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Computer graphics
This describes the use of computers to create and manipulate images
Modeling
This deals with the mathematical specification of shape and appearance properties in a way that can be stored on the computer
Rendering
This 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
Is an array of pixels (picture elements) displayed on a screen, arranged in a grid with two (2) dimensions.
Pixels
Specify colors using triples of floating-point numbers between 0 and 1, which represent the amount of red, green, and blue light existing in a color
0
a value of _____ indicates that no amount of that color exists
1
value of _____ represents that color is displayed at full intensity
Resolution
It is the number of pixels in the raster
Precision
It is the number of bits used for each pixel
buffer (or data buffer, or buffer memory)
A _______ is a part of a computer's memory that serves as temporary storage for data while being moved from one location to another.
framebuffer
A _____ may contain multiple buffers that store different types of data for each pixel
color buffer
At a minimum, the framebuffer must contain a ______, which stores RGB values
Depth buffer
When rendering a 3D scene, the framebuffer must also contain a _______.
A _____ stores distances from points on scene objects to the virtual camera.
Depth values
Determine whether the object’s points are in front of or behind other objects (from the camera’s perspective).
Thus, these values can also determine whether the points on each object will be visible when the scene is rendered.
Stencil buffer
_______, which may be used to store values used in generating advanced effects, such as shadows, reflections, or portal rendering.
frame
Animations consist of a sequence of images quickly displayed. Each of the images that is displayed is called a _______
frame rate
The speed or rate at which these images appear is called the _____, and is measured in frames per second (FPS)
Graphics Processing Unit (GPU)
_____ features a highly parallel structure that makes it more efficient than CPUs for rendering computer graphics.
shaders
Programs run by GPUs are called _______. These are used to perform many different computations required in the rendering process.
Application programming interface (API)
Shader programming languages implement an ________, which defines a set of commands, functions, and protocols that can be used in interacting with an external system sunch as the GPU
DirectX API & High-Level Shading Language (HLSL)
used on Microsoft platforms, including the Xbox game console
Metal API & Metal Shading Language
runs on modern Mac computers, iPhones, and iPads
OpenGL (Open Graphics Library) API & OpenGL Shading Language (GLSL)
A cross-platform library –
_______ is the most widely adopted graphics API
Graphics pipeline
Is an abstract model used to describe a sequence of steps needed in rendering a three-dimensional scene.
increase the efficiency of the rendering process, enabling images to be displayed at faster rates
Application
initializing the window where rendered graphics will be displayed; sending data to the GPU
Geometry Processing
Determining the position of each vertex of the geometric shapes to be rendered, implemented by a program known as vertex shader
Vertex
The properties or attributes that are specific to rendering each individual point are grouped together into a data structure
view space (or camera space, or eye space)
is the result when world-space coordinates are transformed to coordinates in front of the user's view
Rasterization
Determining which pixels correspond to the geometric shapes to be rendered
primitive assembly
The process of grouping points into geometric primitives is termed _____
fragment
is a collection of data used to determine the color of a single pixel in a rendered image
fragment shader
This applied to each of the fragments to calculate their final color. This calculation may involve a variety of data stored in each fragment, in combination with data globally available during rendering
Pixel Processing
Determining the color of each pixel in the rendered image, involving a program called a fragment shader
Stage 1: Application
This stage primarily involves processes that run on the CPU
Stage 2: Geometry Processing
The shape of a geometric object is defined by a mesh, a collection of points that are grouped into lines or triangles.
Stage 3: Rasterization
Once the vertex shader has specified the final positions of each vertex, the _______ stage begins. The points themselves must first be grouped into the desired type of geometric primitive: points, lines, or triangles, consisting of sets of 1, 2, or 3 points. For lines and triangles, additional information must be specified.
Stage 4: Pixel Processing
The primary purpose of this stage is to determine the final color of each pixel, storing this data in the color buffer within the framebuffer