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API
Computer graphics rendering application programming interface.
Attributes
Properties that determine how primitives are displayed in OpenGL.
Callback Function
Function called each time the window needs to be redrawn.
Clipping
Automatic operation that modifies primitives to keep pixels within the viewport.
Client-Server Model
Architecture with application as client and vendor OpenGL as server.
Depth Test
Per-sample operation to check depth before fragment shader.
Display Function
Callback that handles redrawing the window in GLUT.
Divide and Conquer
Principle for breaking down problems using functions.
Fragment
Data required for OpenGL to render a single pixel.
Fragment Shader
Stage that calculates final pixel color using scene data.
Function
Reusable code block that performs a specific task.
Function Prototype
Declaration specifying name, parameters, and return type.
Geometric Modeling
Mathematics and algorithms defining 2D and 3D objects.
Geometric Primitives
Basic shapes like points, lines, and polygons.
Geometry Shading
Optional stage for processing primitives before rasterization.
GLCOLORBUFFER_BIT
Mask for clearing the color buffer.
glBegin
Command to start defining a geometric object.
glClear
Command to clear specified buffers.
glEnd
Command to end defining a list of vertices.
glFlush
Command to execute buffered OpenGL operations.
GLSL
OpenGL Shading Language with C-like syntax for shaders.
glVertex
Command to specify a vertex location.
glVertex2f
Command to specify a 2D vertex with float coordinates.
GL_POLYGON
Mode for drawing filled polygons.
glutCreateWindow
Function to create a window with a title.
glutDisplayFunc
Function to register the display callback.
glutInit
Function to initialize GLUT library.
glutInitWindowPosition
Function to set initial window position.
glutInitWindowSize
Function to set initial window size.
glutMainLoop
Function to enter infinite event-processing loop.
Human Computer Interaction
Methods for creating graphics via user input.
Image Primitives
Basic elements used in rendering images.
Integrated Development Environment
Tool configured to support OpenGL development.
Lighting and Shading
Algorithms for light interaction with matter.
Occlusion Query
Per-sample operation for updating visibility queries.
OpenGL
API for generating high-quality 3D graphics images.
Parameter
Input value passed to a function.
Pass Through Shaders
Vertex shaders that pass data without changes.
Patches
Geometry used in tessellation to describe shapes.
Per-Sample Processing
Operations like tests performed after fragment shader.
Pixel Ownership Test
Test to determine if a pixel can be written to.
Primitive Assembly
Stage organizing vertices into primitives.
Primitives
Fundamental graphics entities like points and lines.
Rasterization
Process mapping primitives to screen pixels as fragments.
Return Value
Output produced by a function.
Reuse Abstractions
Using functions to avoid reinventing code.
Scissor Test
Per-sample operation to clip rendering to a rectangle.
Shaders
Programmable stages in the OpenGL pipeline.
Stencil Test
Per-sample operation for masking pixels.
Tessellation Shader
Stage that subdivides patches for detailed models.
Transform Feedback
Mechanism to record vertex processing outputs.
Transformation Matrices
Used in vertex shaders for positioning.
Vertex
Collection of data for a 3D coordinate.
Vertex Data
Array of vertices forming shapes like triangles.
Vertex Post-Processing
Operations on vertex outputs before assembly.
Vertex Shader
Stage transforming 3D coordinates and attributes.
Viewport
Region of the window allowed for drawing.
Visual Computing
Field involving computer graphics and imaging.