Introduction to Computer Graphics Flashcards

(50 cards)

1
Q

combining hardware approaches with software algorithms to facilitate the manipulation of visual information

A

Computer Graphics

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2
Q

Sub Areas of Computer Graphics (4)

A

(HIAA)

  1. Hardware and system architecture
  2. Image synthesis
  3. Animation
  4. Application
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3
Q

Applications of Computer Graphics(8)
___ ___: point and click, des-top publishing
____ ____ ____: (in business, science, engineering). Goal is to summarize info, outlines trends, and help decisions.
____ ____ ____: one of the earlies application
_____ & _____: for visualization and entertainment
______: Medical imagining, training, computer-aided surgery, telemedicine
____&____
_______

A

(USCSEMC)

User interface
Interactice plotting/drawing
Computer-aided design
Simulation and Animation
Education adn training
Medicine
Communication

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4
Q

Computer Graphics: Main Tasks(3)

A

(MRA)

Modeling
Rendering (Image synthesis)
Animation

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4
Q
A
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5
Q

Design of an aritificial object; using real object models obtained by Computer Vision; recovered 3D surface model

A

Modeling

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6
Q

Mapping texture onto the recoverer surface

A

3D Modeling

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7
Q

Generating 2D images of the modeled 3D object

A

Rendering

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8
Q

Rendering includes five (5):

A

(VPI SR)

Viewing model
Projection model
Illumination model
Shading model
Rasterization model

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9
Q

In rendering it asks where is the camera that takes the picture, how is it oriented?

A

Viewing model

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10
Q

in rendering it asks what are the camera parameteres, like lens type, aperture

A

Projection model

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11
Q

in rendering, it asks what are the lighting conditions

A

Illumination model

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12
Q

in rendering, it asks about the material, reflectance, secularities, texture.

A

Shading model and surface properties

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13
Q

in rendering, its where from 2D continuous images to discretized image in the frame buffer

A

Razterization

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14
Q

Modeling and rendering objects with attributes that change over time (postion, geometry, topology, color, texture, etc.)

A

animation

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15
Q

Goal: portability standard graphics functions are independent of programming language, binding are defined for various languares (GKS, PHIGS, OpenGL, Java3D)

A

Graphics Standard

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16
Q

Graphic Standards (4)

A

GKS
PHIGS
OpenGL
Java3D

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17
Q

Goal of Graphic Standard: portability, standard graphics functions are ____ of programming language, binding are defined for various languages

A

independent

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18
Q

The graphics standard provides specification for basics functions.

To insure independece and portability, there is ____ ____ for graphics interface to output devices, image format, or transfer protocols

A

no standard

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19
Q
  • For use in high-level programming language
  • By programmers
A

General purpose API

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20
Q

Computer graphics has ____ nature

A

interdisciplinary

21
Q

is the technology that enables remotely located users to share the same virtualized environment in real time

A

TeleImmersion

22
Q

who is responsible for the earli architecture of early graphics systems?

Host -> Digital to Analog -> CRT

23
Q

Father of Computer Graphics

A

Ivan Sutherland, MIT, 1963

24
# Graphics Systems Architecture special purpose graphics processor. Has **instructions to display primitive on CRT**. Repetitive execure Display Lists at rate sufficient to avoid flicker
Display Processor (DP)
25
# Graphics Systems Architecture contains segment definitions
Display Lists (DL)
26
became feasable when memory costs dropped (mid 70s)
Raster Graphics
27
In Raster Graphics, electron beams scans regular patter of horizontal ____ ____
Raster Lines (rl)
28
____ are individual dots or raster lines
pixels
29
____ is array of pixels
picture
30
- most common 1990s - 2000s - Phosphorus compound deposited on screen - Electron gun emits electron beam when heated - when beam hits screen pixel light up - beam go in order: line by line, pixel by pixel
CRT Display
30
31
In CRT display, its consists of all scan lines
Frame
32
In CRT display, the pattern created on the screen
Picture
32
In CRT display, the time it takes for a pixel to loose 10% of its original energy
Persistence
33
- prescribes the pattern that the electron beam must draw - core of the graphics hardware - stores the discretized picture
Frame Buffer (FB)
34
Frame Buffer is implemented with special memory that enables fast redisplay (2):
VRAM DRAM
35
defined by number pixels
Frame Buffer Spatial Resolution
36
defined by Fb depth, number bits per pixel
Frame Color Resolution
37
**conversion of 2d geometric primitives** and their **attributes** to ***pixels assignments*** and color in the FB
Razterization
38
**Controls operation of the display**, can access FB directly
Video Controller
39
39
Same set of operations (transformations) are applied thousands, millions of data primitives
Pipeline Architecture (PA)
40
Pipeline Architecture: Fundamental Operations (4)
(TCPR) Transformation Clipping Projection Rasterization
41
41
Pipeline Architecture: Fundamental Operations modeling/viewing
Transformation
42
Pipeline Architecture: Fundamental Operations ignore further considerations all parts that are not in gield of view
Clipping
43
Pipeline Architecture: Fundamental Operations from 3D to continuous 2D geometry
Projection
44
from continuous 2D geometry to pixels in the frame buffer
Rasterization
45