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Basic Geometry for Computer Graphics
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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.
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.
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.
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.
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.
Matrix
In computer graphics, a matrix is a rectangular array of numbers used to transform vectors, representing operations such as rotation, scaling, and translation.
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.
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.
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.
Scaling
Scaling is the process of resizing objects in computer graphics, which can be uniform in all directions or non-uniform along different axes.
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.
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.
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.
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.
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.
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.
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.
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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