Computer Graphics Midterm

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59 Terms

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Raster Images

pictures made up of a grid of tiny colored squares called pixels

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High Dynamic Range (HDR)

Includes colors that aren’t defined by sRGB such as color of sunlight (10 bits so it can store more values for one color while LDR does 8 bit). HDR provides a wider range of brightness and contrast than standard LDR

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Interleaved Storage

More common because we need RGB values together rather than separate [RGB, RGB, RGB]

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Separate Channels

RRR GGG BBB

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BMP (Bitmap Image File)

Uncompressed image format

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PPM (Portable Pixmap Image File)

Uncompressed

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PNG (Portable Network Graphics)

Lossless compression

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JPEG (Joint Photographic Experts Group)

Lossy compression

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EXR (OpenEXR by ILM)

HDR format with lossy or lossless compression. Common in visual effects and film production

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Swizzled Order

Data accessed in Z-shaped pattern

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Gamma

relationship between a pixel’s numerical value (like its RGB value) and the actual brightness (luminance) that appears on a display. (usually around 2.2)

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Gamma and Human Perception

Humans distinguish darker tones more easily than brighter ones. This is why gamma correction is used in displays

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Alpha Blending

Combines foreground and background using alpha (transparency) values

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World Space

The global coordinate system where the entire 3D scene exists. All objects, lights, and cameras are positioned relative to a shared origin (0,0,0). Used to describe how objects relate to each other in the same “world.”

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Object (Material) Space

The local coordinate system of an individual object. Coordinates are defined relative to the object’s own origin (often at its center).

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Affine Transformations

Transformations where lines remain straight and parallel lines stay parallel

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Rotation (Affine/Linear)

Rotates an object about its center

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Scale (Affine/Linear)

Changes an object’s size

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Homogeneous Coordinates

a way to represent points in 2D or 3D space using an extra coordinate.

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Viewing Volume

The cube or 3D area that we see from the 2D view

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Z-Axis Orientation

The z-axis points toward the camera (opposite the direction you face)

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World Space Transformation

Objects are transformed from object to world space using model transformations

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Camera (View) Space

a coordinate system used in computer graphics to represent objects relative to the camera

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GPU Pipeline

Hardware-accelerated rendering process: Scene data → Transformations → Rasterization → Coloring → Final graphic

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GPU

Generates high-quality images on the screen

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Geometric Shader

Runs once per primitive (triangle, line, point) and can create more primitives, fewer primitives, or modify them.

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Vertex Shader

3D programmable stage that processes one vertex at a time .Transforms vertices from object space → world space → camera space → clip space. and passes data downstream

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Fragment Shader

2D programmable stage that outputs color for each fragment

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Rasterization

Converts primitives into pixels

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Primitive Clipping

Removes primitives outside canonical space

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Viewport in Gasket Program

Defines where image is shown on canvas (needed even with canvas)

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Flatten Function

Sends data to GPU efficiently, data is formed as a single continuous line for easy memory access

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gl.drawArrays

Executes vertex shader for each vertex

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gl.POINTS

Renders points

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gl.LINES

Draws lines between vertex pairs (0–1)

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gl.LINE_STRIP

Connects all vertices except last to first

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gl.LINE_LOOP

Connects all vertices and closes the loop

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Immediate Mode Graphics

Displays each point immediately

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Retained Mode Graphics

Stores geometry for reuse (requires CPU→GPU transfer)

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Hidden Surface Removal

Determines which surfaces are visible to viewer

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Z-Buffer Algorithm

Stores depth info per pixel to resolve visibility .Clear z-buffer before redraws

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Single Buffering

One buffer, less memory but more flickering

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Double Buffering

Two buffers swapped for smooth display, uses twice as much memory

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De Casteljau’s Algorithm

Subdivides control points to generate smooth Bezier curves

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B-Spline Curves

Smooth curves satisfying partition of unity

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NURBS

Non-uniform rational B-splines, can space control points, assign different weights to each point, defines curves. (line doesn’t necessarily go through control points just influenced by it)

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Interpolating Curves

Pass through all control points

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Catmull-Clark Subdivision

Algorithm for smoothing 3D meshes by subdividing polygons

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Barycentric Coordinates

a way to express the position of a point relative to the vertices of a triangle.

P=αv0​+βv1​+γv2​

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gl.TRIANGLES

Forms one triangle per three vertices

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gl.TRIANGLE_STRIP

Connected triangles sharing previous two vertices

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gl.TRIANGLE_FAN

Triangles sharing one central vertex

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Texture Sampling

Determines color by sampling nearby pixels

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Nearest-Neighbor Sampling

Picks closest pixel (blocky look)

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Bilinear Filtering

Blends four nearby pixels for smoothness

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Mipmaps

Pre-scaled texture levels for efficient rendering of distant objects. Reduces aliasing and improves performance

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Orthographic view

2D representation of a 3D object, created by looking at it from a single, straight-on direction, such as from the front, top, or side

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Perspective view

a way to represent a three-dimensional (3D) scene on a two-dimensional (2D) surface, creating an illusion of depth and distance as they appear to the eye

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Linear transformations

must map the origin to the origin,