Computer Graphics
temporary
- Computer Graphics Fundamentals
- scene
- rendering
- local, world, view, clip screen space
- terminologies
- interpolation
- normalizing
- vertex
- VBO, VAO, EBO, vertices, indices
- 2d/3d transformation
- coordinate system
- euler rotation
- gimbal lock
- quarternion
- why use 4d coordinate (afinne transformation)
- Render loop
- More about rendering
- transparency rendering order
- backface culling
- Graphics pipeline
- GUI
- window system
- Frame buffer, front & back buffer, vsync.
- Primitive rendering, text rendering.
- Physics and implementation
- gravity
- rigid body
- fluid
- Projection
- orthographic, near plane, far plane
- perspective, FOV
- Blurring, edge detection, filter
- Meshes
- loading
- model
- Depth buffer, buffer test, z buffer, z fighting
- scene data -> transformation -> projection to view space -> depth value formula -> depth value -> depth value testing
- Stencil testing
- Blending, color, formula
- Shader
- vertex shader
- fragment shader
- geometry shader
- Lightning
- directional, point, spotlight
- attenuation
- specular, diffuse, ambient, phong, blinn phong
- normal mapping
- parallax mapping
- HDR
- bloom
- SSAO / ambient occulsion
- g buffer and deferred shading
- Directional shadow and point shadow
- Texture Mapping / Mipmapping
- PCF
- Over/under sampling
- Peter panning
- Shadow acne
- Depth map
- Light shadow space
Computer Graphics
Main source: Cem Yuksel Introduction to Computer Graphics
This may includes source outside the main source.
Computer Graphics is the branch of computer science that deals with creating, manipulating, and displaying visual content using computers.
The overview of computer graphics process involve these 3:
- Modeling, the process of representing 3D object or scene using mathematical models such as polygons, curves, or surfaces.
- Rendering, generating 2D images from 3D object to be shown in computer screen. Rendering also simulate virtual environment such as lighting. Involves a combination of techniques such as ray tracing, rasterization, and shading.
- Animation, manipulating movement and object in 3D models to produce illusion of life and action. This can be done with keyframe, motion capture, etc.
All pages
- Computer Images (Part 1)
- Computer Images (Part 2)
- 2D Transformation
- 3D Transformation
- GPU Pipeline
- Low Level Graphics
- Curves
- Surfaces
- Textures (Part 1)
- Textures (Part 2)
- Shading (Part 1)
- Shading (Part 2)
- Rendering (Part 1)
- Rendering (Part 2)
- Ray Tracing
- Shadows
- Reflections
- Sampling
- Signal Processing
- Computer Display
- Computer Animation
- Physics-Based Animation
- Simulation