Computer Graphics 2
Front: Normals
Back: Normals are vectors perpendicular to a surface, used to calculate lighting and shading in 3D graphics.
Front: Right-Hand Rule
Back: The right-hand rule determines direction in 3D space: curl your fingers in the rotation direction, and your thumb points along the axis.
Front: Face Orientation in OpenGL
Back: OpenGL uses winding order (clockwise or counterclockwise) to determine whether a face is front-facing or back-facing.
Front: Culling in OpenGL
Back: Culling is the process of removing back-facing polygons to improve rendering performance.
Front: Homogeneous Coordinates
Back: Homogeneous coordinates represent 3D points using a fourth dimension to enable transformations like translation and perspective.
Front: Translation
Back: Translation moves an object to a new position in space without changing its orientation or size.
Front: Rotation
Back: Rotation turns an object around a specified axis by a given angle.
Front: Scaling
Back: Scaling changes the size of an object by enlarging or shrinking it along one or more axes.
Front: Combining Transformations
Back: Transformations are combined by multiplying their matrices in sequence; the last transformation is applied first.
Front: Model Matrix
Back: The model matrix defines the position, orientation, and scale of an object in the scene.
Front: View Matrix
Back: The view matrix represents the camera's position and orientation in the scene.
Front: Projection Matrix
Back: The projection matrix determines how a 3D scene is projected onto a 2D screen.
Front: Orthographic Projection
Back: Orthographic projection keeps parallel lines unchanged and is used for technical drawings or CAD.
Front: Axonometric Projection
Back: Axonometric projection is a type of orthographic projection that displays 3D objects with uniform scaling from specific angles, like isometric views.
Front: Oblique Projection
Back: Oblique projection skews objects to show one face fully visible while others are angled.
Front: Perspective Projection
Back: Perspective projection shrinks objects as they move farther away to create a sense of depth.