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Computer Graphics Algorithms

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Bresenham's Line Algorithm

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An algorithm for drawing lines on discrete spaces such as pixel grid. It is commonly used in computer graphics for drawing line primitives.

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Gouraud Shading

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A shading technique that interpolates vertex colors across the surfaces of polygons, which are computed at each vertex as the vertex's normal.

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Ray Casting

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A rendering method that computes the path of rays from an eye point, often used for rendering scenes in 3D Computer Graphics.

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Scanline Fill Algorithm

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An algorithm used to fill polygons in raster graphics by determining which pixels within the boundaries should be colored.

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Flood Fill Algorithm

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An algorithm that fills a connected region with a single color, similar to the bucket fill tool in paint programs.

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Bezier Curve Algorithm

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A parametric curve algorithm used mainly for modeling smooth curves that can be scaled indefinitely.

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Deferred Shading

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A screen-space rendering technique that decouples scene geometry from lighting calculations, deferring the computation of lighting until after the geometry pass.

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Z-Buffering

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A technique used in rasterization algorithms for hidden surface removal, storing depth values to resolve what geometry is visible.

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Cohen-Sutherland Line Clipping

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An algorithm that determines the parts of a line that are within a certain viewing region, and efficiently excludes the rest.

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Octree Partitioning

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A spatial data structure used for partitioning a 3D space by recursively subdividing it into eight octants, which optimizes rendering by decreasing the number of calculations needed for objects not in view.

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Midpoint Circle Algorithm

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An algorithm used to determine the points needed for rasterizing a circle. It is frequently used in graphics systems for drawing circles and curves.

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Fractal Generation Algorithms

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Algorithms used to generate self-similar patterns at every scale, helpful in creating naturally-occurring patterns in computer graphics.

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Bump Mapping

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A technique in computer graphics for simulating bumps and wrinkles on the surface of an object without increasing the number of polygons.

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Shadow Mapping

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A technique used to efficiently approximate shadows in 3D computer graphics by using a depth texture from the light's viewpoint.

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Texture Mapping

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A method for adding detail, surface texture, or color to a computer-generated graphic or 3D model.

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Radiosity

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A global illumination algorithm that simulates the diffuse transfer of light by solving the rendering equation for surfaces in the scene.

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Monte Carlo Ray Tracing

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A global illumination method that uses probabilistic sampling to approximate the rendering equation for realistic light transport.

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Phong Shading

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A shading technique that interpolates surface normals across polygons and computes pixel colors based on the interpolated normals and a lighting model.

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Tessellation

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The process of subdividing a surface into smaller polygons to increase the level of detail available in a 3D mesh.

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Blinn-Phong Shading Model

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An improvement over the Phong shading model that defines the way light reflects on surfaces, providing a more computationally efficient approach to specular highlight calculation.

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