Computer Graphics Core Concepts

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Vocabulary flashcards covering core concepts of computer graphics, framebuffers, APIs, vertex attributes, and the four-stage graphics pipeline.

Last updated 12:17 PM on 9/8/26
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36 Terms

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Computer Graphics

The field describing the use of computers to create and manipulate digital images.

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Modeling

The area of computer graphics dealing with the mathematical specification of shape and appearance properties in a format storable on a computer.

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Rendering

The process of creating shaded images from 3D3\text{D} computer models.

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Animation

A technique used to create an illusion of motion through a rapid sequence of displayed images.

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Raster

A two-dimensional grid array of pixels (picture elements) displayed on a screen.

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Pixel

A picture element on a screen whose color is specified by RGB floating-point triples ranging from 00 (no intensity) to 11 (full intensity).

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Resolution

The total number of pixels contained in a raster.

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Precision

The number of bits used to represent each pixel in a raster.

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Data Buffer

A region of computer memory that serves as temporary storage for data while it is transferred from one location to another.

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Framebuffer

A dedicated memory region storing pixel data for rendering, containing at least a color buffer and optionally depth and stencil buffers.

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Color Buffer

A component of the framebuffer that stores the RGB color values for each pixel.

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Depth Buffer

A buffer in the framebuffer storing distances from scene points to the virtual camera to determine object visibility and occlusion.

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Stencil Buffer

A buffer in the framebuffer used to store values for generating advanced visual effects like shadows, reflections, or portal rendering.

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Frame

A single static image within a sequence that forms an animation.

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Frame Rate

The speed at which animation frames appear, measured in frames per second (FPS\text{FPS}).

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Graphics Processing Unit (GPU)

A hardware processor with a highly parallel architecture designed for high-efficiency graphics rendering.

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Shader

A program executed on the GPU that carries out specific calculations required during the rendering process.

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Application Programming Interface (API)

A set of commands, functions, and protocols defining how software interacts with an external system such as a GPU.

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Graphics Pipeline

An abstract conceptual model describing the sequential stages required to render a 3D3\text{D} scene.

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Vertex Buffer Object (VBO)

A GPU memory buffer that stores vertex attribute data defining the visual appearance of geometric shapes.

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Vertex Array Object (VAO)

A GPU state object that stores and manages associations between VBO attribute data and shader attribute variables.

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Mesh

A collection of points grouped into lines or triangles that defines the shape of a 3D3\text{D} object.

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<p>Wireframe Mesh</p>

Wireframe Mesh

A representation of a geometric object created as an interconnected structure of lines or triangles.

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Vertex

A data structure representing a single point in 3D3\text{D} space along with attributes like color, texture coordinates, and normal vectors.

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<p>Sphere Renderings with Attributes</p>

Sphere Renderings with Attributes

Rendered visual variations of a sphere demonstrating wireframe lines, vertex colors, texture mapping, and lighting calculations.

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Texture Coordinates (UV Coordinates)

Values assigned to a vertex that map a specific location on a 2D2\text{D} texture image onto a 3D3\text{D} surface.

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Normal Vector

A vector pointing perpendicular to a surface at a vertex, used primarily for calculating surface lighting.

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Vertex Shader

A GPU program in geometry processing that calculates the final position of each vertex through spatial transformations.

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Model Transformation

The step in geometry processing that translates, rotates, and scales an object's mesh into world space coordinates.

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World Space

The global 3D3\text{D} coordinate frame of reference with its origin at the center of the rendered scene.

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<p>View Transformation</p>

View Transformation

The transformation converting world-space coordinates into view space based on camera location and orientation.

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Projection Transformation

The transformation that defines clip space and discards or clips any geometric points lying outside the viewing region.

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Primitive Assembly

The stage 3 process of grouping vertices into geometric primitives such as points, lines, line strips, or triangles.

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Fragment

A set of data, including pixel coordinates, evaluated to compute the final color for a single pixel in an image.

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Fragment Shader

A program run during pixel processing that computes the final color of each fragment using lighting, textures, and vertex colors.

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<p>Texture Mapping</p>

Texture Mapping

The process of sampling colors from a 2D2\text{D} image file and applying them to the surface of a rendered 3D3\text{D} object.