Computer Graphics Practice Flashcards

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Terminology and concepts covering the rendering pipeline, algorithms, transformations, and display technologies as presented in the lecture notes.

Last updated 12:09 PM on 7/28/26
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42 Terms

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Computer Graphics

The creation, manipulation, and representation of visual images using computers.

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Pixel

The smallest unit of a digital image or display, representing a single point of colour.

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Raster Graphics

Resolution-dependent images composed of a grid of pixels, commonly found in formats like .bmp, .jpeg, and .png.

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Vector Graphics

Resolution-independent images based on mathematical formulas defining lines, curves, and polygons.

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Clipping

The process of cutting off or discarding parts of an image that lie outside a defined boundary or viewing region.

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Transformation

Operations such as translation, rotation, and scaling that change an object's position, orientation, or size.

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Projection

The mapping of 3D3D points to a 2D2D plane, categorized into Orthographic (parallel lines remain parallel) and Perspective (distant objects appear smaller).

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Z-buffering

An image-space depth management technique used to determine which objects are in front and should be visible.

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Ray Tracing

A technique that simulates light rays interacting with surfaces to produce realistic lighting, shadows, and reflections.

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Phong Shading

A shading technique that computes colour and intensity per pixel to provide accurate reflections.

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Back-face Culling

The practice of discarding polygons that are not visible to the viewer to improve rendering performance.

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Global Illumination

Techniques that simulate how light bounces between surfaces in a scene.

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OpenGL

A cross-platform API used for rendering 2D2D and 3D3D vector graphics.

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Sutherland's Graphics Workstation

The first graphics workstation, established in 19631963.

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SIGGRAPH

The first ACM conference on computer graphics held in 19691969.

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Tin Toy

A Pixar production that won an Academy Award in 19891989, marking a milestone in animation history.

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Application Stage

The software-based stage of the rendering pipeline that runs on the CPU, reading world-geometry and processing user input.

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Geometry Stage

The pipeline stage involving model transformation, shading, viewing transformation, and hidden-surface elimination.

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Rasterization Stage

The stage where vertex data is converted into pixel data, including sampling, texture mapping, and colour quantization.

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Aliasing

Distortion artefacts, such as jagged edges, that occur when a high-resolution signal is represented at a lower resolution.

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Vertex

A single point in 3D3D space.

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Mesh

A set of connected polygons that form the surface or structure of a 3D3D object.

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Raster Scan

A display method where an electron beam sweeps row by row across the screen to create an image.

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Refresh Buffer

Also called a Frame Buffer, this is an interface storing intensity values for every pixel on the screen.

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Digital Differential Analyzer (DDA)

A line-drawing algorithm based on the equation y=mx+by = mx + b that increments one axis and rounds the other to the nearest integer.

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Bresenham's Line-Drawing Algorithm

An efficient, incremental, integer-only algorithm used for line drawing that avoids expensive floating-point arithmetic.

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Translation

Moving an object by adding an offset to each vertex coordinate: P2=P1+TP_2 = P_1 + T.

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Scaling

Changing an object's size by multiplying vertex coordinates by scaling factors: x=x×sxx' = x \times s_x and y=y×syy' = y \times s_y.

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Shear

A transformation that tilts vertical or horizontal lines by changing one coordinate while preserving the other.

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Cohen-Sutherland Algorithm

A line-clipping method that divides space into 99 regions using 4bit4-bit outcodes for trivial acceptance or rejection.

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Liang-Barsky Algorithm

A parametric line-clipping approach that is significantly more efficient than Cohen-Sutherland for 2D2D and 3D3D lines.

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Sutherland-Hodgman Algorithm

A polygon-clipping algorithm that processes one window boundary at a time to generate closed polylines.

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Phong Reflection Model

A local illumination model that combines three additive components: ambient, diffuse, and specular reflection.

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Lambert's Law

States that reflected energy is proportional to the cosine of the incident angle θ\theta between the light vector and the surface normal.

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Specular Reflection

The component of lighting that models bright highlights on shiny surfaces, depending on the viewer's position.

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Mach Bands

An optical illusion that exaggerates contrast at edges between differently shaded facets, commonly seen in flat shading.

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Gouraud Shading

A colour-interpolation technique where the lighting equation is evaluated at vertices and then bilinearly interpolated across the polygon.

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Scan-Line Method

A visible surface detection method that processes depth information for only one scan-line at a time using edge and polygon tables.

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BSP Tree

Binary Space Partitioning tree; an object-space method used for static scenes to determine correct visibility through plane splitting.

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SSAA (Supersampling)

A spatial anti-aliasing technique that renders an image at a higher resolution and then downsamples it.

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TAA (Temporal Anti-Aliasing)

A post-processing anti-aliasing method that uses information from previous frames to smooth edges and reduce flicker.

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Radiosity

A rendering technique that simulates diffuse light distribution and indirect light bouncing, often used in architectural visualization.