Computer Graphics

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Last updated 4:18 PM on 9/8/26
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159 Terms

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Computer graphics

The use of computers to create and manipulate images.

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Modeling

Deals with the mathematical specification of shape and appearance properties in a way that can be stored on the computer.

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Rendering

Deals with the creation of shaded images from 3D computer models.

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Animation

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

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Raster

An array of pixels (picture elements) displayed on a screen

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Pixels

Picture elements that specify colors using triples of floating-point numbers between 0 and 1

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RGB values

Triples of floating-point numbers between 0 and 1 representing the intensity of red

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Red

Color represented by the RGB value (0

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Orange

Color represented by the RGB value (0.5

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Yellow

Color represented by the RGB value (1

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Green

Color represented by the RGB value (0

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Blue

Color represented by the RGB value (0

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Violet

Color represented by the RGB value (0.5

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Black

Color represented by the RGB value (0

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White

Color represented by the RGB value (1

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Gray

Color represented by the RGB value (0.5

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Brown

Color represented by the RGB value (0.5

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Pink

Color represented by the RGB value (0.5

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Cyan

Color represented by the RGB value (0

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Resolution

The number of pixels in the raster.

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Precision

The number of bits used for each pixel.

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Buffer

A part of a computer's memory that serves as temporary storage for data while being moved from one location to another.

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Framebuffer

A region of memory where pixel data is stored

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Color buffer

A required buffer within the framebuffer that stores RGB values.

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Depth buffer

A buffer in the framebuffer that stores distances from points on scene objects to the virtual camera

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Stencil buffer

A buffer in the framebuffer that may be used to store values used in generating advanced effects

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Frame

Each of the images that is displayed in a sequence to create an animation.

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Frame rate

The speed or rate at which animation images appear

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Graphics Processing Unit (GPU)

A hardware component featuring a highly parallel structure that makes it more efficient than CPUs for rendering graphics.

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Shaders

Programs run by GPUs used to perform many different computations required in the rendering process.

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Application Programming Interface (API)

Defines a set of commands

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DirectX API & High-Level Shading Language (HLSL)

Graphics API and shader language used on Microsoft platforms

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Metal API & Metal Shading Language

Graphics API and shader language that runs on modern Mac computers

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OpenGL API & OpenGL Shading Language (GLSL)

A cross-platform library and widely adopted graphics API and its corresponding shader language.

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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.

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Application stage

The first stage of the graphics pipeline primarily involving processes that run on the CPU

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Main application loop

A loop in interactive/animated applications that repeatedly re-renders the scene

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Geometry Processing stage

The second stage of the graphics pipeline for determining the position of each vertex of the geometric shapes to be rendered

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Rasterization stage

The third stage of the graphics pipeline for determining which pixels correspond to the geometric shapes to be rendered.

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Pixel Processing stage

The fourth stage of the graphics pipeline for determining the color of each pixel in the rendered image

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Vertex Buffer Objects (VBOs)

GPU memory buffers where vertex attribute data describing the appearance of geometric shapes is stored.

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Texture buffers

GPU memory buffers where images to be used as textures are stored.

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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

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Mesh

A collection of points grouped into lines or triangles that defines the shape of a geometric object.

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Vertex

A data structure that groups together properties or attributes specific to rendering an individual point

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Texture coordinates (or UV coordinates)

Coordinates that indicate a point in an image that is mapped to a vertex.

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Normal vector

A vector indicating the direction perpendicular to a surface

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Vertex shader

A program applied to each vertex during geometry processing

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Model transformation

A transformation where the collection of points defining the intrinsic shape of an object may be translated

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World space

A frame of reference where coordinates represent an object's location

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