Introduction to Computer Graphics and Rendering Techniques

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91 Terms

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Computer Graphics

Field of creating images using computers.

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Raster-Scan Displays

Displays images as discrete points called pixels.

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Scan-Line

Each row of pixels in a raster display.

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Frame Buffer

Buffer storing pixel information and attributes.

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Refresh Rate

Frequency of screen picture redisplay.

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Vertical Synchronization (Vsync)

Synchronizes frame rate with display refresh rate.

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Screen Tearing

Display shows parts of multiple frames simultaneously.

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Graphics Pipeline

Stages transforming vertex data into display pixels.

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Modeling Transformations

Transforms geometric models into different representations.

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OpenGL

Graphics rendering API using a programmable pipeline.

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Shaders

Programs controlling stages of the rendering pipeline.

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Vertex Shaders

Process individual vertices in the graphics pipeline.

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Fragment Shaders

Process individual fragments, potential pixels.

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GL_POINTS

OpenGL primitive representing individual points.

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Convex Polygon

All interior angles less than 180 degrees.

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Concave Polygon

At least one interior angle greater than 180 degrees.

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Vertex Buffer Object (VBO)

Stores vertex data like coordinates and colors.

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Vertex Array Object (VAO)

Stores state needed for supplying vertex data.

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Uniform Variables

Constant values passed to shaders for all vertices.

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Attribute Variables

Per-vertex data like position and color.

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Varying Variables

Pass data from vertex shader to fragment shader.

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Dot Product

Measures cosine of angle between two vectors.

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Cross Product

Produces a perpendicular vector in 3D space.

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Identity Matrix

Diagonal elements are 1; others are 0.

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Homogeneous Coordinates

Extra dimension to represent points and vectors.

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Translation

Moves an object by specified distance in 2D.

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Scaling

Enlarges or shrinks an object by a factor.

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Rotation

Rotates an object around a pivot point.

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GLM

C++ library for vector and matrix operations.

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Perspective Projection

Simulates objects appearing smaller with distance.

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View Frustum

Truncated pyramid defining visible 3D region.

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Point Source Light

Emits light equally in all directions.

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Phong Reflection Model

Calculates color based on ambient, diffuse, specular.

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Flat Shading

Single color per polygon, faceted appearance.

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Gouraud Shading

Interpolates vertex colors for smooth transitions.

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Phong Shading

Calculates lighting per fragment for highlights.

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Mach Bands

Visual illusion enhancing contrast between adjacent polygons.

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Non-photorealistic Rendering (NPR)

Techniques for achieving artistic rather than realistic visuals.

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Toon Shading

A non-photorealistic rendering technique creating cartoon-like visuals.

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Texture Mapping

Applying images to surfaces for enhanced visual detail.

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Texture Coordinates

(s, t) values mapping surface points to texture images.

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Texture Wrapping

Defines handling of texture coordinates outside 0.0 to 1.0.

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Texture Filtering

Techniques managing size differences between texels and pixels.

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Mipmaps

Lower-resolution texture versions for efficient distant viewing.

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Multi-texturing

Applying multiple textures to a single surface.

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Normal Mapping

Uses textures to modify surface normals for detail illusion.

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Environment Mapping

Simulates reflections using surrounding environment images.

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Color Buffer

Stores color values for each pixel in rendering.

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Double Buffering

Uses front and back buffers to prevent flickering.

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Depth Buffer (Z-Buffer)

Stores depth values to determine visible surfaces.

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Stencil Buffer

General-purpose buffer for effects like masking and shadows.

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Blending Equation

Determines combination of source and destination colors.

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Back-face Culling

Discards polygons facing away from the camera.

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Depth-Sort Method

Renders polygons from back to front for visibility.

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Clipping

Removes object parts outside the view frustum.

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Cohen-Sutherland Line Clipping

Efficiently clips lines against rectangular clipping window.

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Hodgman-Sutherland Polygon Clipping

Clips polygons against a rectangular clipping window.

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Weiler-Atherton Polygon Clipping

Handles concave polygons and clipping regions efficiently.

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DDA Algorithm

Uses floating-point calculations for pixel positions.

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Bresenham's Line Algorithm

Efficiently approximates lines using integer calculations.

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Scan-line Polygon Fill

Fills polygon interiors based on edge intersections.

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Ambient Light

A type of light that provides uniform illumination throughout a scene, simulating indirect lighting.

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Attenuation

The decrease in light intensity with distance from a light source.

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Blending

Combining multiple images or layers into a final composite image.

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Coordinate Systems

Different reference frames used to represent the position of objects in a scene, such as world coordinates, view coordinates, and screen coordinates.

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Diffuse Reflection

The scattering of light in all directions from a surface.

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Directional Light

A light source that emits parallel rays of light, simulating a distant light source like the sun.

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Fragment Shader

A program that runs on the GPU and processes individual fragments (potential pixels), determining their colors.

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Hierarchical Model

A complex object composed of multiple parts, each with its own transformations, organized in a parent-child hierarchy.

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Interpolation

The process of smoothly transitioning between values, such as colors or normals, across a surface.

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Light

Electromagnetic radiation that interacts with objects, creating color and shading.

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Line Clipping

The process of removing portions of lines that fall outside the clipping window.

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Matrix

A rectangular grid of numbers arranged in rows and columns, used for representing transformations in computer graphics.

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Normal Vector

A vector perpendicular to a surface at a given point, used for lighting calculations.

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Pixel

The smallest unit of a digital image, represented as a single point with color and other attributes.

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Point Light

A light source that emits light equally in all directions from a single point.

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Polygon Clipping

The process of removing portions of polygons that fall outside the clipping region.

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Polygon Fill Algorithms

Algorithms used for filling the interior of a polygon with a specific color.

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Rasterization

The process of converting geometric primitives, such as lines and polygons, into pixels on the screen.

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Reflection Mapping

See environment mapping.

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Shader

A program executed on the GPU that controls various stages of the rendering pipeline.

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Specular Reflection

The reflection of light in a specific direction, creating highlights.

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Spotlight

A light source that emits a conical beam of light.

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Transformation Matrix

A matrix used to represent transformations, such as translation, rotation, and scaling.

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Vector

A mathematical entity with magnitude and direction, often used to represent positions, directions, and displacements in computer graphics.

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Vertex Shader

A program that runs on the GPU and processes individual vertices, determining their positions and other attributes.

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Viewing Transformation

The transformation from world coordinates to view coordinates, defining the camera's position and orientation in the world.

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Viewport Transformation

The transformation that maps the projected 3D scene onto a 2D viewport on the screen.

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Visibility Determination

Techniques for determining which objects are visible and should be rendered.

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Vsync

Vertical synchronization, a technique that synchronizes the graphics frame rate and display refresh rate to prevent screen tearing.

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World Coordinates

A coordinate system that defines the global position of objects in a scene.