cps 511 final

0.0(0)
studied byStudied by 0 people
0.0(0)
full-widthCall Kai
learnLearn
examPractice Test
spaced repetitionSpaced Repetition
heart puzzleMatch
flashcardsFlashcards
GameKnowt Play
Card Sorting

1/99

encourage image

There's no tags or description

Looks like no tags are added yet.

Study Analytics
Name
Mastery
Learn
Test
Matching
Spaced

No study sessions yet.

100 Terms

1
New cards

Graphics Pipeline Diagram

A flowchart showing how 3D data becomes a 2D image (modeling → viewing → projection → clipping → rasterizing → shading → output).

2
New cards

Modeling Stage

Places objects into the world using transforms like scale, rotate, translate.

3
New cards

Viewing Stage

Moves and orients the camera so the world is seen from the correct viewpoint.

4
New cards

Projection Stage

Converts 3D view into a 2D image using orthographic or perspective projection.

5
New cards

Clipping Stage

Removes geometry outside the camera frustum so only visible objects are processed.

6
New cards

Rasterization Stage

Converts triangles into fragments/pixels.

7
New cards

Shading Stage

Computes lighting and color for each visible fragment.

8
New cards

Output Stage

Displays the final processed pixels onto the screen.

9
New cards

Object Coordinates

Local coordinate system of an individual model before being placed in the world.

10
New cards

World Coordinates

Shared scene coordinate system where all objects exist together.

11
New cards

Camera/Eye Coordinates

Coordinates expressed relative to the camera’s position and orientation.

12
New cards

Clip Coordinates

4D coordinates after projection but before perspective division used for clipping.

13
New cards

NDC Coordinates

Standardized cube (−1 to 1) representing visible space after perspective division.

14
New cards

Screen Coordinates

Pixel coordinates after mapping NDC to the viewport.

15
New cards

Transformations Between Coordinate Systems

Matrices that convert points from object → world → eye → clip → NDC → screen.

16
New cards

Rasterization

The process of turning triangles into pixel-sized fragments.

17
New cards

Lighting/Shading

Calculating brightness and color per fragment based on lights and materials.

18
New cards

Visible Surface Determination

Algorithms deciding which surfaces are in front.

19
New cards

Rasterization Diagram

A triangle filled pixel-by-pixel.

20
New cards

Lighting Diagram

Shows light direction, normal, and reflection.

21
New cards

Visibility Diagram

Shows occlusion using depth.

22
New cards

Fixed Pipeline Stages

Non-programmable GPU stages such as clipping, rasterizing, depth testing.

23
New cards

Translation Matrix

A matrix that moves an object in x, y, and z.

24
New cards

Rotation Matrix

A matrix that rotates an object around an axis.

25
New cards

Scaling Matrix

A matrix that enlarges or shrinks an object.

26
New cards

Combining Transformations

Applying transforms in sequence where the order affects the result.

27
New cards

Transformation Sequence

Ordered list of transforms like scale → rotate → translate.

28
New cards

Camera Position

The eye location in world coordinates.

29
New cards

Look-at Point

The point the camera is aimed at.

30
New cards

Up Vector

The direction that defines “up” for the camera.

31
New cards

Camera Basis (u,v,w)

Camera’s right, up, and backward axes used to build the view matrix.

32
New cards

gluLookAt

Function that constructs the viewing transformation matrix.

33
New cards

Viewing Formula V = R T

Viewing transformation equals rotation times translation.

34
New cards

Ortho Matrix Derivation

Built using translate, scale, and reflect operations to normalize the view volume.

35
New cards

Similar Triangles Projection

Reason distant objects appear smaller based on triangle proportions.

36
New cards

Homogeneous Coordinates

4D representation needed for translation and perspective in matrix form.

37
New cards

W Component

Stores depth information for perspective foreshortening.

38
New cards

Perspective Division

Dividing x,y,z by w to apply perspective effects.

39
New cards

Perspective Projection Matrix

Built from scaling, shearing, and translating to form a frustum.

40
New cards

Global Illumination

Lighting model including indirect light bounces.

41
New cards

Local Illumination

Lighting based only on direct light.

42
New cards

Ambient Term

Constant background light applied everywhere.

43
New cards

Diffuse Term

Light depending on angle between normal and light direction.

44
New cards

Specular Term

Shiny highlight depending on viewer and reflection vector.

45
New cards

Phong Dot Products

n·l and r·v calculations determining diffuse and specular lighting.

46
New cards

Phong Diagram

Diagram showing normal, light, view, and reflection directions.

47
New cards

Calculator Use

Needed for Phong calculations when numbers are provided.

48
New cards

Flat Shading

Lighting once per polygon producing faceted surfaces.

49
New cards

Gouraud Shading

Lighting per vertex then interpolated across the polygon.

50
New cards

Phong Shading

Lighting per fragment giving smooth, accurate results.

51
New cards

BRDF

Function describing how surfaces reflect light in different directions.

52
New cards

Texture Mapping Basics

Applying a 2D image onto a 3D object using texture coordinates.

53
New cards

Texture Coordinate Systems

Texture space (s,t), parametric space (u,v), object space, screen space.

54
New cards

Two-Part Mapping

Mapping texture to an intermediate shape then onto a complex object.

55
New cards

Environment Mapping

Using cube or sphere maps to simulate reflections.

56
New cards

Bump Mapping

Fake bumps by modifying surface normals using a texture.

57
New cards

Minification Problem

Too many texels per pixel causing aliasing.

58
New cards

Magnification Problem

Too few texels per pixel causing pixelation.

59
New cards

Mipmapping

Multiple resolutions of textures used to reduce aliasing at distance.

60
New cards

Anisotropic Filtering

Improves texture quality at steep viewing angles.

61
New cards

Cohen–Sutherland Clipping

Line clipping using region outcodes.

62
New cards

Sutherland–Hodgman Clipping

Polygon clipping by clipping against each plane sequentially.

63
New cards

DDA Algorithm

Line rasterization using incremental steps.

64
New cards

Bresenham’s Algorithm

Efficient line rasterization choosing nearest integer pixel.

65
New cards

Triangle Rasterization

Determining which pixels lie inside a triangle.

66
New cards

Inside/Outside Tests

Using edge functions or barycentric coordinates to test containment.

67
New cards

Polygon Rasterization

Filling polygons by splitting into triangles or scanning.

68
New cards

Tile-Based Rasterization

Dividing the screen into small tiles for efficient rasterization.

69
New cards

Viewport Transform Matrix

Converts NDC coordinates to actual screen pixel positions.

70
New cards

Back-Face Culling

Removing triangles facing away from the camera.

71
New cards

Painter’s Algorithm

Draw far objects first then near ones.

72
New cards

Z-Buffer Algorithm

Keeps the closest fragment by comparing depth values.

73
New cards

Depth Non-Linearity

Z precision is higher near the camera and lower far away.

74
New cards

Anti-Aliasing Basics

Techniques for reducing jagged edges.

75
New cards

Primitive Assembly

Combining vertices into triangles or lines.

76
New cards

View-Volume Clipping

Removing geometry outside the canonical view volume.

77
New cards

Perspective Division Stage

Converts clip coordinates into NDC by dividing by w.

78
New cards

Viewport Transformation Stage

Converts NDC to screen coordinates.

79
New cards

Rasterization Stage

Converts primitives into fragments for shading.

80
New cards

Interpolated Attributes

Values like depth, color, and texcoords interpolated across triangles.

81
New cards

1/w Interpolation

Required for correct perspective texture mapping and depth interpolation.

82
New cards

Programmable Pipeline Stages

Vertex and fragment shaders that can run user-defined code.

83
New cards

Fixed Pipeline Stages

Stages that cannot be programmed (clip, rasterize, depth test).

84
New cards

Vertex Shader

Processes each vertex and outputs clip-space position and varyings.

85
New cards

Vertex Shader Inputs

Position, normal, texcoord, and other per-vertex attributes.

86
New cards

Vertex Shader Outputs

Clip-space position and interpolated varyings.

87
New cards

Fragment Shader

Computes final per-pixel color using interpolated data.

88
New cards

Fragment Shader Inputs

Interpolated varyings like color, texcoords, normals.

89
New cards

Fragment Shader Outputs

Final pixel color written to the framebuffer.

90
New cards

Uniform Variables

Constant values used by all shader invocations (lights, matrices, etc.).

91
New cards

Varying/In-Out Variables

Data passed from vertex to fragment shader via interpolation.

92
New cards

Rasterizer Interpolation

Hardware computes how varyings change across a triangle.

93
New cards

Per-Fragment Phong

Phong lighting computed in the fragment shader for accuracy.

94
New cards

Eye-Space Position in Shaders

Vertex shader passes eye-space coordinates for lighting math.

95
New cards

Normals in Shaders

Vertex shader outputs normals for interpolation and fragment lighting.

96
New cards

Ray Tracing Algorithm

Simulates rays to compute lighting, shadows, reflections, and refractions.

97
New cards

Primary Rays

Rays cast from the camera through each pixel.

98
New cards

Secondary Rays

Reflection, shadow, and refraction rays spawned after intersections.

99
New cards

Ray Tracing Diagram

Illustration of rays hitting surfaces and bouncing.

100
New cards

Ray Tracing Pseudocode

Step-by-step outline of casting rays and computing color recursively.