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Last updated 6:54 PM on 5/13/26
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74 Terms

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Simplified game pipeline

scene setup, scene and model parameter setup, rendering, post

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Meshes

vertices meshed together, game engines internally triangulate for optimizations and consistency

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Atomic shapes

any mesh can be decomposed into these geometric primitives with simple, convex shapes

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3D primitives

common shapes for meshes to have

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Transform

location/position, rotation/orientation, scale

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Global/world transform

relative to world origin

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Local/relative transform

relative to a parent

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Quaternion

composition of vectors (W, X, Y, Z) pointing forward and rotation around it, used more often in low

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Euler

(pitch, yaw, roll) used in high

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OpenGL

1992, standardized graphics APIs, used by Unity and usually for simpler graphics

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DirectX

Direct3D (1995) was originally a competitor to OpenGL, now used by UE4 and higher

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Vulkan

(2016) from AMD Mantle (2013) meant to balance CPU and GPU and much lower level

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Apple Metal

(2015) poor attempt to disrupt the game engine industry

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Directional light

used for sun

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Planar light

used to approximate umbrellas like in modelling

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Other parts of scene setup

volumetric fog, particle generators, decals, physics, destructibility

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Renderer

outputs image, shows 3D model, how model interacts with scene

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Materials

encode the model’s parameters e.g. textures, colors, smoothness

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Textures

images used for rendering

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Traditional 3D Graphics

materials were textures with elements and needed to be preprocessed and stored, UV maps used to apply textures to 3D models

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Texture maps

mostly shadows and bumps originally, baked textures onto materials, can fake effects, assist physically

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UV mapping

like wrapping a piece of paper with an image around a model

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UV unwrapping

flattening the model and overlaying the texture like origami

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UV/texture atlas

mapping of distinct texture/UVs of separate models onto single texture/UV map to merge textures in a scene

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Mathematical mapping

topology, mapping between coordinate systems

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Game maps

often small levels like multiplayer maps

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Diffuse map

the surface details of the model without effect of light e.g. color, texture, patterns

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Material Functions

used to transform textures

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Albedo

base color in Unity

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Specular map

how strong the surface will shine at a certain point

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Displacement map

store height information and generate depth by adding geometry when rendered

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Ambient occlusion map

approximates how bright light should be shining on any specific part of a surface

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Normal map

RGB channels are used to control direction of each pixel’s normal

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Vertex colors

give each vertex of the triangle a color and linearly interpolate along a polygon, major limitations but cheap and simple, used for dense vertex

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Global illumination

model lighting of a scene

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Shaders

info about getting everything to render and display

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Phong reflection model

an empirical model of the local illumination of points on a surface

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Blinn-Phong model

modification to the Phong model

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Interpolating

make model appear smooth around edges without geometrically smoothing

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Gouraud shading

(1971) lerps between vertices, allowed rendered models to have curves with few verts

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Phong shading

(1973) allows for interpolation with specularity

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Incident ray

light ray

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Diffuse reflections

rays that get scattered, visible details of model

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Specular reflections

rays that reflect the environment, shiny

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Medium

passing through material e.g. water or glass

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GLSL

OpenGL shader language similar to C, used if interfacing directly

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HLSL

high level shading language

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Shader graphs

make shading more accessible to high level developers

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PBR and material functions

PBR enables materials to be parameterized functions with realtime light response

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Lightmaps

dynamic vs static/baked lighting

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Camera plane

reference plane used to create image

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Camera frustum

camera’s range of vision

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Rasterizing

use z-buffer to determine layer that each slice of 3D scene is on, fast and default

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Ray-tracing

learns pixels by shooting rays from lights, slower than rasterizing

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Denoising

makes ray-tracing more feasible by filling in blanks

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2D image processing speed

very fast on modern GPUs

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Post-processing pass

set of effects applied after image rendered from 3D scene

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Ambient occlusion

draw shadows where there is a sudden change in topology given corners and blocking objects, gives exaggerated sense of depth

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Antialiasing

smooths jagged edges from limited pixels by interpolating or filtering, per-frame or temporal

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Motion blur

blurs objects moving faster than framerate can keep up with, can stylize action sequences and obscure low framerate, can cause sickness in VR

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Tonemapping

maps current color range to another, can fake HDR and make colors more natural

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Color grading

changing color and brightness parameters for a stylistic effect

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Vignette

radial effect looks like paper degradation or tunnel vision

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Depth of field

defocus things outside of focal range

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Post processing volume

list of parameters, can apply differently to various scene areas in Unreal 4

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Post processing stack

common features like anti-aliasing and bloom in Unity 2018

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OpenXR

standardizes the HMD drivers

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Principle of complexity

the more complex the individual objects in a scene are, the fewer we can have

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Object complexity factors

size relative to camera, vertex count, shape, collision complexity, resolution of maps

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Decimation

reduce vertices and recalculation of triangles

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Maps for simplification

use when material functions are unnecessary, keep high enough resolution to save RAM

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Simplifying shaders and material functions

avoid unnecessary computation, share values

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Level of detail

farther objects should have less detail for optimization

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Physically-based Rendering

model how meshes and materials interact with GI and approximate light paths