Computer Graphics Lecture Notes

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These flashcards cover the fundamental concepts of computer graphics, including textures, lighting, scene graphs, transformations, and rendering.

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35 Terms

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Texture

Images applied to surfaces of geometric shapes in three-dimensional scenes.

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Texture Coordinates

A set of coordinates mapping parts of a texture image to the vertices of a geometric shape, ranging from (0,0) to (1,1).

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Sampling

The process of retrieving the texture color using texture coordinates.

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Mipmapping

A collection of texture images where each subsequent texture is twice as small compared to the previous one.

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Lighting

The placement of lights in a scene to achieve a desired visual effect.

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Ambient Lighting

A type of lighting that affects all points on all surfaces in a scene equally.

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Diffuse Lighting

Lighting that has been scattered, appearing lighter or darker depending on the angle of incoming light.

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Specular Lighting

Lighting that creates bright spots and highlights on a surface, simulating shininess.

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Phong Model

An illumination model incorporating ambient, diffuse, and specular lighting, suitable for reflective surfaces.

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Attenuation

The decrease in intensity of light as the distance from the light source increases.

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Shading

The effect where colors on a surface appear brighter or dimmer depending on the angle of the light rays.

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Shadow Pass

A rendering pass that determines which points in a scene are visible to the light source to create shadows.

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Scene Graph

A data structure that organizes the contents of a 3D scene in a hierarchical format.

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Model Matrix

A matrix storing the cumulative transformations applied to an object, indicating its location, orientation, and scale.

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Transform

Refers collectively to the location, orientation, and scale of an object in 3D space.

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Vertex Buffer Objects (VBOs)

Buffers storing vertex attributes in the GPU for rendering.

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Fragment Shader

A program that determines the color of each pixel in a rendered image.

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Graphics Pipeline

An abstract model describing a sequence of steps needed in rendering a three-dimensional scene.

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Rasterization

The process of determining which pixels correspond to the geometric shapes being rendered.

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Perspective Projection

A method of projecting 3D points onto a 2D plane, creating a sense of depth.

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Framebuffer

A memory region that stores multiple buffers for rendering images, including color and depth buffers.

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Uniform Variables

Global variables in shaders that remain constant during the rendering of a shape, used for efficient data handling.

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Vertex Shader

A program in the graphics pipeline that processes individual vertices, often performing transformations and lighting calculations.

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View Matrix

A matrix that transforms coordinates from world space into the camera's (or viewer's) local coordinate space.

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Projection Matrix

A matrix that transforms 3D view space coordinates into 2D clip space, essential for perspective or orthographic projection.

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Depth Buffer (Z-Buffer)

A component of the framebuffer that stores depth information for each pixel, used to determine which objects are in front of others.

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Normal Vector

A vector that is perpendicular to a surface at a given point, primarily used in lighting calculations to determine how light reflects off the surface.

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Viewport

The rectangular area on a display device where the final rendered image is drawn and mapped to the screen.

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World Space

A global coordinate system in a 3D scene where all objects are positioned relative to a common origin.

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Object Space

The local coordinate system of an individual 3D object, with its origin typically at the object's center.

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Clip Space

The 3D space resulting from applying the projection matrix, where coordinates are normalized, typically within [-1, 1] bounds, before rasterization.

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Back-face Culling

An optimization technique that discards polygons facing away from the camera, reducing the number of primitives to render.

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Texture Filtering

The process of interpolating texel colors to determine the color of a pixel when the texture's resolution does not perfectly match the screen resolution.

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Material Properties

Attributes defining how a surface interacts with light, including its ambient, diffuse, and specular reflection characteristics.

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Gouraud Shading

A shading technique where lighting calculations are performed at each vertex, and the resulting colors are interpolated across the polygon's surface.