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Basic Geometry for Computer Graphics
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Ray Tracing
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.
Translation
Translation is the process of moving a shape or object in 3D space along a vector in computer graphics, without changing its orientation.
Bezier Curve
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.
Polygon
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.
Vertex
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.
Texture Mapping
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.
Matrix
In computer graphics, a matrix is a rectangular array of numbers used to transform vectors, representing operations such as rotation, scaling, and translation.
Normal
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.
Vector
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.
Bump Mapping
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.
Scaling
Scaling is the process of resizing objects in computer graphics, which can be uniform in all directions or non-uniform along different axes.
Orthographic Projection
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.
Perspective Projection
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.
Rotation
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.
Frustum
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.
Z-buffering
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.
Anti-aliasing
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.
Shader
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.
UV Coordinates
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.
Displacement Mapping
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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