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Computer Graphics
The use of computers to create and manipulate images.
Modeling
Mathematical specification of an object’s shape and appearance properties.
Rendering
Process of generating shaded images from 3D models.
Animation
Technique of creating an illusion of motion through a sequence of images.
Raster
A 2D array of pixels that represents an image on a screen.
Pixel
Smallest picture element of a raster, defined by color values.
RGB Values
Triple of numbers (0 to 1) representing the intensity of red, green, and blue light in a pixel.
Resolution
Number of pixels in an image/raster.
Precision
Number of bits used to store each pixel’s color data.
Buffer
Temporary memory storage for moving data.
Framebuffer
Memory region where pixel data is stored. Contains multiple buffers (color, depth, stencil).
Color Buffer
Stores RGB values of pixels.
Depth Buffer (Z-buffer)
Stores distances from scene objects to the virtual camera, used to determine visibility.
Stencil Buffer
Stores values for advanced effects like shadows, reflections, or portals.
Frame
A single image in an animation.
Frame Rate (FPS)
Number of frames shown per second.
GPU (Graphics Processing Unit)
Specialized hardware for parallel graphics rendering.
Shaders
Programs that run on the GPU to perform rendering computations.
API (Application Programming Interface)
Set of commands and protocols to interact with the GPU.
HLSL (High-Level Shading Language)
Shader language for Microsoft DirectX.
Metal Shading Language
Shader language for Apple’s Metal API.
GLSL (OpenGL Shading Language)
Shader language for OpenGL, a cross-platform graphics library.
Application Stage
Runs on CPU; sets up window, reads vertex data, loads textures/shaders, and sends data to GPU.
VBO (Vertex Buffer Object)
Stores vertex attribute data in GPU memory.
Texture Buffers
Store images used as textures.
VAO (Vertex Array Object)
Stores associations between vertex data and shader variables.
Geometry Processing
Determines positions of vertices using vertex shaders.
Mesh
A collection of points grouped into lines or triangles representing an object’s shape.
Vertex
Data structure containing position, color, texture coordinates (UV), and normal vector.
Normal Vector
Perpendicular vector to a surface, used in lighting calculations.
Model Transformation
Moves, rotates, scales object in world space.
View Transformation
Places scene relative to the camera (view space).
Projection Transformation
Clips/discards points outside the view; coordinates in clip space.
Rasterization
Converts geometric shapes into pixels.
Primitive Assembly
Groups points into geometric primitives (points, lines, triangles).
Fragment
Data used to determine a pixel’s final color (contains raster position, etc.).
Pixel Processing
Determines final color of each pixel using fragment shaders.
Base Color
Overall color applied to a shape.
Interpolated Colors
Colors blended from vertex colors.
Texture Mapping
Applying images (textures) onto shapes using UV coordinates.
Lighting Effects
Adjusting color based on light sources and surface orientation.