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Computer Graphics
Describes the use of computers to create and manipulate images
Modeling
Deals with the mathematical specification of shape and appearance properties in a way that can be stored on the computer
Rendering
Deals with the creation of shaded images from 3D computer models
Animation
A technique to create an illusion of motion through a sequence of images
Raster
Is an array of pixels displayed on a screen, arranged in a grid with two dimensions
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
Resolution
Is the number of pixels in the raster
Precision
Is the number of bits used for each pixel
Buffer
A part of a computer’s memory that serves as temporary storage for data while being moved from one location to another
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
Color Buffer
It stores RGB values
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
Stencil Buffer
Which may be used to store values used in generating advanced effects, such as shadows, reflections, or portal rendering
Animations
Consists of a sequence of images quickly displayed
Frame
Each of the images that is displayed
Frame Rate
The speed or rate at which these images appear. It is measured in framers per second (FPS)
Shaders
Programs run by GPUs. These are used to perform many different computations required in the rendering process
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
DirectX API and HIgh-Level Shading Language (HLSL)
Used on Microsoft platforms, including the Xbox game console
Metal API and Metal Shading Language
Runs on modern Mac computers, iPhones, and iPads
OpenGL (Open Graphics Library) API and OpenGL Shading Language (GLSL)
A cross-platform library, OpenGL is the most widely adopted graphics API
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
Application
Initializing the window where rendered graphics will be displayed sending data to the GPU
Geometry Processing
Determining the position of each vertex of the geometric shapes to be rendered, implemented by a program known as vertex shader
Rasterization
Determining which pixels correspond to the geometric shapes to be rendered
Pixel Processing
Determining the color of each pixel in the rendered image, involving a program called a fragment shader
Stage 1: Application
Primarily involves processes that run on the CPU
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
Stage 3: Rasterization
Once the vertext shader has