Fresnel is the tendancy of materials to reflect more light at small angles than at large angles. To demonstrate, stand in the middle and look down a hallway. Notice how the light reflects off the walls from the open door at the end of the hall. Now stand with your head right next to the wall (lowering the angle) notice the light from the door reflects off the wall almost like the wall is wet.
Frensnel is the name of the French scientist who first published his observations of this phenomenon. Fresnel also did work in thin film reflectance and lenses, so his name is also associated with those fields as well.
Gamma Correction - adjusting the lighting to account for adjustments already made to video monitors to get realistic lighting. That’s a really rough idea. See the Gamma and Tone Correction link in my sig, but be prepared for some heavy reading.
Vector - a mathematical construct with a starting point, a length and a direction. In CG, vector graphics refers to drawings stored as vectors rather than bitmaps or collections of vertices. In the 2D graphic world, vector graphics are scalable (can zoom in or out without loss of sharpness) but bit map graphics are not. In 3D graphics, an edge corresponds to a vector, if you think of one vertex of the edge as the beginning and the other as the end.
Normal - a vector that is perpendicular to a plane, usually drawn from the center of the plane. In 3D graphics, the normal vector points away from the “front side” of the plane. Normals for edges and vertices are arbitrary constructs that depend on surrounding edges or vertices in some way so a unique normal can be calculated.
Octree - a data structure that makes ray tracing calculations a lot faster, in most cases.
Tangent - a straight line that shows the direction a curve is going at some particular point. On a circle, the tangent is always perpendicular to a radius draw to the particular point.
Let’s see, how does all this relate to our favorite 3D graphics program?
Caustics is something that Blender Internal renderer does not do, and everyone wishes it would, so their scenes with glass in them would look more realistic. Fresnel is a setting in the materials panel, that affects how much light reflects depending on the angle. Tangent, Normal and Octree relate to the math that’s used under the hood in Blender, which occaisionally comes to the surface as a setting (Octree, Tangent Shading) or a problem (Blender pointed the normals the wrong way). HDRI and Gamma Correction are things you’ll have to learn how to do if you want photorealistic renders, especially of interiors or automobiles.
Any questions? :evilgrin: