PRELIMS H1 - Introduction to Computer Graphics

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31 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

Array of pixels displayed on a screen, arranged in a grid with 2 dimensions

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Pixels

Specify colors using triples of floating-point numbers between 0 and 1, which represent the amount of red, green, and blue light existing in a color

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Resolution

Number of pixels in the raster

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Precision

Number of bits used for each pixel

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Buffer (Data buffer of Buffer memory)

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 memory.

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Color buffer

Stores RGB values

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Depth buffer

Stores distances from points on scene objects to the virtual camera.

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Depth values

Determine whether the object’s points are in front of or behind other objects (from the camera’s perspective)

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Stencil buffer

Store values used in generating advanced effects, such as shadows, reflections, or portal rendering

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Animations

Consist of a sequence of images quickly displayed

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Frame

Each of the images that is displayed in animations

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Frame rate

Speed or rate at which these images appear

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Frames per second (FPS)

Measurement of the number of frames

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Graphics Processing Unit (GPU)

Features a highly parallel structure that makes it more efficient than CPUs for rendering computer graphics

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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 (API)

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

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DirectX API & High-Level Shading Language (HLSL)

Used on Microsoft platforms, including the Xbox game console

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Metal API & Metal Shading Language

Runs on modern Mac computers, iPhones, and iPads

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

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

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Graphics Pipeline

Main Definition: An abstract model used to describe a sequence of steps needed in rendering a three-dimensional scene

Other Information: Increase the efficiency of the rendering process, enabling images to be displayed at faster rates

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Pipelining

Enables a computational 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

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Vertex Shader

Geometry Processing is implemented by this program

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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