Graphics Definitions Flashcards

1
Q

Affine Combination

A

A transformation that keeps parallel lines parallel but does not keep angles the same.

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2
Q

Affine space

A

A basis in n-dimensions by which affine transformations can be defined.

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3
Q

Aliasing

A

Sampling high frequencies at low frequencies causing errors. In images this happens when more detail occurs than can be sampled by a pixel. Can mitigate with anti-aliasing.

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4
Q

Alpha Blending

A

When you have materials with transparency (alpha) and pixel colour is determined by mixing materials based on alpha.

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5
Q

Ambient reflection

A

A way to approximate global illumination by adding light regardless of whether shadow rays touch the point.

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6
Q

Anti-aliasing

A

Removing aliasing by improving sampling rates or other methods

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7
Q

B-spline

A

Parameterized curve using second-order derivatives

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8
Q

Backfacing polygons

A

[?] Faces whose normals point away from the view direction. i.e. the dot product of the normal and the view vector is positive.

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9
Q

Barrel distortion

A

Warping of the image due to glass in the lens of a physical camera.

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10
Q

Barycentric coordinates

A

[?] Coordinates within a square used to calculate linear interpolation

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11
Q

Baud rate

A

The speed at which a beam in a crt monitor covers the screen

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12
Q

Beam settling delay

A

Something about the laser in a crt

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13
Q

Beam penetration crt

A

[?]

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14
Q

Bézier

A

[?] A curve parameterized in a special way

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15
Q

bitblt

A

Not sure

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16
Q

Bresenham

A

The line for calculating which cells/voxels in a grid a line intersects with. Used for: spatial subdivision acceleration, occupancy grid mapping.

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17
Q

BRM

A

[?]

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18
Q

Bump Mapping

A

Perturbing normals when calculating lighting at a point in order to give the appearance of noisy textures

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19
Q

Button

A

a user-interface item

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20
Q

Callback routine

A

A routine that gets executed after the completion of another routine.

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21
Q

Calligraphic display

A

[?]

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22
Q

Cap Polygon

A

[?]

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23
Q

Cathode

A

Cathode Ray Tube is a style of early monitor where a laser painted the picture onto a phosphorous coated screen.

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24
Q

Chromaticity diagram

A

[?] Shows how colour can be constructed with three variables on a two-dimensional graph.

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25
Q

CIE

A

[?]

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26
Q

Collector

A

[?]

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27
Q

Collimator

A

[?]

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28
Q

Color Map

A

A range of colours that can be returned depending on a variable.

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29
Q

Compensation table

A

[?]

30
Q

Concave object

A

A line can be drawn between any two points in the object and it will not intersect the object anywhere inside.

31
Q

Convex combination

A

[?]

32
Q

Convex object

A

There exists a line through the object where it intersects with the object at more than just at the two ends of the line.

33
Q

Crossbar Switch

A

NO

34
Q

Cross Product

A

Only for two vectors in 3D space. For A, B, angle theta, and normal N:
A x B = ||A|| ||B|| cos( θ ) N

35
Q

DAC

A

[?]

36
Q

DDA

A

[?]

37
Q

Decay

A

[?]

38
Q

Deflection Coil

A

[?]

39
Q

Delta Gun

A

[?]

40
Q

Diffuse reflection

A

A term in the local lighting model approximation. Diffuse is the random lighting (i.e. is not influenced by the angle of the light hitting the surface)

41
Q

Distributed Ray Tracing

A

Kijaya’s paper. A way of generating an image by approximating lighting with rays sent from the view (rather than from the lights) in parallel and recursively.

42
Q

Dithering

A

[?] The approximation of how light decreases in intensity over distance

43
Q

DMA

A

[?]

44
Q

DMA

A

[?]

45
Q

Doping

A

Lance Armstrong

46
Q

Dot Product

A

Sum of element-wise products of two vectors. Also geometrically, the angle between two vectors.
A . B = sum_i ( a_i * b_i )
A . B = ||A|| ||B|| cos θ

47
Q

Draggin

A

[?]

48
Q

DVST

A

[?]

49
Q

ECL

A

[?]

50
Q

Electromagnetic

A

Electricity and magnetism

51
Q

Form Factor

A

[?] A relationship between a surface patch

Related: Radiosity

52
Q

Fragment Shader

A

OpenGL shader that colours between vertices by interpolating materials from vertex colours.

53
Q

Frame

A

One image in an animation

54
Q

Frame Buffer

A

[?]

55
Q

Gamma Correction

A

A way of causing changes in light intensities to appear more realistic to human eye.
I_ij = I_ij * (v_j / v_max) ^ Gamma

56
Q

GKS

A

?

57
Q

Gouraud Shading

A

A way of interprelating shading from vertices and their normals, but not phong shading…

58
Q

Gravity Field

A

Related: Physics

59
Q

Hertz

A

Rate of sampling

60
Q

Homogenous coordinates

A

?

61
Q

Opponent colours

A

A theory of colour where blue/yellow, red/green, and black/white are opposing colours detected by rods in our eyes and every colour must be along those bands.

62
Q

Phong Shading

A

Interpolating normals between verticles of surrounding normals to create smoother shading along edges.

63
Q

Phosphor

A

Chemical. Used to coat early displays because it would light up when hit by a laser (CRT)

Related: Phosphorescence, CRT

64
Q

Phosphorescence

A

The chemical reaction leading to light emitted from phosphor

Related: CRT

65
Q

Pixel

A

Picture element. Represents a single colour in an image.

66
Q

Plasma Panel

A

A type of display that …

67
Q

Radiosity

A

Method for approximating lighting. Divide surfaces into patches and calculate the light hitting each patch and the bounces of light from all other patches. Add up light. Very computationally intense when models get detailed/surfaces are not flat.

68
Q

RGB

A

Red, Green, Blue

69
Q

Shader

A

An OpenGL construct for representing light and material interactions

70
Q

Specular Reflection

A

Changes with angle of the light