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

A

frame

22
Q

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

A

scan line

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
Q

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

A

frame buffer

26
Q

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

A

Aspect ratio

27
Q

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.

A

Aspect ratio

28
Q

HDTV, Widescreen, Smartphone (Horizontal) Aspect Ratio

A

16:9

29
Q

Smartphones (Vertical)

A

9:16

30
Q

Widescreen Computer Displays

A

16:10

31
Q

The number of bits per pixel in a frame buffer is sometimes referred to as either the

A

depth

32
Q

A frame buffer with one bit per pixel is commonly called a

A

bitmap

33
Q

a frame buffer with multiple bits per pixel is a

A

pixmap

34
Q

displays color pictures by using a combination of phosphors that emit
different‐colored light

A

CRT monitor

35
Q

The beam‐penetration method, typically used only two phosphor layers:

A

red and green

36
Q

are commonly used in raster‐scan systems (including color TV) because they produce a much wider range of colors than the beam penetration method

A

Shadow‐mask methods

37
Q

Color CRTs in graphics systems are designed as

A

RGB monitors

38
Q

High‐quality raster‐graphics systems have

A

24 bits per pixel in the frame buffer

39
Q

An RGB color system with 24 bits of storage per pixel is generally referred to as a

A

full‐color system or a true‐color system.

40
Q

refers to a class of video devices that have reduced volume, weight, and power requirements compared to a CRT

A

flat‐panel display

41
Q

are devices that convert electrical energy into light

A

The emissive displays (or emitters)

42
Q

use optical effects to convert sunlight or light from some other source into graphics patterns.

A

Nonemissive displays (or nonemitters)

43
Q

Plasma panels, also called

A

gas‐discharge displays

44
Q

are constructed by filling the region between two glass plates with a mixture of gases that usually includes neon

A

Plasma panels

45
Q

are commonly used in small systems, such as laptop computers and calculators.

A

Liquid‐crystal displays (LCDs)

46
Q

a special‐purpose processor, called the

A

video controller or display
controller

47
Q
A