Computer Graphics Programming Prelim Reviewer

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29 Terms

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Computer Graphics

Describes the use of computers to create and manipulate images

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Modeling

Deals with the mathematical specification of shape and appearance properties in a way that can be stored on the computer

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Rendering

Deals with the creation of shaded images from 3D computer models

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Animation

A technique to create an illusion of motion through a sequence of images

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Raster

Is an array of pixels displayed on a screen, arranged in a grid with two dimensions

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Pixels

Specifies colors using triples of floating-point numbers between - and 1, which represent the amount of red, green, and blui light existing in a color

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Resolution

Is the number of pixels in the raster

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Precision

Is the number of bits used for each pixel

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Buffer

A part of a computer’s memory that serves as temporary storage for data while being moved from one location to another

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Framebuffer

Pixel data is stored in a region of this memory. It can contain multiple buffers that store different types of data for each pixel

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Color Buffer

It stores RGB values

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Depth Buffer

Stores distances from points on scene objects to the virtual camera. It determines whether the object’s points are in front of or behind other objects

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Stencil Buffer

Which may be used to store values used in generating advanced effects, such as shadows, reflections, or portal rendering

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Animations

Consists of a sequence of images quickly displayed

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Frame

Each of the images that is displayed

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Frame Rate

The speed or rate at which these images appear. It is measured in framers per second (FPS)

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Shaders

Programs run by GPUs. These are used to perform many different computations required in the rendering process

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Application Programming Interface

Defines a set of commands, functions, and protocols that can be used in interacting iwth an external system such as the GPU

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DirectX API and HIgh-Level Shading Language (HLSL)

Used on Microsoft platforms, including the Xbox game console

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Metal API and Metal Shading Language

Runs on modern Mac computers, iPhones, and iPads

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OpenGL (Open Graphics Library) API and OpenGL Shading Language (GLSL)

A cross-platform library, OpenGL is the most widely adopted graphics API

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Graphics Pipeline

Is an abstract model used to describe a sequence of steps needed in rendering a three-dimensional scene. It enables a computation task to be split into subtasks thus increasing overall efficiency

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Application

Initializing the window where rendered graphics will be displayed sending data to the GPU

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Geometry Processing

Determining the position of each vertex of the geometric shapes to be rendered, implemented by a program known as vertex shader

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Rasterization

Determining which pixels correspond to the geometric shapes to be rendered

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Pixel Processing

Determining the color of each pixel in the rendered image, involving a program called a fragment shader

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Stage 1: Application

Primarily involves processes that run on the CPU

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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

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Stage 3: Rasterization

Once the vertext shader has