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Raster Images
pictures made up of a grid of tiny colored squares called pixels
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
Interleaved Storage
More common because we need RGB values together rather than separate [RGB, RGB, RGB]
Separate Channels
RRR GGG BBB
BMP (Bitmap Image File)
Uncompressed image format
PPM (Portable Pixmap Image File)
Uncompressed
PNG (Portable Network Graphics)
Lossless compression
JPEG (Joint Photographic Experts Group)
Lossy compression
EXR (OpenEXR by ILM)
HDR format with lossy or lossless compression. Common in visual effects and film production
Swizzled Order
Data accessed in Z-shaped pattern
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)
Gamma and Human Perception
Humans distinguish darker tones more easily than brighter ones. This is why gamma correction is used in displays
Alpha Blending
Combines foreground and background using alpha (transparency) values
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.”
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).
Affine Transformations
Transformations where lines remain straight and parallel lines stay parallel
Rotation (Affine/Linear)
Rotates an object about its center
Scale (Affine/Linear)
Changes an object’s size
Homogeneous Coordinates
a way to represent points in 2D or 3D space using an extra coordinate.
Viewing Volume
The cube or 3D area that we see from the 2D view
Z-Axis Orientation
The z-axis points toward the camera (opposite the direction you face)
World Space Transformation
Objects are transformed from object to world space using model transformations
Camera (View) Space
a coordinate system used in computer graphics to represent objects relative to the camera
GPU Pipeline
Hardware-accelerated rendering process: Scene data → Transformations → Rasterization → Coloring → Final graphic
GPU
Generates high-quality images on the screen
Geometric Shader
Runs once per primitive (triangle, line, point) and can create more primitives, fewer primitives, or modify them.
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
Fragment Shader
2D programmable stage that outputs color for each fragment
Rasterization
Converts primitives into pixels
Primitive Clipping
Removes primitives outside canonical space
Viewport in Gasket Program
Defines where image is shown on canvas (needed even with canvas)
Flatten Function
Sends data to GPU efficiently, data is formed as a single continuous line for easy memory access
gl.drawArrays
Executes vertex shader for each vertex
gl.POINTS
Renders points
gl.LINES
Draws lines between vertex pairs (0–1)
gl.LINE_STRIP
Connects all vertices except last to first
gl.LINE_LOOP
Connects all vertices and closes the loop
Immediate Mode Graphics
Displays each point immediately
Retained Mode Graphics
Stores geometry for reuse (requires CPU→GPU transfer)
Hidden Surface Removal
Determines which surfaces are visible to viewer
Z-Buffer Algorithm
Stores depth info per pixel to resolve visibility .Clear z-buffer before redraws
Single Buffering
One buffer, less memory but more flickering
Double Buffering
Two buffers swapped for smooth display, uses twice as much memory
De Casteljau’s Algorithm
Subdivides control points to generate smooth Bezier curves
B-Spline Curves
Smooth curves satisfying partition of unity
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)
Interpolating Curves
Pass through all control points
Catmull-Clark Subdivision
Algorithm for smoothing 3D meshes by subdividing polygons
Barycentric Coordinates
a way to express the position of a point relative to the vertices of a triangle.
P=αv0+βv1+γv2
gl.TRIANGLES
Forms one triangle per three vertices
gl.TRIANGLE_STRIP
Connected triangles sharing previous two vertices
gl.TRIANGLE_FAN
Triangles sharing one central vertex
Texture Sampling
Determines color by sampling nearby pixels
Nearest-Neighbor Sampling
Picks closest pixel (blocky look)
Bilinear Filtering
Blends four nearby pixels for smoothness
Mipmaps
Pre-scaled texture levels for efficient rendering of distant objects. Reduces aliasing and improves performance
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
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
Linear transformations
must map the origin to the origin,