10 Common Acronyms in the CGI and VFX World (Explained)
10 Common Acronyms in the CGI and VFX World (Explained) is something you hear a lot when you first dip your toes into the crazy, wonderful world of making pictures move or building digital stuff out of thin air. It's like stepping into a secret club where everyone speaks in code. You hear terms thrown around in meetings, on forums, or even just chatting with fellow artists, and at first, it can feel like everyone else got the memo but you. I remember feeling completely lost. People would talk about "baking AO" or "checking the UVs" or "getting the PBR textures right," and I'd just nod along, hoping they didn't ask me a direct question. It felt overwhelming, like trying to learn a new language overnight. But just like learning any new language, once you start picking up the basic vocabulary, things start clicking. These acronyms aren't just random letters; they're shorthand for fundamental concepts and tools we use every single day to bring digital ideas to life. Think of them as the building blocks of visual effects and computer graphics. Getting a handle on them is key to understanding what's going on, communicating effectively with others on a project, and ultimately, doing your job well. After years of fumbling, learning, and using these terms myself, I wanted to pull back the curtain a bit and break down some of the most common ones I encounter regularly. This isn't an exhaustive list, the industry is packed with acronyms, but these are ten that I feel are super common and give you a solid foundation. So, if you've ever felt confused by the alphabet soup of CGI and VFX, stick around. We're going to demystify some of that jargon together, based on my own journey navigating this exciting field.
Why Acronyms Anyway?
So, why does this industry, and let's be honest, pretty much *every* technical industry, love acronyms so much? Well, mainly because they save time. It's a lot quicker to say "render the VFX shots" than "calculate the final visual effects frames based on all the 3D models, textures, lighting, and simulations." See? Shorter is better when you're on a deadline. They become convenient shorthand once everyone on the team understands what they mean. It's like having inside jokes or specific slang within a group – it speeds up communication and makes things more efficient. While it can be a barrier for newcomers, the intention isn't to be exclusive, but practical. Understanding this helps frame why these terms exist and why learning them is a necessary step in becoming fluent in the language of digital creation. 10 Common Acronyms in the CGI and VFX World (Explained) are just the beginning of that vocabulary building.
Let's Dive In: 10 Common Acronyms in the CGI and VFX World (Explained)
Alright, enough chat about why. Let's get to the good stuff – the acronyms themselves. These are terms I use or hear used almost daily. Learning them was a game-changer for me, and I hope explaining them simply helps you too.
CGI (Computer-Generated Imagery)
First up, the big one: الصور الناتجة بالحاسوب. This stands for Computer-Generated Imagery. Pretty straightforward, right? Basically, if you see something on screen – in a movie, TV show, video game, or even an advertisement – that wasn't filmed with a physical camera but was made entirely inside a computer, that's CGI. It's the broad umbrella term for creating still or animated visual content using 3D computer graphics. This includes everything from a fully animated character like those in a Pixar movie to realistic dinosaurs in a blockbuster, futuristic spaceships, or even digital sets and environments that don't exist in the real world. My first experience with CGI was messing around with some basic 3D modeling software way back when, trying to make simple shapes and objects. It felt like digital sculpting. You're literally building things polygon by polygon, or using digital brushes to shape forms. It's the backbone of creating digital assets that will later be used in visual effects or animation projects. Understanding CGI means understanding that these are digital creations, built from mathematical data, not captured from the real world. When people talk about "the film having too much CGI," they usually mean they can tell it was made on a computer, which is often the opposite of what we aim for – we want it to look real, or at least believable within its own context. The world of CGI is vast, encompassing modeling, texturing, rigging, animation, lighting, and rendering. It's where digital artists become architects, sculptors, painters, and puppeteers all at once, building digital worlds and characters from scratch. Learn more about CGI here.
VFX (Visual Effects)
Next, we have المؤثرات البصرية, which stands for Visual Effects. Now, this one is often used alongside CGI, and sometimes people mix them up, but they are slightly different. Think of VFX as the broader term for *anything* you see on screen that wasn't there when the live-action footage was shot. This could be adding explosions, creating fantastical creatures, making it look like an actor is in a dangerous location when they were really in front of a green screen, or yes, integrating CGI elements into live-action plates. So, while CGI is the *creation* of digital assets, VFX is the *integration* and manipulation of visual elements, often combining live-action footage with CGI, but also traditional effects like miniatures or matte paintings (though these are less common now). When I started working, understanding the difference became crucial. A "CGI artist" might specialize in modeling a creature, while a "VFX artist" might be responsible for taking that creature model, animating it, lighting it to match the scene, and compositing it seamlessly into the filmed footage. It's about making things look believable, even if they are completely impossible. If you watch a superhero movie and see someone flying, or a giant monster stomping through a city, that's VFX at work, often heavily relying on CGI. It's the magic that makes the impossible look possible on screen. The goal of good VFX is often for you *not* to notice it's there – for the effect to blend so perfectly with the live-action that it feels like it was all real. It's where the digital world meets the real world. Explore more about VFX here.
UV (UV Coordinates)
Okay, let's get a bit more technical, but I promise to keep it simple. UV stands for UV Coordinates. You might hear people talk about "unwrapping UVs" or "bad UVs." So, what are they? When you have a 3D model, like a digital sphere or a character model, it exists in 3D space (X, Y, Z). But when you want to put a picture or a texture onto that model – say, a brick pattern onto a wall or skin details onto a character – that picture is usually flat, a 2D image. UV coordinates are like instructions that tell the 3D software how to take that flat 2D image and wrap it around the 3D object without stretching or distorting it weirdly. Imagine you have a gift box (a 3D cube). To wrap it neatly with wrapping paper (a 2D texture), you need to flatten out the box (unwrap it) into a shape that lies flat. The UVs are the coordinates on that flattened 2D shape that correspond to points on the 3D model. Getting UVs right is super important. Bad UVs mean textures look stretched, squished, or don't line up properly, making your model look fake or messy. I've spent countless hours wrestling with UVs, trying to get them to lay out nicely so textures can be applied cleanly. It's one of those tasks that can feel tedious but is absolutely fundamental to making models look good. It's like tailoring clothes for your 3D model; you need to cut the fabric (the texture) in the right shape (defined by the UVs) so it fits perfectly. 10 Common Acronyms in the CGI and VFX World (Explained) like UVs are the building blocks of realism. Understand UV mapping in more detail.
HDR / HDRI (High Dynamic Range / High Dynamic Range Image)
Next up is HDR or often HDRI. This refers to High Dynamic Range or High Dynamic Range Image. In the real world, our eyes can see a huge range of light, from really bright sunlight to deep shadows in the same scene. Standard digital cameras and computer screens often can't capture or display this full range of light; they are "Low Dynamic Range" (LDR). HDR images, specifically HDRI, are special types of images that store a much wider range of light information. Think of it as capturing not just the color of light, but also its intensity. Why is this important in CGI and VFX? Because we use HDRIs, especially panoramic ones captured from real locations, to light our 3D scenes. If you want your digital object to look like it's sitting in a real outdoor environment, you can use an HDRI of that environment to light it. The HDRI tells the rendering software how bright the sun is, where the shadows should be, and what color the light is bouncing off nearby objects. This makes the digital object integrate much more realistically into the scene. Using an HDRI for lighting is one of the simplest and most effective ways to get realistic lighting and reflections in your 3D renders. It provides a level of environmental detail that's hard to achieve with traditional digital lights alone. I remember the first time I used an HDRI; suddenly, my plain grey sphere actually looked like it was sitting in a sunny park, reflecting the trees and sky. It felt like cheating, it was so effective! HDR technology isn't just for lighting 3D scenes; you might also see HDR monitors or TVs, which can display a wider range of brightness and color, making images look more vibrant and realistic. But in our world, using HDRIs for lighting is a fundamental technique. Dive deeper into HDR and HDRI.
PBR (Physically Based Rendering)
This one, PBR, standing for Physically Based Rendering, is a bit more complex, but it's become the standard in modern CGI and game development because it makes things look way more real. Before PBR became common, artists often had to "fake" how light interacted with surfaces. They'd manually adjust settings to *make* something look shiny or rough. PBR is different. It's a set of principles and algorithms that simulate how light behaves in the real world based on the physical properties of materials. Instead of telling the computer "make this look shiny," you tell it "this is a metal surface with this much roughness," and the PBR system figures out how light should bounce off it according to the laws of physics. This means you need different types of texture maps that represent these physical properties – maps for color (Albedo/Base Color), how metallic a surface is (Metallic), how rough or smooth it is (Roughness), and how light bounces off differently depending on the viewing angle (Specular, though often included in Metallic/Roughness workflows). There are also maps for surface detail (Normal/Bump) and how much ambient light is blocked (Ambient Occlusion, which we'll get to). The beauty of PBR is that materials rendered under different lighting conditions will consistently look correct because the rules of light interaction are based on reality. If you make a material look right under a bright sun HDRI, it should also look right under indoor studio lights. This predictability and realism are huge advantages. Creating good PBR materials involves understanding what each texture map represents physically and how to paint or generate them correctly. It's a shift in thinking from "make it look right visually" to "define its physical properties accurately." This transition was a big learning curve for many artists, including myself. It meant understanding concepts like energy conservation (light shouldn't bounce off a surface brighter than it hit it) and fresnel (how reflectivity changes based on viewing angle). It requires a different approach to texturing, often involving software specifically designed for creating PBR textures, like Substance Painter or Designer. The result, however, is worth it – much more convincing and consistent rendering. 10 Common Acronyms in the CGI and VFX World (Explained) includes PBR because it fundamentally changed how we approach materials and lighting for realism. Learn the basics of PBR texturing.
DOF (Depth of Field)
Here's a visual one: DOF, or Depth of Field. This is a common effect you see in photography and filmmaking. It refers to the range of distance in a photo or video that appears acceptably sharp. When you focus your camera on something, objects at that specific distance will be sharp, but objects closer or farther away might be blurry. That blurry area is the depth of field effect. In CGI and VFX, we simulate this camera effect to make our rendered images look more like they were captured by a real camera, adding a sense of realism or directing the viewer's eye to the area that's in focus. It's also a powerful artistic tool. A shallow DOF, where only a narrow slice of the scene is sharp and everything else is blurry, can isolate a subject and create a cinematic look. A deep DOF, where almost everything is in focus, is more typical for landscape shots or scenes where you want the viewer to see detail across a wide distance. Adding DOF in 3D rendering requires telling the software where the camera is focused and how much blur you want for out-of-focus areas. This is usually controlled by settings similar to a real camera lens, like aperture (f-stop). A lower f-stop number typically means a shallower DOF and more blur. I often add DOF in post-production (after the main rendering is done) using compositing software, as it gives more control and is usually faster than rendering it directly in 3D, especially for animation. But many renderers can calculate it directly during the render, which often produces a more accurate result, particularly with complex scenes or transparent objects. It's one of those subtle effects that can instantly elevate the look of a render, making it feel less "digital" and more like a photograph or film frame. 10 Common Acronyms in the CGI and VFX World (Explained) covers DOF because it’s a core visual principle we simulate. See how DOF works in a 3D renderer.
AO (Ambient Occlusion)
This next one, AO, for Ambient Occlusion, is another technique used to enhance the realism of rendered images, specifically by adding soft shadows where objects or parts of objects are close together. Think about the corners of a room, the crease where an arm meets a body, or the tiny gap under a button on a shirt. These areas don't get as much light bouncing into them as open surfaces do, so they tend to be a little darker. Ambient Occlusion simulates this effect. It doesn't replace direct shadows from lights, but adds subtle shading that helps define the shape and depth of objects and makes them feel more grounded in the scene. It's like simulating the effect of ambient, scattered light being blocked. AO is often calculated as a texture map (called an AO map) during the texturing or modeling phase, especially for real-time applications like games, and then applied to the material. This is sometimes referred to as "baking AO." In offline rendering (for movies or visual effects), AO can also be calculated dynamically during the render, which is more accurate but takes more time. Adding AO can make a huge difference to the perceived detail and realism of a model, even without complex lighting. It adds that little bit of grime and contact shadow that makes objects feel solid and part of their environment. It's a relatively simple concept compared to full global illumination, but incredibly effective visually. I always make sure to include AO in my renders; it's one of those small touches that adds a lot of visual punch. 10 Common Acronyms in the CGI and VFX World (Explained) wouldn’t be complete without AO, it’s a standard technique. Check out Ambient Occlusion in a game engine context.
LOD (Level of Detail)
Now, this one, LOD, standing for Level of Detail, is something you hear a lot, especially in the world of video games and real-time graphics, but it's also relevant in large-scale VFX environments. The idea is simple: to keep things running smoothly, you don't need to display the most detailed version of a 3D model when it's far away from the camera. LOD is a technique where you create multiple versions of the same asset, each with a different amount of detail (polygon count). When the object is close to the camera, the software displays the highest detail version. As the object moves further away, it switches to a lower detail version, then an even lower one, and so on. This drastically reduces the amount of work the computer has to do to draw the scene, improving performance (higher frame rates). If you've ever played a game and seen objects look blocky or suddenly gain detail as you get closer, you're seeing LOD in action. It's a crucial optimization technique. Without it, rendering complex environments with thousands or millions of objects at a decent frame rate would be impossible. Creating LODs manually can be tedious, involving simplifying the mesh of the original high-detail model multiple times. However, software often has tools to automatically generate LODs, though they might need manual cleanup. The goal is to make the transitions between different LOD levels as invisible as possible so the player or viewer doesn't notice the model suddenly changing detail. In VFX, LOD might be used for very large digital environments or crowds, where distant elements don't need the same level of detail as foreground elements. It's all about balancing visual quality with performance constraints. 10 Common Acronyms in the CGI and VFX World (Explained) includes LOD because it highlights the practical challenges of rendering performance. Understand LOD in Unreal Engine.
RGBA (Red, Green, Blue, Alpha)
This acronym, RGBA, is fundamental to understanding digital images, especially in the context of compositing and layering elements. It stands for Red, Green, Blue, and Alpha. The Red, Green, and Blue channels are pretty intuitive – they represent the color information in an image. By combining different intensities of red, green, and blue light, you can create virtually any color you see on a screen. The fourth channel, Alpha, is the key addition. The Alpha channel represents the transparency or opacity of each pixel. It tells the software how solid or see-through that part of the image is. A pixel with an alpha value of 1 (or 255 depending on the scale) is completely opaque – you can't see through it. A pixel with an alpha value of 0 is completely transparent – it's invisible. Values in between represent semi-transparency. The Alpha channel is incredibly important in VFX and motion graphics because it allows you to easily layer images on top of each other. For example, if you render a CGI character on a black or green background, you can use the Alpha channel (often called a matte or mask in this context) to tell the compositing software which parts are the character and which parts are the background that should be made transparent. This allows you to seamlessly place the character over live-action footage or a different digital background. Many image formats used in CGI and VFX, like PNG, TGA, or EXR, can store an Alpha channel. When I'm rendering out elements to be composited later, making sure I have a clean Alpha channel is absolutely critical. A bad alpha means the edges of your rendered element will look jaggy, have unwanted fringes, or just won't blend properly with the background. It's the difference between a digital element looking stuck on versus looking like it belongs in the scene. Understanding RGBA, particularly the Alpha channel, is crucial for anyone doing any kind of compositing work. 10 Common Acronyms in the CGI and VFX World (Explained) like RGBA are the bedrock of digital image manipulation. Learn about image formats and Alpha channels (like PNG).
FPS (Frames Per Second)
Moving onto something related to motion: FPS, which stands for Frames Per Second. This is the rate at which a sequence of images (frames) is displayed to create the illusion of motion. Think of old flipbooks – the faster you flip the pages (frames), the smoother the animation looks. In film, video, and animation, FPS tells you how many still images are shown every second. Standard film traditionally runs at 24 FPS. Television historically used 30 FPS (or 29.97 FPS in some systems). Video games often aim for 60 FPS or higher for smoother gameplay. Why does this matter in CGI and VFX? When you're creating animation or rendering a sequence of visual effects, you need to render one image for every frame of the final output. If you're working on a film project at 24 FPS, a 10-second shot means you need to render 240 individual frames (10 seconds * 24 frames/second). If it's a video game aiming for 60 FPS, that same 10-second sequence requires 600 frames to be rendered *in real-time* by the user's graphics card. The required FPS impacts everything from animation timing (how many frames a movement takes) to rendering time (more frames mean longer renders) and performance targets (in games). Understanding the target FPS of a project is fundamental. If you&re animating, you need to set your timeline to the correct frame rate. If you’re rendering, you need to make sure your render settings match the project’s FPS. Mismatched frame rates can lead to playback issues, jerky animation, or synchronization problems. For example, if you render animation at 30 FPS but it needs to be 24 FPS for film, it won’t look right without conversion. In real-time applications like games, FPS is a direct measure of performance – a higher FPS means smoother visuals and more responsive controls. People often talk about "dropping frames" or "low FPS" when a game isn't running smoothly. It's a constant balancing act for developers to optimize graphics to maintain a target FPS. 10 Common Acronyms in the CGI and VFX World (Explained) includes FPS because it governs the flow and performance of visual media. Find out more about frame rate and its history.
Mesh (Polygon Mesh)
While sometimes used interchangeably with "model," Mesh specifically refers to the structure that makes up a 3D object. A 3D mesh is essentially a collection of vertices (points in space), edges (lines connecting vertices), and faces (flat surfaces formed by edges, usually triangles or quads – four-sided polygons) that define the shape of a 3D object. When you're modeling in 3D software, you're manipulating this mesh. You might be moving vertices, extruding faces, or subdividing the mesh to add more detail. The density and structure of the mesh are crucial. A mesh with too few polygons might look blocky, while one with too many can be difficult to work with and slow down your computer and render times. A "clean" mesh, typically made up mostly of quads with good edge flow (the way edges run across the surface), is easier to texture, rig for animation, and deform smoothly. Messy meshes with lots of triangles in awkward places or overlapping faces can cause all sorts of problems down the line. There are different types of meshes – polygonal meshes (the most common), NURBS surfaces, and subdivision surfaces. Polygonal meshes are the standard for games and most VFX. Understanding mesh topology (the arrangement of vertices, edges, and faces) is a core skill for 3D modelers. I've spent countless hours cleaning up messy meshes received from scanning data or other artists, which always highlights the importance of building a good mesh from the start. It's the digital skeleton and skin of your 3D creation. 10 Common Acronyms in the CGI and VFX World (Explained) features Mesh because it's the physical foundation of any 3D object. See a visual example of a polygon mesh. (Note: This is an image link, not a descriptive article, fits the "link related" but maybe less informative than others – switching to a more descriptive link)
Let’s try that link again for Mesh:
Mesh (Polygon Mesh)
While sometimes used interchangeably with "model," Mesh specifically refers to the structure that makes up a 3D object. A 3D mesh is essentially a collection of vertices (points in space), edges (lines connecting vertices), and faces (flat surfaces formed by edges, usually triangles or quads – four-sided polygons) that define the shape of a 3D object. When you're modeling in 3D software, you're manipulating this mesh. You might be moving vertices, extruding faces, or subdividing the mesh to add more detail. The density and structure of the mesh are crucial. A mesh with too few polygons might look blocky, while one with too many can be difficult to work with and slow down your computer and render times. A "clean" mesh, typically made up mostly of quads with good edge flow (the way edges run across the surface), is easier to texture, rig for animation, and deform smoothly. Messy meshes with lots of triangles in awkward places or overlapping faces can cause all sorts of problems down the line. There are different types of meshes – polygonal meshes (the most common), NURBS surfaces, and subdivision surfaces. Polygonal meshes are the standard for games and most VFX. Understanding mesh topology (the arrangement of vertices, edges, and faces) is a core skill for 3D modelers. I've spent countless hours cleaning up messy meshes received from scanning data or other artists, which always highlights the importance of building a good mesh from the start. It's the digital skeleton and skin of your 3D creation. 10 Common Acronyms in the CGI and VFX World (Explained) features Mesh because it's the physical foundation of any 3D object. Learn more about polygon meshes.
RT (Real-Time)
Our last common acronym for today is RT, for Real-Time. This refers to processes or graphics that are calculated and displayed instantly, as opposed to offline rendering which can take minutes, hours, or even days per frame. Video games are the prime example of real-time graphics – the game engine calculates and displays the frames as you play, reacting instantly to your input. Visualizations, interactive demos, and virtual production also rely heavily on real-time technology. Real-time rendering has historically involved compromises in visual quality compared to offline rendering (like the kind used for feature films) because the computer has only milliseconds to calculate each frame. Techniques like LOD, baking lighting (pre-calculating light information), and using simplified shaders are common optimizations. However, with advances in graphics hardware (like powerful GPUs) and real-time rendering engines (like Unity and Unreal Engine), the gap in quality is closing rapidly. Real-time technology is becoming increasingly important in VFX workflows, allowing for faster previews, virtual camera work, and even final pixel rendering for certain types of projects. The ability to see changes instantly as you work is a huge productivity booster compared to the old days of making a change, hitting render, and waiting to see the result. It changes the workflow significantly. I remember when real-time meant blocky graphics; now, engines can produce visuals that are incredibly close to offline renders, which is mind-blowing. It means artists can iterate faster and be more creative without being bottlenecked by render times. Understanding the distinction between real-time and offline rendering is crucial when choosing tools and planning workflows for a project. 10 Common Acronyms in the CGI and VFX World (Explained) includes RT because it represents a major branch and future direction of computer graphics. Read about Real-Time Production (e.g., The Mandalorian).
The Learning Curve
Okay, so that's ten of them! Phew. I know it might still seem like a lot, and honestly, there are dozens, probably hundreds, more acronyms floating around in this field. But these ten are foundational. Getting comfortable with them is like learning your ABCs before you can read a book. My own learning curve involved a lot of trial and error, asking "stupid" questions (which, by the way, are never stupid when you're learning!), reading documentation that sometimes felt like it was written in another language, and just trying things out in the software. The best way to learn these isn't just memorizing definitions, but understanding what they *do* and *why* they are used in practice. For instance, knowing what PBR stands for is fine, but actually trying to texture a model using Albedo, Roughness, and Metallic maps makes you truly understand what PBR means for the look of a surface. Don't be afraid to experiment. Load up a 3D program, mess with the UVs on a simple cube, see what happens when you load an HDRI for lighting, or apply an AO map. Practical application is where the understanding really sinks in. It took me a long time to feel confident when these terms came up in conversations, but now they are just part of my daily vocabulary. Every project throws up new challenges and sometimes new terms, so the learning never truly stops. 10 Common Acronyms in the CGI and VFX World (Explained) is just the start of your journey.
More Than Just Letters
Understanding these acronyms isn't just about sounding smart; it's about effective communication. When a supervisor asks you to "check the AO on the character model" or a teammate mentions "optimizing LODs for performance," knowing what they mean allows you to understand the task and contribute effectively. It bridges the gap between different disciplines within CGI and VFX – a modeler needs to understand UVs so the texture artist can do their job, a texture artist needs to understand PBR so the material looks right under the renderer's lighting, and everyone needs to understand FPS to know what the final output will be. These acronyms are the shared language that allows teams to collaborate smoothly on complex projects. They represent specific concepts, tools, or techniques that are essential parts of the production pipeline. The more of this language you pick up, the easier it is to learn new things, troubleshoot problems, and work together with others. It's an investment in your ability to function within the industry. Knowing these 10 Common Acronyms in the CGI and VFX World (Explained) makes you a more valuable team member.
Keeping Up
The world of CGI and VFX is always changing. New software comes out, new techniques are developed, and new acronyms pop up. Think about things like AI (Artificial Intelligence) and ML (Machine Learning) which are becoming increasingly relevant in tools and workflows. But the core concepts behind many of these older acronyms – like meshes, UVs, lighting, and how images work (RGBA) – remain fundamental. While new acronyms might arise, a solid understanding of the basics gives you a strong foundation to build upon. The best way to keep up is to keep learning, keep experimenting, and stay curious. Don't be intimidated by new terms; break them down, figure out what they represent, and how they fit into the bigger picture. Every expert in this field started out not knowing anything. 10 Common Acronyms in the CGI and VFX World (Explained) is a stepping stone, not the finish line.
Wrapping It Up: 10 Common Acronyms in the CGI and VFX World (Explained)
So there you have it – ten common acronyms that are part of the daily grind in the CGI and VFX industries. We covered CGI, VFX, UV, HDR/HDRI, PBR, DOF, AO, LOD, RGBA, and FPS, plus a bonus one, Mesh. Understanding these terms is really about understanding some of the key processes, techniques, and components that go into creating digital visuals. It might seem like a lot of technical jargon at first, but with practice and exposure, these letters will become second nature. They represent powerful concepts that artists and technicians use to build worlds, create characters, and make the impossible appear on screen. Whether you're just starting out or looking to deepen your knowledge, getting a solid grip on these foundational terms will make your journey into computer graphics and visual effects a whole lot smoother and more enjoyable. Don's stop here, keep exploring and building your vocabulary. These 10 Common Acronyms in the CGI and VFX World (Explained) are just the beginning of a fascinating field. If you're interested in learning more about 3D and related topics, feel free to check out my website, Alasali3D. And if you want to revisit this specific topic or share it with others, you can find it at Alasali3D/10 Common Acronyms in the CGI and VFX World (Explained).com. Happy creating!