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Basic Geometry for Computer Graphics

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Normal

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A normal is a vector that is perpendicular to the surface of a shape or polygon in computer graphics, often used for calculating lighting and shading effects.

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Vector

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A vector in computer graphics is a quantity defined by both magnitude and direction, often used to represent positions, directions, and velocities within 3D space.

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Texture Mapping

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Texture mapping is a technique in computer graphics for adding detail, surface texture, or color to a 3D model's surface by wrapping a 2D image around it.

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Bezier Curve

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A Bezier curve is a parametric curve frequently used in computer graphics for modeling smooth curves that can be scaled indefinitely and are defined by control points.

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Ray Tracing

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Ray tracing is a rendering technique in computer graphics that simulates the way rays of light interact with objects in a scene to produce realistic images, accounting for effects like reflection and refraction.

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Translation

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Translation is the process of moving a shape or object in 3D space along a vector in computer graphics, without changing its orientation.

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Vertex

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A vertex is a point in 3D space, often defined by x, y, and z coordinates, and is a fundamental building block of computer graphic shapes and models.

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Matrix

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In computer graphics, a matrix is a rectangular array of numbers used to transform vectors, representing operations such as rotation, scaling, and translation.

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Polygon

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A polygon is a plane figure that is bounded by a finite chain of straight line segments, used in computer graphics to construct the surfaces of 3D objects.

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Bump Mapping

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Bump mapping is a technique in computer graphics used to create the illusion of depth and texture on the surface of a 3D model using variations in brightness and color without actually changing the model's geometry.

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Perspective Projection

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Perspective projection is a method in computer graphics that simulates the way objects appear to get smaller as they get further away, creating a sense of depth in a scene.

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Scaling

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Scaling is the process of resizing objects in computer graphics, which can be uniform in all directions or non-uniform along different axes.

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Rotation

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Rotation is the process of turning an object around an axis in computer graphics, which can be described by a rotation matrix or a quaternion.

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Orthographic Projection

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Orthographic projection is a method in computer graphics that represents three-dimensional objects with two-dimensional views where the perspective is not distorted by distance.

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Z-buffering

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Z-buffering is a depth control technique in computer graphics used to determine whether a pixel should be drawn or not based on its depth relative to other pixels.

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Frustum

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A frustum in computer graphics is a geometric form that represents the visible area of space in a perspective projection, resembling a truncated pyramid in 3D space.

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Anti-aliasing

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Anti-aliasing is a technique used in computer graphics to reduce the visual distortion known as 'aliasing' caused by high-frequency patterns or sharp edges.

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UV Coordinates

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UV coordinates in computer graphics are the two-dimensional coordinates used to map textures to a 3D model's surfaces, analogous to latitude and longitude on a globe.

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Shader

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A shader is a type of computer program used in computer graphics to determine the final look of a scene by controlling how pixels and vertices are processed on the GPU.

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Displacement Mapping

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Displacement mapping is a technique in computer graphics used to add geometric detail to surfaces by using a texture map to modify the position of vertices on the modeled surface.

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