Computer Graphics Part 1 (Intro)

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Computer Graphics Part 1 (Intro)
2013-04-25 06:45:45
computer graphics informatics science

University of Edinburgh School of Informartics Copmuter Graphics (Level 10) Revision Cards created by Simon M.
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  1. Classic streams of computer graphics (list all 4)
    • - 2D/3D modeling (aircraft, car manufacturing)
    • - Interactive applications (computer games, design)
    • - Realistic rendering (Lots of work at University of Utah)
    • - Computer art (many people)
  2. Application areas of CG (list all 6)
    • Computer Animation
    • Computer Games
    • Virtual Reality
    • Computer Aided Design
    • Scientific Visualization
    • Human Computer Interactions
  3. Graphics Pipeline (list the 3 stages)
    • Application Stage
    • Geometry Stage  
    • Rasterization Stage
  4. Graphics Pipeline - Application Stage (describe the two steps)
    • 1. Load data; the world geometry data base as well as user input (mice, trackers etc.)
    • 2. Initiate/change scene/view (in response to user input)
  5. Graphics Pipeline - Geometry stage (describe 3 + 1 optional steps)
    • 1. Model transformations; to object vertices; object put into scene (scaling, rotating and translating)
    • 2. View transformation (camera view)
    • (Optional. Hidden Surface Removal)
    • 3. Illumination and shading (for Gouraud shading)
  6. Graphics Pipeline - Rasterization Stage (describe 5 steps)
    • 1. Convert continuous representation (curves and lines) into discrete represenation (pixels)
    • 2. Anti-aliasing
    • 3. Texture mapping
    • 4. Bump mapping
    • 5. Illumination and Shading (for Phong shading)
  7. Anti-Aliasing (problem & technique)
    Problem: aliasing; distortion artifacts produced when representing a high-resolution signal at a lower resolution

    Technique: anti-aliasing; subdivide each pixel (sub-sample) in n regions, each pixel has a colour; then computer average colour
  8. Define "Point"
    • a location in space, 2D or 3D
    • sometimes denotes one pixel
  9. Define "line"
    • straight path connecting two points
    • infinitesimal width, consistent density
    • beginning and ending on points
  10. Define "Vertex"
    point in 3D
  11. Define "Edge"
    line in 3D connecting two vertices
  12. Define "Polygon / Face / Facet"
    • arbitrary shape formed by connected vertices
    • fundamental unit of 3D computer graphics
  13. Define "Mesh"
    set of connected polygons forming a surface (or object)
  14. Define "Rendering"
    process of generating an image from the model
  15. Define "Framebuffer, colorbuffer"
    a video output device that drives a video display from a memory containing the color for every pixel
  16. Define "Fragment"
    a surface area that corresponds to a pixel