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Computer Graphics
Field of creating images using computers.
Raster-Scan Displays
Displays images as discrete points called pixels.
Scan-Line
Each row of pixels in a raster display.
Frame Buffer
Buffer storing pixel information and attributes.
Refresh Rate
Frequency of screen picture redisplay.
Vertical Synchronization (Vsync)
Synchronizes frame rate with display refresh rate.
Screen Tearing
Display shows parts of multiple frames simultaneously.
Graphics Pipeline
Stages transforming vertex data into display pixels.
Modeling Transformations
Transforms geometric models into different representations.
OpenGL
Graphics rendering API using a programmable pipeline.
Shaders
Programs controlling stages of the rendering pipeline.
Vertex Shaders
Process individual vertices in the graphics pipeline.
Fragment Shaders
Process individual fragments, potential pixels.
GL_POINTS
OpenGL primitive representing individual points.
Convex Polygon
All interior angles less than 180 degrees.
Concave Polygon
At least one interior angle greater than 180 degrees.
Vertex Buffer Object (VBO)
Stores vertex data like coordinates and colors.
Vertex Array Object (VAO)
Stores state needed for supplying vertex data.
Uniform Variables
Constant values passed to shaders for all vertices.
Attribute Variables
Per-vertex data like position and color.
Varying Variables
Pass data from vertex shader to fragment shader.
Dot Product
Measures cosine of angle between two vectors.
Cross Product
Produces a perpendicular vector in 3D space.
Identity Matrix
Diagonal elements are 1; others are 0.
Homogeneous Coordinates
Extra dimension to represent points and vectors.
Translation
Moves an object by specified distance in 2D.
Scaling
Enlarges or shrinks an object by a factor.
Rotation
Rotates an object around a pivot point.
GLM
C++ library for vector and matrix operations.
Perspective Projection
Simulates objects appearing smaller with distance.
View Frustum
Truncated pyramid defining visible 3D region.
Point Source Light
Emits light equally in all directions.
Phong Reflection Model
Calculates color based on ambient, diffuse, specular.
Flat Shading
Single color per polygon, faceted appearance.
Gouraud Shading
Interpolates vertex colors for smooth transitions.
Phong Shading
Calculates lighting per fragment for highlights.
Mach Bands
Visual illusion enhancing contrast between adjacent polygons.
Non-photorealistic Rendering (NPR)
Techniques for achieving artistic rather than realistic visuals.
Toon Shading
A non-photorealistic rendering technique creating cartoon-like visuals.
Texture Mapping
Applying images to surfaces for enhanced visual detail.
Texture Coordinates
(s, t) values mapping surface points to texture images.
Texture Wrapping
Defines handling of texture coordinates outside 0.0 to 1.0.
Texture Filtering
Techniques managing size differences between texels and pixels.
Mipmaps
Lower-resolution texture versions for efficient distant viewing.
Multi-texturing
Applying multiple textures to a single surface.
Normal Mapping
Uses textures to modify surface normals for detail illusion.
Environment Mapping
Simulates reflections using surrounding environment images.
Color Buffer
Stores color values for each pixel in rendering.
Double Buffering
Uses front and back buffers to prevent flickering.
Depth Buffer (Z-Buffer)
Stores depth values to determine visible surfaces.
Stencil Buffer
General-purpose buffer for effects like masking and shadows.
Blending Equation
Determines combination of source and destination colors.
Back-face Culling
Discards polygons facing away from the camera.
Depth-Sort Method
Renders polygons from back to front for visibility.
Clipping
Removes object parts outside the view frustum.
Cohen-Sutherland Line Clipping
Efficiently clips lines against rectangular clipping window.
Hodgman-Sutherland Polygon Clipping
Clips polygons against a rectangular clipping window.
Weiler-Atherton Polygon Clipping
Handles concave polygons and clipping regions efficiently.
DDA Algorithm
Uses floating-point calculations for pixel positions.
Bresenham's Line Algorithm
Efficiently approximates lines using integer calculations.
Scan-line Polygon Fill
Fills polygon interiors based on edge intersections.
Ambient Light
A type of light that provides uniform illumination throughout a scene, simulating indirect lighting.
Attenuation
The decrease in light intensity with distance from a light source.
Blending
Combining multiple images or layers into a final composite image.
Coordinate Systems
Different reference frames used to represent the position of objects in a scene, such as world coordinates, view coordinates, and screen coordinates.
Diffuse Reflection
The scattering of light in all directions from a surface.
Directional Light
A light source that emits parallel rays of light, simulating a distant light source like the sun.
Fragment Shader
A program that runs on the GPU and processes individual fragments (potential pixels), determining their colors.
Hierarchical Model
A complex object composed of multiple parts, each with its own transformations, organized in a parent-child hierarchy.
Interpolation
The process of smoothly transitioning between values, such as colors or normals, across a surface.
Light
Electromagnetic radiation that interacts with objects, creating color and shading.
Line Clipping
The process of removing portions of lines that fall outside the clipping window.
Matrix
A rectangular grid of numbers arranged in rows and columns, used for representing transformations in computer graphics.
Normal Vector
A vector perpendicular to a surface at a given point, used for lighting calculations.
Pixel
The smallest unit of a digital image, represented as a single point with color and other attributes.
Point Light
A light source that emits light equally in all directions from a single point.
Polygon Clipping
The process of removing portions of polygons that fall outside the clipping region.
Polygon Fill Algorithms
Algorithms used for filling the interior of a polygon with a specific color.
Rasterization
The process of converting geometric primitives, such as lines and polygons, into pixels on the screen.
Reflection Mapping
See environment mapping.
Shader
A program executed on the GPU that controls various stages of the rendering pipeline.
Specular Reflection
The reflection of light in a specific direction, creating highlights.
Spotlight
A light source that emits a conical beam of light.
Transformation Matrix
A matrix used to represent transformations, such as translation, rotation, and scaling.
Vector
A mathematical entity with magnitude and direction, often used to represent positions, directions, and displacements in computer graphics.
Vertex Shader
A program that runs on the GPU and processes individual vertices, determining their positions and other attributes.
Viewing Transformation
The transformation from world coordinates to view coordinates, defining the camera's position and orientation in the world.
Viewport Transformation
The transformation that maps the projected 3D scene onto a 2D viewport on the screen.
Visibility Determination
Techniques for determining which objects are visible and should be rendered.
Vsync
Vertical synchronization, a technique that synchronizes the graphics frame rate and display refresh rate to prevent screen tearing.
World Coordinates
A coordinate system that defines the global position of objects in a scene.