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Computer Graphics Terms

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Screen Space Reflections

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A graphics rendering technique for simulating reflections on surfaces by approximating the reflection based on information already rendered on the screen, often used for dynamic reflections.

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Deferred Shading

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A rendering technique that postpones shading calculations to a later stage, allowing complex lighting and shading techniques to be applied efficiently.

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Vertex Shader

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A programmable Shader stage that takes in single vertices and can transform their attributes, playing a fundamental role in defining shapes and structures in 3D rendering pipelines.

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Bump Mapping

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A method that simulates relief on a surface by affecting the surface normals, giving the appearance of a textured surface without changing the model's geometry.

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Tessellation

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The subdivision of polygonal surfaces into smaller polygons, which allows for greater detail to be dynamically added to surfaces as they become closer to the camera.

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Particle System

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A technique in computer graphics to simulate complex phenomena such as smoke, fire, and explosions, which are too irregular to easily reproduce with traditional rendering techniques.

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Mipmapping

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A technique that creates multiple scaled-down versions of textures to improve rendering efficiency and reduce aliasing when viewing an object at a distance.

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Bézier Curve

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A parametric curve that is widely used in computer graphics for modeling smooth curves, defined by a set of control points, essential in animation and modeling.

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Compute Shader

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A programmable Shader, unlike traditional vertex or pixel shaders, that is designed to take advantage of a GPU's parallel processing power to handle non-graphic tasks.

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Shader

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A piece of code run on a graphics or compute card, used to execute instructions on how to render vertices and fragments (pixels), allowing for complex visual effects.

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Anti-Aliasing

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A technique used to minimize the distortion artifacts known as aliasing when representing a high-resolution image at a lower resolution, helps in smoothing edges.

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Normal Mapping

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A technique used to fake the lighting of bumps and dents on textures, enhancing the illusion of depth without using more polygons, optimizing performance.

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Fragment Shader

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A Shader stage that processes rasterized fragments (potential pixels) to determine their final color and other attributes, crucial to achieving detailed pixel-level shading.

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Procedural Generation

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A method of creating data algorithmically rather than manually, widely used in games to automatically generate large amounts of content like terrain and textures.

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Z-Buffering

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A method for determining which objects, or parts of objects, are visible in a rendered scene by keeping track of depth information for each pixel, helping to manage occlusion.

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HDR Rendering

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High Dynamic Range Rendering is a technique that allows for a greater range of luminance levels in images, yielding more realistic scenes with enhanced lighting.

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Ray Tracing

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A rendering technique that simulates the way light interacts with objects by tracing the path of light rays, producing highly realistic images at a high computational cost.

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Texture Mapping

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The process of applying a 2D image onto a 3D model's surface to add color, detail, or other surface characteristics, crucial for creating realistic visuals in games.

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Volumetric Lighting

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A rendering technique that simulates how light behaves as it fills a space with a material such as fog or smoke, contributing to the atmosphere in games.

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Global Illumination

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A set of techniques in computer graphics that provides a more realistic lighting model by simulating the way light is reflected by surfaces in the environment.

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Ambient Occlusion

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A shading method that simulates how light radiates in real life, particularly in corners or crevices, making game environments more immersive.

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Blinn-Phong Shading

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A shading model that simulates specular light reflection and is more processor-friendly than physically accurate models, used to calculate lighting in games.

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Displacement Mapping

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A technique that uses a texture (Height map) to cause an actual geometric change in the surface of an object, adding complex surface detail that affects the silhouette.

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Alpha Blending

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The process of combining the alpha channel of one image with another background image to create the appearance of transparency or translucency.

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Subsurface Scattering

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A mechanism of light transport in which light penetrates the surface of a translucent object, scatters within the material, and exits at another location, essential for realistic rendering of materials like skin.

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