COMP GRAPHICS

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44 Terms

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Modeling

deals with the mathematical specification of shape and appearance

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computer graphics

describes the use of computers to create and manipulate images

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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

is an array of pixels

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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

is a part of a computer's memory that serves as temporary storage for data

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framebuffer.

Pixel data is stored in a region of memory called

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color buffer

At a minimum, the framebuffer must contain a

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depth buffer

stores distances from points on scene objects to the virtual camera

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stencil buffer

may be used to store values used in generating advanced effects, such as shadows,

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frame

Each of the images that is displayed is called a

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frame rate

The speed or rate at which these images appear is called the

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frames per second (FPS)

measure of frame rate

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Graphics Processing Unit

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 are called

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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

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DirectX API & High-Level Shading Language (HLSL)

used on Microsoft platforms, including the Xbox game console

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Metal API & Metal Shading Language

runs on modern Mac computers, iPhones, and iPads

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

iis cross- [latform library and 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.

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Application, Geometry processing, Rasterization, Pixel Processing

The pipeline model used in OpenGL consists of four (4) stages:

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Application

– initializing the window where rendered graphics will be displayed; sending data to the GPU

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Geometry Processing

– determining the position of each vertex of the geometric shapes to be rendered, implemented by a program known as vertex shader

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Rasterization

determining which pixels correspond to the geometric shapes to be rendered

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Pixel Processing

determining the color of each pixel in the rendered image, involving a program called a fragment shader

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window

is a graphical interface element that displays an application’s content.

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Startup

During this stage, objects are created, values are initialized

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Main Loop

This stage repeats continuously while the application is running.

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Process Input

checks if the user has performed any action that sends data to the compute

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Update

changes values of variables and objects

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Render

creates graphics that are displayed on the screen.

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Process input, Update, Render

3 substages of Main loop:

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Shutdown

This stage typically begins when the user performs an action indicating that the program should stop (

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Pygame

is a set of Python modules designed for creating video games

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point

is a location in space. It is the most basic graphical element

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main() function

Every shader must contain a

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vertex buffers

Every vertex shader that you write will use arrays of data stored in

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glVertex3f

Each of the triangle’s vertices is specified by a call to the function

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glGetUniformLocation

returns a value used to reference a uniform variable

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. Uniform variables

are global variables that can be accessed by the vertex shader or the fragment shader

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discrete

an event happens once at an isolated point in time

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continuous

an event continues happening during an interval of time