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Computer Graphics Terms
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Screen Space Reflections
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.
Deferred Shading
A rendering technique that postpones shading calculations to a later stage, allowing complex lighting and shading techniques to be applied efficiently.
Vertex Shader
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.
Bump Mapping
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.
Tessellation
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.
Particle System
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.
Mipmapping
A technique that creates multiple scaled-down versions of textures to improve rendering efficiency and reduce aliasing when viewing an object at a distance.
Bézier Curve
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.
Compute Shader
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.
Shader
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.
Anti-Aliasing
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.
Normal Mapping
A technique used to fake the lighting of bumps and dents on textures, enhancing the illusion of depth without using more polygons, optimizing performance.
Fragment Shader
A Shader stage that processes rasterized fragments (potential pixels) to determine their final color and other attributes, crucial to achieving detailed pixel-level shading.
Procedural Generation
A method of creating data algorithmically rather than manually, widely used in games to automatically generate large amounts of content like terrain and textures.
Z-Buffering
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.
HDR Rendering
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.
Ray Tracing
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.
Texture Mapping
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.
Volumetric Lighting
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.
Global Illumination
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.
Ambient Occlusion
A shading method that simulates how light radiates in real life, particularly in corners or crevices, making game environments more immersive.
Blinn-Phong Shading
A shading model that simulates specular light reflection and is more processor-friendly than physically accurate models, used to calculate lighting in games.
Displacement Mapping
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.
Alpha Blending
The process of combining the alpha channel of one image with another background image to create the appearance of transparency or translucency.
Subsurface Scattering
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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