Computer-Graphics-Handout-1

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41 Terms

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Computer Graphics

The use of computers to create and manipulate images.

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Modeling

Mathematical specification of an object’s shape and appearance properties.

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Rendering

Process of generating shaded images from 3D models.

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Animation

Technique of creating an illusion of motion through a sequence of images.

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Raster

A 2D array of pixels that represents an image on a screen.

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Pixel

Smallest picture element of a raster, defined by color values.

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RGB Values

Triple of numbers (0 to 1) representing the intensity of red, green, and blue light in a pixel.

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Resolution

Number of pixels in an image/raster.

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Precision

Number of bits used to store each pixel’s color data.

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Buffer

Temporary memory storage for moving data.

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Framebuffer

Memory region where pixel data is stored. Contains multiple buffers (color, depth, stencil).

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Color Buffer

Stores RGB values of pixels.

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Depth Buffer (Z-buffer)

Stores distances from scene objects to the virtual camera, used to determine visibility.

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Stencil Buffer

Stores values for advanced effects like shadows, reflections, or portals.

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Frame

A single image in an animation.

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Frame Rate (FPS)

Number of frames shown per second.

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GPU (Graphics Processing Unit)

Specialized hardware for parallel graphics rendering.

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Shaders

Programs that run on the GPU to perform rendering computations.

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API (Application Programming Interface)

Set of commands and protocols to interact with the GPU.

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HLSL (High-Level Shading Language)

Shader language for Microsoft DirectX.

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Metal Shading Language

Shader language for Apple’s Metal API.

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GLSL (OpenGL Shading Language)

Shader language for OpenGL, a cross-platform graphics library.

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Application Stage

Runs on CPU; sets up window, reads vertex data, loads textures/shaders, and sends data to GPU.

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VBO (Vertex Buffer Object)

Stores vertex attribute data in GPU memory.

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Texture Buffers

Store images used as textures.

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VAO (Vertex Array Object)

Stores associations between vertex data and shader variables.

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Geometry Processing

Determines positions of vertices using vertex shaders.

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Mesh

A collection of points grouped into lines or triangles representing an object’s shape.

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Vertex

Data structure containing position, color, texture coordinates (UV), and normal vector.

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Normal Vector

Perpendicular vector to a surface, used in lighting calculations.

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Model Transformation

Moves, rotates, scales object in world space.

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View Transformation

Places scene relative to the camera (view space).

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Projection Transformation

Clips/discards points outside the view; coordinates in clip space.

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Rasterization

Converts geometric shapes into pixels.

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Primitive Assembly

Groups points into geometric primitives (points, lines, triangles).

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Fragment

Data used to determine a pixel’s final color (contains raster position, etc.).

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Pixel Processing

Determines final color of each pixel using fragment shaders.

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Base Color

Overall color applied to a shape.

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Interpolated Colors

Colors blended from vertex colors.

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Texture Mapping

Applying images (textures) onto shapes using UV coordinates.

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Lighting Effects

Adjusting color based on light sources and surface orientation.