1/43
Looks like no tags are added yet.
Name | Mastery | Learn | Test | Matching | Spaced |
---|
No study sessions yet.
Modeling
deals with the mathematical specification of shape and appearance
computer graphics
describes the use of computers to create and manipulate images
Rendering
deals with the creation of shaded images from 3D computer models
Animation
a technique to create an illusion of motion through a sequence of images
raster
is an array of pixels
Resolution
is the number of pixels in the raster
precision
is the number of bits used for each pixel.
buffer
is a part of a computer's memory that serves as temporary storage for data
framebuffer.
Pixel data is stored in a region of memory called
color buffer
At a minimum, the framebuffer must contain a
depth buffer
stores distances from points on scene objects to the virtual camera
stencil buffer
may be used to store values used in generating advanced effects, such as shadows,
frame
Each of the images that is displayed is called a
frame rate
The speed or rate at which these images appear is called the
frames per second (FPS)
measure of frame rate
Graphics Processing Unit
features a highly parallel structure that makes it more efficient than CPUs for rendering computer graphics
Shaders
Programs run by GPUs are called
application programming interface (API)
defines a set of commands, functions, and protocols that can be used in interacting with an external system such as the GPU
DirectX API & High-Level Shading Language (HLSL)
used on Microsoft platforms, including the Xbox game console
Metal API & Metal Shading Language
runs on modern Mac computers, iPhones, and iPads
OpenGL (Open Graphics Library) API & OpenGL Shading Language (GLSL)
iis cross- [latform library and is the most widely adopted graphics API
graphics pipeline
is an abstract model used to describe a sequence of steps needed in rendering a three-dimensional scene.
Application, Geometry processing, Rasterization, Pixel Processing
The pipeline model used in OpenGL consists of four (4) stages:
Application
– initializing the window where rendered graphics will be displayed; sending data to the GPU
Geometry Processing
– determining the position of each vertex of the geometric shapes to be rendered, implemented by a program known as vertex shader
Rasterization
determining which pixels correspond to the geometric shapes to be rendered
Pixel Processing
determining the color of each pixel in the rendered image, involving a program called a fragment shader
window
is a graphical interface element that displays an application’s content.
Startup
During this stage, objects are created, values are initialized
Main Loop
This stage repeats continuously while the application is running.
Process Input
checks if the user has performed any action that sends data to the compute
Update
changes values of variables and objects
Render
creates graphics that are displayed on the screen.
Process input, Update, Render
3 substages of Main loop:
Shutdown
This stage typically begins when the user performs an action indicating that the program should stop (
Pygame
is a set of Python modules designed for creating video games
point
is a location in space. It is the most basic graphical element
main() function
Every shader must contain a
vertex buffers
Every vertex shader that you write will use arrays of data stored in
glVertex3f
Each of the triangle’s vertices is specified by a call to the function
glGetUniformLocation
returns a value used to reference a uniform variable
. Uniform variables
are global variables that can be accessed by the vertex shader or the fragment shader
discrete
an event happens once at an isolated point in time
continuous
an event continues happening during an interval of time