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A collection of flashcards covering key concepts and definitions related to graphics rendering and pipeline processes.
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Bezier curves
Curves that do not interpolate all of their control points.
Blending functions
Provide a convenient basis for expressing curves in terms of the control points.
Cubic Bezier curve
A curve that has 4 control points.
Rasterization
Occurs after vertex transformation in the graphics pipeline.
Clipping
It is performed before perspective division in the graphics pipeline.
3D rendering pipeline
Primarily designed to support rasterization, not ray tracing.
Perspective transformation
It is not linear in z.
Viewport transformation
Maps from normalized device coordinates to screen space.
Antialiasing through pixel supersampling
Introduces significant computational overhead to ray tracing.
Mipmapping textures
Reduces minification artifacts.
Midpoint algorithm for rasterizing lines
Converts a line to a set of pixel fragments and can be optimized to incrementally compute the line equation.
z-buffer
Used to select which fragment to draw based on fragment depth.
Barycentric coordinates
Used to determine the position relative to a triangle.
Texture mapping
Texture mapping can add realism without increasing polygon count
Textures can be used to vary the normal over the surface of an object
Textures typically do not change object silhouettes
Textures can appear distorted if perspective correct interpolation is not employed
Textures may be 2D images or 3d solid textures
Texture coordinates
Can be interpolated from the vertices inside a triangle.
3D rendering pipeline order
Consists of modelview transformation, projection transformation, divide-by-w, and viewport transform.
Curve Polynomial interpolation
Unique n-degree polynomial interpolates n + 1 distinct data points.
Rotation matrix
Describes 2D space rotation with a single parameter and its inverse is its transpose.