Introduction to Computer Graphics

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40 Terms

1

Computer Graphics

Deals with creating images using a computer, studying theory and techniques of modeling, processing, and rendering graphical objects.

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2

Virtual World

Objective of computer graphics to build a world of graphics objects and render scenes from specific views onto a graphic device.

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3

Frame Buffer

Area of memory storing pixel information for display, with color displays having planes defining color information.

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4

RGB Color Model

Defines color in terms of red, green, and blue components, primary colors that produce a range of colors when mixed.

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5

Cathode Ray Tube (CRT)

Display screen using electron beams to create images on a phosphorescent surface.

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6

Modeling

In computer graphics, it involves the mathematical specification of shape and appearance properties stored on a computer.

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7

Rendering

Creating shaded images from 3D computer models, inherited from art.

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8

Animation

Technique to create motion illusion through sequences of images, involving modeling and rendering with a focus on movement over time.

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9

User Interaction

Involves the interface between input devices, applications, and providing feedback to users through imagery and sensory feedback.

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10

Virtual Reality

Immerses users into a 3D virtual world, requiring stereo graphics and response to head motion.

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11

Visualization

Aims to provide insight into complex information through visual displays.

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12

Image Processing

Manipulating images used in both graphics and vision applications.

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13

3D Scanning

Utilizes range-finding technology to create measured 3D models.

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14

Computational Photography

Uses computer graphics, computer vision, and image processing to capture objects, scenes, and environments in new ways.

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15

Video Games

Increasingly using sophisticated 3D models and rendering algorithms for gameplay.

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16

Cartoons

Often rendered from 3D models, allowing for continuous moving viewpoints.

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17

Visual Effects

Techniques used for creating effects in films, sometimes aiming for non-realistic images.

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18

Animated Films

Utilize computer technology for designing and animating parts and products.

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19

CAD/CAM

Computer-aided design and computer-aided manufacturing for virtual design and manufacturing guidance.

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20

Simulation

Represents dynamic responses of systems through computer-generated images or animations.

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21

Medical Imaging

Creates meaningful images from scanned patient data, like CT datasets.

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22

Information Visualization

Creates visual depictions of data that may not have a natural visual form.

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23

Strip Charts

Device for continuous graphic recording of time-dependent data.

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24

Pen Plotters

Computer-controlled machines for drawing graphics or text with speed and precision.

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25

Wireframe Graphics

Representations that draw only lines, used in early computer graphics.

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26

Sketchpad

Interactive system recognizing man-machine interaction potential, developed by Ivan Sutherland.

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27

Raster Graphics

Images produced as an array of picture elements (pixels) in the frame buffer.

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28

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.

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29

Realism in Computer Graphics

Introduction of smooth shading, environment mapping, and bump mapping in the 1980s-1990s.

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30

Geometry Pipeline

First stage in computer graphics systems for image generation based on geometric models, amenable to hardware implementation since the 1980s.

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31

PHIGS (Programmer's Hierarchical Interactive Graphics System)

API standard for rendering 3D computer graphics in the 1980s through the early 1990s.

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32

Networked Graphics

Techniques for creating network-enabled computer graphics and games, catering to developers and students.

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33

Human-Computer Interface (HCI)

Focuses on the design and use of computer technology, studying interfaces between people and computers to design novel interaction technologies.

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34

OpenGL API

Significant in computer graphics from 1990-2000, enabling graphics rendering.

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35

Photorealism

Emphasis on realistic graphics, prominent in the 2000-2010 era.

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36

Graphics Cards (GPU)

Dominated the market for PCs, with brands like Nvidia and ATI, in the 2000-2010 period.

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37

Mobile Computing

Shift towards mobile devices like the iPhone in computer graphics from 2010 to the present.

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38

Cloud Computing

Utilization of services like Amazon Web Services (AWS) in the modern era.

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39

Virtual Reality

Introduction of technologies like Oculus Rift in computer graphics from 2010 to the present.

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40

Artificial Intelligence

Integration of AI, Big Data, and Deep Learning in computer graphics from 2010 to the present.

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