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Apple Graphics Library
Core OpenGL, or CGL, is Apple Inc.'s Macintosh Quartz windowing system interface to the OS X implementation of the OpenGL specification. CGL is analogous to GLX, which is the X11 interface to OpenGL, as well as WGL (API), WGL, which is the Microsoft Windows interface to OpenGL. History All windowing system interfaces to OpenGL arose out of the migration of Silicon Graphics proprietary 3D graphics application programming interface (API) IRIS GL, IrisGL to its current open standard form OpenGL. When the decision was made to make IrisGL an open standard, the primary required design change was to make this graphics standard API windowing system agnostic. All window system specific logic was therefore removed from IrisGL when moving to OpenGL. Window system logic includes any event mechanism for gathering input from devices such as keyboards and mice, as well as any window ordering or sizing logic used when drawing to a modern windowed user interface. Further, all internal management o ...
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Apple Inc
Apple Inc. is an American multinational technology company headquartered in Cupertino, California, United States. Apple is the largest technology company by revenue (totaling in 2021) and, as of June 2022, is the world's biggest company by market capitalization, the fourth-largest personal computer vendor by unit sales and second-largest mobile phone manufacturer. It is one of the Big Five American information technology companies, alongside Alphabet, Amazon, Meta, and Microsoft. Apple was founded as Apple Computer Company on April 1, 1976, by Steve Wozniak, Steve Jobs and Ronald Wayne to develop and sell Wozniak's Apple I personal computer. It was incorporated by Jobs and Wozniak as Apple Computer, Inc. in 1977 and the company's next computer, the Apple II, became a best seller and one of the first mass-produced microcomputers. Apple went public in 1980 to instant financial success. The company developed computers featuring innovative graphical user inter ...
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Alpha Compositing
In computer graphics, alpha compositing or alpha blending is the process of combining one image with a background to create the appearance of partial or full transparency. It is often useful to render picture elements (pixels) in separate passes or layers and then combine the resulting 2D images into a single, final image called the composite. Compositing is used extensively in film when combining computer-rendered image elements with live footage. Alpha blending is also used in 2D computer graphics to put rasterized foreground elements over a background. In order to combine the picture elements of the images correctly, it is necessary to keep an associated ''matte'' for each element in addition to its color. This matte layer contains the coverage information—the shape of the geometry being drawn—making it possible to distinguish between parts of the image where something was drawn and parts that are empty. Although the most basic operation of combining two images is ...
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Application Programming Interfaces
An application programming interface (API) is a way for two or more computer programs to communicate with each other. It is a type of software interface, offering a service to other pieces of software. A document or standard that describes how to build or use such a connection or interface is called an ''API specification''. A computer system that meets this standard is said to ''implement'' or ''expose'' an API. The term API may refer either to the specification or to the implementation. In contrast to a user interface, which connects a computer to a person, an application programming interface connects computers or pieces of software to each other. It is not intended to be used directly by a person (the end user) other than a computer programmer who is incorporating it into the software. An API is often made up of different parts which act as tools or services that are available to the programmer. A program or a programmer that uses one of these parts is said to ''call'' that ...
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OpenGL Utility Toolkit
The OpenGL Utility Toolkit (GLUT) is a library of utilities for OpenGL programs, which primarily perform system-level I/O with the host operating system. Functions performed include window definition, window control, and monitoring of keyboard and mouse input. Routines for drawing a number of geometric primitives (both in solid and wireframe mode) are also provided, including cubes, spheres and the Utah teapot. GLUT also has some limited support for creating pop-up menus. GLUT was written by Mark J. Kilgard, author of ''OpenGL Programming for the X Window System'' and ''The Cg Tutorial: The Definitive Guide to Programmable Real-Time Graphics'', while he was working for Silicon Graphics Inc. The two aims of GLUT are to allow the creation of rather portable code between operating systems (GLUT is cross-platform) and to make learning OpenGL easier. Getting started with OpenGL programming while using GLUT often takes only a few lines of code and does not require knowledge of opera ...
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Software Renderer
Software rendering is the process of generating an image from a model by means of computer software. In the context of computer graphics rendering, software rendering refers to a rendering process that is not dependent upon graphics hardware ASICs, such as a graphics card. The rendering takes place entirely in the CPU. Rendering everything with the (general-purpose) CPU has the main advantage that it is not restricted to the (limited) capabilities of graphics hardware, but the disadvantage is that more semiconductors are needed to obtain the same speed. Rendering is used in architecture, simulators, video games, movies and television visual effects and design visualization. Rendering is the last step in an animation process, and gives the final appearance to the models and animation with visual effects such as shading, texture-mapping, shadows, reflections and motion blur. Rendering can be split into two main categories: real-time rendering (also known as online rendering), and ...
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Rasterisation
In computer graphics, rasterisation (British English) or rasterization (American English) is the task of taking an image described in a vector graphics format (shapes) and converting it into a raster image (a series of pixels, dots or lines, which, when displayed together, create the image which was represented via shapes). The rasterized image may then be displayed on a computer display, video display or printer, or stored in a bitmap file format. Rasterization may refer to the technique of drawing 3D models, or the conversion of 2D rendering primitives such as polygons, line segments into a rasterized format. Etymology The term "rasterisation" comes . 2D Images Line primitives Bresenham's line algorithm is an example of algorithm used to render a line. Circle primitives Algorithms such as Midpoint circle algorithm are used to render circle onto a pixelated canvas. 3D images Rasterization is one of the typical techniques of rendering 3D models. Compared with other re ...
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Central Processing Unit
A central processing unit (CPU), also called a central processor, main processor or just processor, is the electronic circuitry that executes instructions comprising a computer program. The CPU performs basic arithmetic, logic, controlling, and input/output (I/O) operations specified by the instructions in the program. This contrasts with external components such as main memory and I/O circuitry, and specialized processors such as graphics processing units (GPUs). The form, design, and implementation of CPUs have changed over time, but their fundamental operation remains almost unchanged. Principal components of a CPU include the arithmetic–logic unit (ALU) that performs arithmetic and logic operations, processor registers that supply operands to the ALU and store the results of ALU operations, and a control unit that orchestrates the fetching (from memory), decoding and execution (of instructions) by directing the coordinated operations of the ALU, registers and other co ...
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Rendering (computer Graphics)
Rendering or image synthesis is the process of generating a photorealistic or non-photorealistic image from a 2D or 3D model by means of a computer program. The resulting image is referred to as the render. Multiple models can be defined in a ''scene file'' containing objects in a strictly defined language or data structure. The scene file contains geometry, viewpoint, texture, lighting, and shading information describing the virtual scene. The data contained in the scene file is then passed to a rendering program to be processed and output to a digital image or raster graphics image file. The term "rendering" is analogous to the concept of an artist's impression of a scene. The term "rendering" is also used to describe the process of calculating effects in a video editing program to produce the final video output. Rendering is one of the major sub-topics of 3D computer graphics, and in practice it is always connected to the others. It is the last major step in the gr ...
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Z-buffering
A depth buffer, also known as a z-buffer, is a type of data buffer used in computer graphics to represent depth information of objects in 3D space from a particular perspective. Depth buffers are an aid to rendering a scene to ensure that the correct polygons properly occlude other polygons. Z-buffering was first described in 1974 by Wolfgang Straßer in his PhD thesis on fast algorithms for rendering occluded objects. A similar solution to determining overlapping polygons is the painter's algorithm, which is capable of handling non-opaque scene elements, though at the cost of efficiency and incorrect results. In a 3D-rendering pipeline, when an object is projected on the screen, the depth (z-value) of a generated fragment in the projected screen image is compared to the value already stored in the buffer (depth test), and replaces it if the new value is closer. It works in tandem with the rasterizer, which computes the colored values. The fragment output by the rasterizer ...
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Stencil Buffer
A stencil buffer is an extra data buffer, in addition to the ''color buffer'' and ''Z-buffer'', found on modern graphics hardware. The buffer is per pixel and works on integer values, usually with a depth of one byte per pixel. The Z-buffer and stencil buffer often share the same area in the RAM of the graphics hardware. In the simplest case, the stencil buffer is used to limit the area of rendering (stenciling). More advanced usage of the stencil buffer makes use of the strong connection between the Z-buffer and the stencil buffer in the rendering pipeline. For example, stencil values can be automatically increased/decreased for every pixel that fails or passes the depth test. The simple combination of depth test and stencil modifiers make a vast number of effects possible (such as stencil shadow volumes, Two-Sided Stencil, compositing, decaling, dissolves, fades, swipes, silhouettes, outline drawing, or highlighting of intersections between complex primitives) though they o ...
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Framebuffer
A framebuffer (frame buffer, or sometimes framestore) is a portion of random-access memory (RAM) containing a bitmap that drives a video display. It is a memory buffer containing data representing all the pixels in a complete video frame. Modern video cards contain framebuffer circuitry in their cores. This circuitry converts an in-memory bitmap into a video signal that can be displayed on a computer monitor. In computing, a screen buffer is a part of computer memory used by a computer application for the representation of the content to be shown on the computer display. The screen buffer may also be called the video buffer, the regeneration buffer, or regen buffer for short. Screen buffers should be distinguished from video memory. To this end, the term off-screen buffer is also used. The information in the buffer typically consists of color values for every pixel to be shown on the display. Color values are commonly stored in 1-bit binary (monochrome), 4-bit palettized, 8-bit ...
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Windowing System
In computing, a windowing system (or window system) is software that manages separately different parts of display screens. It is a type of graphical user interface (GUI) which implements the WIMP (windows, icons, menus, pointer) paradigm for a user interface. Each currently running application is assigned a usually resizable and usually rectangular surface of the display to present its GUI to the user; these windows may overlap each other, as opposed to a tiling interface where they are not allowed to overlap. Usually a window decoration is drawn around each window. The programming of both the window decoration and of available widgets inside of the window, which are graphical elements for direct user interaction, such as sliders, buttons, etc., is eased and simplified through the use of widget toolkits. Technical details The main component of any windowing system is usually called the display server, although alternative denominations such as window server or composit ...
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