# Computer Graphics Part 1 (Intro)

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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)
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
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
 Author: simon123 ID: 215616 Card Set: Computer Graphics Part 1 (Intro) Updated: 2013-04-25T10:45:45Z Folders: Description: University of Edinburgh School of Informartics Copmuter Graphics (Level 10) Revision Cards created by Simon M. Show Answers: