Thursday, July 29, 2010

Computer 2Dand3D Graphics

2D Graphics
Displayed representation of a scene or an object along two axes of reference: height and width (x and y).

3D Graphics
Displayed representation of a scene or an object that appears to have three axes of reference: height, width, and depth (x, y, and z).

3D Pipeline
The process of 3D graphics can be divided into three-stages: tessellation, geometry, and rendering. In the tessellation stage, a described model of an object is created, and the object is then converted to a set of polygons. The geometry stage includes transformation, lighting, and setup. The rendering stage, which is critical for 3D image quality, creates a two dimensional display from the polygons created in the geometry stage.

Alpha Blending
The real world is composed of transparent, translucent, and opaque objects. Alpha blending is a technique for adding transparency information for translucent objects. It is implemented by rendering polygons through a stipple mask whose on-off density is proportional to the transparency of the object. The resultant color of a pixel is a combination of the foreground and background color.
Typically, alpha has a normalized value of 0 to 1 for each color pixel.
new pixel = (alpha)(pixel A color) + (1 - alpha)(pixel B color)

Alpha Buffer
An extra Color channel to hold transparency information; pixels become quad values (RGBA). In a 32-bit frame buffer there are 24 bits of color, 8 each for red, green, and blue, along with an 8-bit alpha channel.

Anti-aliasing
Anti-aliasing is sub pixel interpolation, a technique that makes edges appear to have better resolution.

Atmospheric Effect
Effects, such as fog and depth cueing, that improve the rendering of real-world environments.

Bitmap
A Bitmap is a pixel by pixel image.

Bilinear Filtering
Bilinear filtering is a method of anti-aliasing texture maps. A texture-aliening artifact occurs due to sampling on a finite pixel grid. Point-sampled telexes jump from one pixel to another at random times. This aliening is very noticeable on slowly rotating or moving polygons. The texture image jumps and shears along pixel boundaries. To eliminate this problem, bilinear filtering takes a weighted average of four adjacent texture pixels to create a single telex.

BitBLTs
The BitBLT is the single most important acceleration function for windowed GUI environments. A BitBLT is simply the movement of a block of data from one place to another, taking into account the special requirements and arrangements of the graphics memory. For example, this function is utilized every time a window is moved; in which case, the BitBLT is a simple Pixel Block Transfer. More complicated cases may occur where some transformation of the source data is to occur, such as in a Color Expanded Block Transfer, where each monochromatic bit in the source is expanded to the color in the foreground or background register before being written to the display.

Blending
Blending is the combining of two or more objects by adding them on a pixel-by-pixel basis.

Bus Mastering
A feature of PCI buses that allows a card with this feature to retrieve data directly from system memory without any interaction with the host CPU

Chroma Keying
Chroma Keying or texture transparency is the ability to recognize a key color within a texture map and make it transparent during the texture mapping process. Since not all objects are easily modeled with polygons, chroma keying is used to include complex objects in a scene as texture maps.

Depth Cueing
Depth cueing is the lowering of intensity as objects move away from the viewpoint.

Dithering
Dithering is a technique for archiving 24-bit quality in 8 or 16-bit frame buffers. Dithering uses two colors to create the appearance of a third, giving a smooth appearance to an otherwise abrupt transition.

Double Buffering
A method of using two buffers, one for display and the other for rendering. While one of the buffers is being displayed, the other buffer is operated on by a rendering engine. When the new frame is rendered, the two buffers are switched. The viewer sees a perfect image all the time.

DRAM
Dynamic Random Access Memory is the memory at any location in a computer that can be accessed immediately for reading and writing operations.

EDO DRAM
A type of DRAM that has enhanced readability in the Extended-Data-Out mode.

Flat Shading
The flat shading method is also called constant shading. For rendering, it assigns a uniform color throughout an entire polygon. This shading results in the lowest quality, an object surface with a faceted appearance and a visible underlying geometry that looks 'blocky'.

Fog
Fog is the blending of an object with a fixed color as its pixels become farther away from the viewpoint.

Gamma
The characteristics of displays using phosphors (as well as some cameras) are nonlinear. A small change in voltage when the voltage level is low produces a change in the output display brightness level; but this same small change in voltage at a high voltage level will not produce the same magnitude of change in the brightness output. This effect, or actually the difference between what you should have and what you actually measured, is known as gamma.

Gamma Correction
Before being displayed, linear RGB data must be processed (gamma corrected) to compensate for the gamma (nonlinear characteristics) of the display.

Gouraud Shading

Gouraud shading, one of the most popular smooth shading algorithms, is named after its French originator, Henri Gouraud. Gouraud shading, or color interpolation, is a process by which color information is interpolated across the face of the polygon to determine the colors at each pixel. It assigns color to every pixel within each polygon based on linear interpolation from the polygon's vertices. This method improves the 'blocky' (see Flat Shading) look and provides an appearance of plastic or metallic surfaces.

Hidden Surface Removal
Hidden Surface Removal or visible surface determination entails displaying only those surfaces that are visible to a viewer because objects are a collection of surfaces or solids.

Interpolation
Interpolation is a mathematical way of regenerating missing or needed information. For example, an image needs to be scaled up by a factor of two, from 100 pixels to 200 pixels. The missing pixels are generated by interpolating between the two pixels that are on either side of the pixel that needs to be generated. After all of the 'missing' pixels have been interpolated, 200 pixels exist where only 100 existed before, and the image is twice as big as it used to be.

Lighting
There are many techniques for creating realistic graphical effects to simulate a real-life 3-D object on a 2-D display. One technique is lighting. Lighting creates a real-world environment by means of rendering the different grades of darkness and brightness of an object's appearance to make the object look solid.

Line Buffer
A line buffer is a memory buffer used to hold one line of video. If the horizontal resolution of the screen is 640 pixels and RGB is used as the color space, the line buffer would have to be 640 locations long by 3 bytes wide. This amounts to one location for each pixel and each color plane. Line buffers are typically used in filtering algorithms.

MIP Mapping
Multum in Parvum (Latin) means 'many in one'. A method of increasing the quality of a texture map by applying different-resolution texture maps for different objects in the same image, depending on their size and depth. If a texture-mapped polygon is smaller than the texture image itself, the texture map will be undersampled during rasterization. As a result, the texture mapping will be noisy and 'sparkly'. The purpose of MIP mapping is to remove this effect.

Occlusion
The effect of one object in 3-D space blocking another object from view.

Palletized Texture
Palletized Texture means compressed texture formats, such as 1-, 2-, 4-, and 8-bit instead of 24-bit; this allows more textures to be stored in less memory.

Perspective Correction
A particular way to do texture mapping; it is extremely important for creating a realistic image. It takes into account the effect of the Z value in a scene while mapping texels onto the surface of polygons. As a 3D object moves away from the viewer, the length and height of the object become compressed, making it appear shorter. Without perspective correction, objects will appear to shift and 'tear' in an unrealistic way. True perspective correction is that the rate of change per pixel of texture is proportional to the depth. Since it requires a division per pixel, perspective correction is very computing intensive.



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