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Computer graphics
The use of computers to create and manipulate images.
Modeling
Deals with the mathematical specification of shape and appearance properties in a way that can be stored on the computer.
Rendering
Deals with the creation of shaded images from 3D computer models.
Animation
A technique to create an illusion of motion through a sequence of images.
Raster
An array of pixels (picture elements) displayed on a screen
Pixels
Picture elements that specify colors using triples of floating-point numbers between 0 and 1
RGB values
Triples of floating-point numbers between 0 and 1 representing the intensity of red
Red
Color represented by the RGB value (0
Orange
Color represented by the RGB value (0.5
Yellow
Color represented by the RGB value (1
Green
Color represented by the RGB value (0
Blue
Color represented by the RGB value (0
Violet
Color represented by the RGB value (0.5
Black
Color represented by the RGB value (0
White
Color represented by the RGB value (1
Gray
Color represented by the RGB value (0.5
Brown
Color represented by the RGB value (0.5
Pink
Color represented by the RGB value (0.5
Cyan
Color represented by the RGB value (0
Resolution
The number of pixels in the raster.
Precision
The number of bits used for each pixel.
Buffer
A part of a computer's memory that serves as temporary storage for data while being moved from one location to another.
Framebuffer
A region of memory where pixel data is stored
Color buffer
A required buffer within the framebuffer that stores RGB values.
Depth buffer
A buffer in the framebuffer that stores distances from points on scene objects to the virtual camera
Stencil buffer
A buffer in the framebuffer that may be used to store values used in generating advanced effects
Frame
Each of the images that is displayed in a sequence to create an animation.
Frame rate
The speed or rate at which animation images appear
Graphics Processing Unit (GPU)
A hardware component featuring a highly parallel structure that makes it more efficient than CPUs for rendering graphics.
Shaders
Programs run by GPUs used to perform many different computations required in the rendering process.
Application Programming Interface (API)
Defines a set of commands
DirectX API & High-Level Shading Language (HLSL)
Graphics API and shader language used on Microsoft platforms
Metal API & Metal Shading Language
Graphics API and shader language that runs on modern Mac computers
OpenGL API & OpenGL Shading Language (GLSL)
A cross-platform library and widely adopted graphics API and its corresponding shader language.
Graphics pipeline
An abstract model used to describe a sequence of steps needed in rendering a three-dimensional scene by splitting computational tasks into subtasks to increase efficiency.
Application stage
The first stage of the graphics pipeline primarily involving processes that run on the CPU
Main application loop
A loop in interactive/animated applications that repeatedly re-renders the scene
Geometry Processing stage
The second stage of the graphics pipeline for determining the position of each vertex of the geometric shapes to be rendered
Rasterization stage
The third stage of the graphics pipeline for determining which pixels correspond to the geometric shapes to be rendered.
Pixel Processing stage
The fourth stage of the graphics pipeline for determining the color of each pixel in the rendered image
Vertex Buffer Objects (VBOs)
GPU memory buffers where vertex attribute data describing the appearance of geometric shapes is stored.
Texture buffers
GPU memory buffers where images to be used as textures are stored.
Vertex Array Objects (VAOs)
Objects used to manage and store sets of associations between attribute data stored in VBOs and attribute variables in the shader program
Mesh
A collection of points grouped into lines or triangles that defines the shape of a geometric object.
Vertex
A data structure that groups together properties or attributes specific to rendering an individual point
Texture coordinates (or UV coordinates)
Coordinates that indicate a point in an image that is mapped to a vertex.
Normal vector
A vector indicating the direction perpendicular to a surface
Vertex shader
A program applied to each vertex during geometry processing
Model transformation
A transformation where the collection of points defining the intrinsic shape of an object may be translated
World space
A frame of reference where coordinates represent an object's location