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Computer Graphics
Deals with creating images using a computer, studying theory and techniques of modeling, processing, and rendering graphical objects.
Virtual World
Objective of computer graphics to build a world of graphics objects and render scenes from specific views onto a graphic device.
Frame Buffer
Area of memory storing pixel information for display, with color displays having planes defining color information.
RGB Color Model
Defines color in terms of red, green, and blue components, primary colors that produce a range of colors when mixed.
Cathode Ray Tube (CRT)
Display screen using electron beams to create images on a phosphorescent surface.
Modeling
In computer graphics, it involves the mathematical specification of shape and appearance properties stored on a computer.
Rendering
Creating shaded images from 3D computer models, inherited from art.
Animation
Technique to create motion illusion through sequences of images, involving modeling and rendering with a focus on movement over time.
User Interaction
Involves the interface between input devices, applications, and providing feedback to users through imagery and sensory feedback.
Virtual Reality
Immerses users into a 3D virtual world, requiring stereo graphics and response to head motion.
Visualization
Aims to provide insight into complex information through visual displays.
Image Processing
Manipulating images used in both graphics and vision applications.
3D Scanning
Utilizes range-finding technology to create measured 3D models.
Computational Photography
Uses computer graphics, computer vision, and image processing to capture objects, scenes, and environments in new ways.
Video Games
Increasingly using sophisticated 3D models and rendering algorithms for gameplay.
Cartoons
Often rendered from 3D models, allowing for continuous moving viewpoints.
Visual Effects
Techniques used for creating effects in films, sometimes aiming for non-realistic images.
Animated Films
Utilize computer technology for designing and animating parts and products.
CAD/CAM
Computer-aided design and computer-aided manufacturing for virtual design and manufacturing guidance.
Simulation
Represents dynamic responses of systems through computer-generated images or animations.
Medical Imaging
Creates meaningful images from scanned patient data, like CT datasets.
Information Visualization
Creates visual depictions of data that may not have a natural visual form.
Strip Charts
Device for continuous graphic recording of time-dependent data.
Pen Plotters
Computer-controlled machines for drawing graphics or text with speed and precision.
Wireframe Graphics
Representations that draw only lines, used in early computer graphics.
Sketchpad
Interactive system recognizing man-machine interaction potential, developed by Ivan Sutherland.
Raster Graphics
Images produced as an array of picture elements (pixels) in the frame buffer.
Workstations and PCs
Historically evolved from different roots, with early workstations characterized by networked connection and high interactivity, while early PCs included frame buffer as part of user memory.
Realism in Computer Graphics
Introduction of smooth shading, environment mapping, and bump mapping in the 1980s-1990s.
Geometry Pipeline
First stage in computer graphics systems for image generation based on geometric models, amenable to hardware implementation since the 1980s.
PHIGS (Programmer's Hierarchical Interactive Graphics System)
API standard for rendering 3D computer graphics in the 1980s through the early 1990s.
Networked Graphics
Techniques for creating network-enabled computer graphics and games, catering to developers and students.
Human-Computer Interface (HCI)
Focuses on the design and use of computer technology, studying interfaces between people and computers to design novel interaction technologies.
OpenGL API
Significant in computer graphics from 1990-2000, enabling graphics rendering.
Photorealism
Emphasis on realistic graphics, prominent in the 2000-2010 era.
Graphics Cards (GPU)
Dominated the market for PCs, with brands like Nvidia and ATI, in the 2000-2010 period.
Mobile Computing
Shift towards mobile devices like the iPhone in computer graphics from 2010 to the present.
Cloud Computing
Utilization of services like Amazon Web Services (AWS) in the modern era.
Virtual Reality
Introduction of technologies like Oculus Rift in computer graphics from 2010 to the present.
Artificial Intelligence
Integration of AI, Big Data, and Deep Learning in computer graphics from 2010 to the present.