Computer Graphics 1

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01 Handout 1 - Introduction to Computer Graphics.

Last updated 5:55 AM on 9/6/26
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52 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

an array of pixels (picture elements) displayed on a screen, arranged in a grid with two (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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RGB values

0 - indicates that no amount of color exists
1 - represents that color is displayed at full intensity

<p>0 - indicates that no amount of color exists<br>1 - represents that color is displayed at full intensity</p>
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Resolution

is the number of pixels in the raster

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Precision

is the number of bits used for each pixel

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Buffer
(data buffer or buffer memory)

is a 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

  • may contain multiple buffers that store different types of data for each pixel


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Color Buffer

  • stores RGB values

  • at minimum, the framebuffer must contain this


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Depth Buffer

  • stores distances from points on scene objects to the virtual camera.

  • determine whether the object’s points are in front of or behind other objects

    • from the camera 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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Frame

A single image that is displayed in animations

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Frame Rate

  • the speed or rate at which images appear in an animation

  • measured in frames per second (FPS)


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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

  • used to perform many different computations required in the rendering process


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Application Programming Interface

(API)

  • implemented by Shader programming languages

  • 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)

API and their shader language:

  • used on Microsoft platforms, including the Xbox game console


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Metal API & Metal Shading Language

API and their shader language:

  • runs on modern Mac computers, iPhones, and iPads


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

API and their shader language:

  • a cross platform library

    • is the most widely adopted graphics API


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Graphics Pipeline

  • is an abstract model used to describe a sequence of steps needed in rendering a three-dimensional scene

  • pipelining enables a computational task to be split into subtasks thus increasing overall efficiency

  • increase the efficiency of the rendering process, enabling images to be displayed at faster rates


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Application

4 stages of pipeline model used in OpenGL:

  • initializing the window where rendered graphics will be displayed

  • sending data to the GPU


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Geometry Processing

4 stages of pipeline model used in OpenGL:

  • determining the position of each vertex of the geometric shaped to be rendered

    • implemented by a program known as vertex shader


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Rasterization

4 stages of pipeline model used in OpenGL:

  • determining which pixels correspond to the geometric shapes to be rendered


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Pixel Processing

4 stages of pipeline model used in OpenGL:

  • determining the color of each pixel in the rendered image

    • involving a program called a fragment shader


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Creating a window where the rendered graphics will be displayed

Stage 1: Application:

  • the window must be initialized to read the graphics from the GPU framebuffer

  • for animated and interactive applications, the main application contains a loop that repeatedly re-renders the scene, usually aiming for a rate of 60 FPS


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Reading data required for the rendering process

Stage 1: Application:

  • data may include vertex attributes which is stored in vertex buffer objects (VBOs).

  • stores images to be used as textures in texture buffers

  • source code for the vertex shader and fragment shader programs need to be sent to the GPU, compiled, and loaded


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Vertex Attribute

describe the appearance of the geometric shapes being rendered


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Vertex Buffer Objects

(VBOs)

a GPU memory buffers used to store vertex attribute data


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Texture Buffers

stores images to be used as textures

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Sending data to the GPU

Stage 1: Application:

  • application needs to specify the associations between attribute data stored in VBOs and attribute variables in the vertex shader program.

  • a single geometric shape may have multiple attributes for each vertex (such as position and color).

  • the corresponding data is streamed from buffers to variables in the shader during rendering.

  • frequently, it is also necessary to work with many sets of such associations.

  • multiple geometric shapes may be rendered by the same shader program

  • each shape may also be rendered by different program

  • these set of associations can be managed using vertex array objects (VAOs)


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Vertex Array Objects

(VAOs)

stores the information of the sets of associations and can be activated and deactivated as needed during the rendering process

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Mesh

  • the shape of a geometric object is defined by ___

  • a collection of points that are grouped into lines or triangles


<ul><li><p>the shape of a geometric object is defined by ___</p></li><li><p>a collection of points that are grouped into lines or triangles</p></li></ul><p></p>
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Vertex

  • the properties or attributes that are specific to rendering each individual point are grouped together into a data structure called ___

  • should contain the three-dimensional position of the corresponding point.

Includes:

  • a color to be used when rendering the point

  • Texture coordinates (or UV coordinates)

  • a normal vector


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Texture Coordinates

(or UV Coordinates)

indicate a point in an image that is mapped to the vertex


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Normal Vector

indicates the direction perpendicular to a surface and is typically used in lighting calculations


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Wireframe
Vertex Colors

Texture

with Lighting Effects 🍒

figures that illustrated different renderings of a sphere that make use of these attributes

<p>figures that illustrated different renderings of a sphere that make use of these attributes </p>
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Model Transformation

Stage 2: Geometry Processing

  • the collection of points defining the intrinsic shape of an object may be translated, rotated, and scaled

  • the object appears to have a particular location, orientation, and size with respect to a virtual three-dimensional world

  • the coordinates expressed from this frame of reference are in world space


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World Space

the origin is at the center of the scene

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View Transformation

Stage 2: Geometry Processing

  • coordinates in this context are said to be in view space


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View Space

(or camera space, or eye space)

is the result when world-space coordinates are transformed to coordinates in front of the user’s view

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Projection Transformation

Stage 2: Geometry Processing

  • coordinates expressed at this stage are in clip space


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Clip Space

any points outside the specified region are discarded or clipped from the scene


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Stage 3: Rasterization

  • once the vertex shader has specified the final positions of each vertex, the rasterization stage begins.

  • the points themselves must first be grouped into the desired type of geometric primitive: points, lines, or triangles, consisting of sets of 1, 2, or 3 points

  • for lines and triangles, additional information must be specified

    • For example: an array of points [A, B, C, D, E, F] is to be grouped into lines

    • they could be grouped in disjoint pairs, such as (A, B), (C, D), (E, F), producing a set of disconnected line segments

    • the could also be grouped in overlapping pairs such as (A, B), (B, C), (C, D), (D, E), (E, F)



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Line Strip

  • a set of connected line segments

  • array of points are grouped in overlapping pairs


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Primitive Assembly

process of grouping points into geometric primitives

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Fragment

  • is created for each pixel corresponding to the interior of a shape

  • a collection of data used to determine the color of a single pixel in a rendered image


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Raster Position

  • also called pixel coordinates

  • the data stored in a fragment always includes __


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Fragment Shader

a program applied to each of the fragments to calculate their final color.


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Stage 4: Pixel Processing

primary purpose of this stage is to determine the final color of each pixel, storing this data in the color buffer within the framebuffer.

  • this calculation may involve a variety of data stored in each fragment, in combination with data globally available during rendering

    • a base color applied to the entire shape

    • colors stored in each fragment (interpolated from vertex colors)

    • textures (images applied to the surface of the shape), where colors are sampled from locations specified by texture coordinates

    • light sources, whose relative position and/or orientation may lighten or darken the color, depending on the direction the surface is facing at a point, specified by normal vectors