Introduction to Computer Graphics and Visual Computing Flashcards

1
Q

Mathematics and Algorithms that define 2D and 3D Geometric Objects

A

Geometric Modeling

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2
Q

Methods for creating graphics data via user input

A

Human Computer Interaction

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3
Q

Math, physics and algorithms that specify how light interacts with matter

A

Lighting and Shading

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4
Q

Algorithms that take geometry, lighting, shading and viewing information
and generate an image

A

Rendering

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5
Q

Techniques for visually communicating and exploring scientific, medical or
abstract data

A

Visualization and Visual Analytics

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6
Q

Study of how humans perceive light and information

A

Perception

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7
Q

Using physics to make models move

A

Simulation

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8
Q

Designing software and hardware systems to implement graphics
algorithms

A

Software and Hardware

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9
Q

is an American computer scientist and Internet pioneer, widely regarded
as a pioneer of computer graphics.

A

Ivan Edward Sutherland

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10
Q

Lossy, jaggies when
transforming, good for
photos.

A

Raster

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11
Q

Non-lossy, smooth when
scaling, good for line art and
diagrams.

A

Vector

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12
Q

the operation of most video
monitors was based on the standard

A

cathode-ray tube (CRT) design

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13
Q

have become significantly more popular due to their reduced power consumption and thinner designs

A

flat-panel displays

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14
Q

the frequency at which a picture is redrawn on the screen is referred to as the

A

refresh rate

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15
Q

how long they continue to emit light (that is, how long it is before all excited electrons have returned to the ground state) after the CRT beam is removed.

A

persistence

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16
Q

is defined as the time that it takes the emitted light from the screen to decay to one‐tenth of its original intensity

A

persistence

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17
Q

The maximum number of points that can be displayed without overlap on a CRT is referred to as the

A

resolution

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18
Q

The most common type of graphics monitor employing a CRT is the

A

raster-scan display

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19
Q

In a raster‐scan system, the electron beam is swept across the screen, one
row at a time, from

A

top to bottom

20
Q

Picture definition is stored in a memory area called the

A

refresh buffer or frame buffer

21
Q

refers to the total screen area

22
Q

Each row in a raster-scan display is referred to as a

23
Q

Each screen spot that can be illuminated by the electron beam is referred to as a

A

pixel or pel

24
Q

Since the refresh buffer is used to store the set of screen color values, it is also sometimes called a

A

color buffer

25
Also, other kinds of pixel information, besides color, are stored in buffer locations, so all the different buffer areas are sometimes referred to collectively as the
frame buffer
26
which is now often defined as the number of pixel columns divided by the number of scan lines that can be displayed by the system
Aspect ratio
27
can also be described as the number of horizontal points to vertical points (or vice versa) necessary to produce equal‐length lines in both directions on the screen.
Aspect ratio
28
HDTV, Widescreen, Smartphone (Horizontal) Aspect Ratio
16:9
29
Smartphones (Vertical)
9:16
30
Widescreen Computer Displays
16:10
31
The number of bits per pixel in a frame buffer is sometimes referred to as either the
depth
32
A frame buffer with one bit per pixel is commonly called a
bitmap
33
a frame buffer with multiple bits per pixel is a
pixmap
34
displays color pictures by using a combination of phosphors that emit different‐colored light
CRT monitor
35
The beam‐penetration method, typically used only two phosphor layers:
red and green
36
are commonly used in raster‐scan systems (including color TV) because they produce a much wider range of colors than the beam penetration method
Shadow‐mask methods
37
Color CRTs in graphics systems are designed as
RGB monitors
38
High‐quality raster‐graphics systems have
24 bits per pixel in the frame buffer
39
An RGB color system with 24 bits of storage per pixel is generally referred to as a
full‐color system or a true‐color system.
40
refers to a class of video devices that have reduced volume, weight, and power requirements compared to a CRT
flat‐panel display
41
are devices that convert electrical energy into light
The emissive displays (or emitters)
42
use optical effects to convert sunlight or light from some other source into graphics patterns.
Nonemissive displays (or nonemitters)
43
Plasma panels, also called
gas‐discharge displays
44
are constructed by filling the region between two glass plates with a mixture of gases that usually includes neon
Plasma panels
45
are commonly used in small systems, such as laptop computers and calculators.
Liquid‐crystal displays (LCDs)
46
a special‐purpose processor, called the
video controller or display controller
47