether or not a particular option is activated. If an option is activated, the toggle’s rectangular frame will be highlighted.
- Universal CrossfadeAllows you to execute a crossfade from any point to another in the Timeline.
- Video ContentThe term “video content” refers to the still images and video files that are imported into the media server, mapped as a texture onto Screens, and eventually played back using the Timeline module.
- Video Output PortsVideo Output Ports are the physical connectors attached to the graphic cards that are installed in the servers used to output video signal.
- Virtual DisplaysVirtual Displays are the virtual counterparts of the tangible, real-world displays described in this lexicon. Some types of Virtual Displays, such as Projectors, can be automatically created when Virtual Video Outputs are first declared.
- Virtual Projector ClipRe-project content from a point of view defined by the position and orientation of its corresponding Virtual Projector in the 3D Scene
- Virtual Video OutputsThe media server uses Virtual Video Outputs as a way to represent the Video Output Ports. Virtual Video Outputs have to be declared in the Outputs list located in the TACHYON tab of the Settings module window (see Virtual Video Outputs Creation).
- WindowA window is a rectangular frame that contains various widgets such as sliders, toggles, menus and checkboxes that will allow the user to modify parameters, launch tasks, etc. Windows can be divided in sections or can contain tabs. * To select a window and focus on one of its components, Left-Click anywhere inside it. When selected, the window frame will turn green. * To move the window around, Alt+Click-Drag inside the window. * If you launched a module but the window does not seem to appear, press F3. The media server will redraw all windows. * To minimize a window, Left-Click on the minus sign located at the top right corner of the window. * To maximize a window, Left-Click on the plus sign located at the top right corner of the window. * To close a window, Left-Click on the x sign located at the top right corner of the window. * To full screen a window, Left-Click on the rectangle icon located at the top right corner of the window. {% hint style="info" %} The full-screen icon only appears in the Timeline, 3D Scene and Preview Modules {% endhint %}
- Window SectionA window section is a subdivision of a window used to regroup widgets that are meant to work in conjunction with the execution of a task. > For example: a list of clickable items and a button used to add items in the list would be located in the same window section. Window sections are generally identify by a title. In the graphic below, they are outline with outdashes rectangular frames.