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This is a glossary of terms relating to computer graphics. For more general computer hardware terms, see glossary of computer hardware terms. 0–9 A B C D E F G H I K L M N O P Q R S T ...
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Computer Graphics
Computer graphics deals with generating images and art with the aid of computers. Computer graphics is a core technology in digital photography, film, video games, digital art, cell phone and computer displays, and many specialized applications. A great deal of specialized hardware and software has been developed, with the displays of most devices being driven by graphics hardware, computer graphics hardware. It is a vast and recently developed area of computer science. The phrase was coined in 1960 by computer graphics researchers Verne Hudson and William Fetter of Boeing. It is often abbreviated as CG, or typically in the context of film as Computer-generated imagery, computer generated imagery (CGI). The non-artistic aspects of computer graphics are the subject of Computer graphics (computer science), computer science research. Some topics in computer graphics include user interface design, Sprite (computer graphics), sprite graphics, raster graphics, Rendering (computer graph ...
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Mudbox
Mudbox is a proprietary computer-based 3D sculpting and painting tool. developed by Autodesk, Mudbox was created by Skymatter, founded by Tibor Madjar, David Cardwell and Andrew Camenisch, former artists of Weta Digital, where the tool was first used to produce the 2005 Peter Jackson remake of ''King Kong''. Mudbox's primary application is high-resolution digital sculpting, texture painting, displacement map creation, and normal map creation, although it is also used as a design tool. History Mudbox was developed by Skymatter in New Zealand as the founders David Cardwell, Tibor Madjar and Andrew Camenisch were working on ''The Lord of the Rings'' at Weta Digital circa 2001. They created the software to expand their own toolsets, and Mudbox was first used as a complete product in the 2005 film ''King Kong''. The beta was released in May 2006, followed by version 1.0 in mid-February 2007. On August 6, 2007, Autodesk announced the acquisition of Skymatter. Since 2020, n ...
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3D Graphics Pipelines
The computer graphics pipeline, also known as the rendering pipeline, or graphics pipeline, is a framework within computer graphics that outlines the necessary procedures for transforming a three-dimensional (3D) scene into a two-dimensional (2D) representation on a screen. Once a 3D model is generated, the graphics pipeline converts the model into a visually perceivable format on the computer display. Due to the dependence on specific software, hardware configurations, and desired display attributes, a universally applicable graphics pipeline does not exist. Nevertheless, graphics application programming interfaces (APIs), such as Direct3D, OpenGL and Vulkan were developed to standardize common procedures and oversee the graphics pipeline of a given hardware accelerator. These APIs provide an abstraction layer over the underlying hardware, relieving programmers from the need to write code explicitly targeting various graphics hardware accelerators like AMD, Intel, Nvidia, and o ...
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Transformation Matrix
In linear algebra, linear transformations can be represented by matrices. If T is a linear transformation mapping \mathbb^n to \mathbb^m and \mathbf x is a column vector with n entries, then there exists an m \times n matrix A, called the transformation matrix of T, such that: T( \mathbf x ) = A \mathbf x Note that A has m rows and n columns, whereas the transformation T is from \mathbb^n to \mathbb^m. There are alternative expressions of transformation matrices involving row vectors that are preferred by some authors. Uses Matrices allow arbitrary linear transformations to be displayed in a consistent format, suitable for computation. This also allows transformations to be composed easily (by multiplying their matrices). Linear transformations are not the only ones that can be represented by matrices. Some transformations that are non-linear on an n-dimensional Euclidean space R''n'' can be represented as linear transformations on the ''n''+1-dimensional space R''n''+1. T ...
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Matrix (mathematics)
In mathematics, a matrix (: matrices) is a rectangle, rectangular array or table of numbers, symbol (formal), symbols, or expression (mathematics), expressions, with elements or entries arranged in rows and columns, which is used to represent a mathematical object or property of such an object. For example, \begin1 & 9 & -13 \\20 & 5 & -6 \end is a matrix with two rows and three columns. This is often referred to as a "two-by-three matrix", a " matrix", or a matrix of dimension . Matrices are commonly used in linear algebra, where they represent linear maps. In geometry, matrices are widely used for specifying and representing geometric transformations (for example rotation (mathematics), rotations) and coordinate changes. In numerical analysis, many computational problems are solved by reducing them to a matrix computation, and this often involves computing with matrices of huge dimensions. Matrices are used in most areas of mathematics and scientific fields, either directly ...
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SIMD
Single instruction, multiple data (SIMD) is a type of parallel computer, parallel processing in Flynn's taxonomy. SIMD describes computers with multiple processing elements that perform the same operation on multiple data points simultaneously. SIMD can be internal (part of the hardware design) and it can be directly accessible through an instruction set architecture (ISA), but it should not be confused with an ISA. Such machines exploit Data parallelism, data level parallelism, but not Concurrent computing, concurrency: there are simultaneous (parallel) computations, but each unit performs exactly the same instruction at any given moment (just with different data). A simple example is to add many pairs of numbers together, all of the SIMD units are performing an addition, but each one has different pairs of values to add. SIMD is particularly applicable to common tasks such as adjusting the contrast in a digital image or adjusting the volume of digital audio. Most modern Cen ...
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3D Vector
In mathematics, physics, and engineering, a Euclidean vector or simply a vector (sometimes called a geometric vector or spatial vector) is a geometric object that has magnitude (or length) and direction. Euclidean vectors can be added and scaled to form a vector space. A ''vector quantity'' is a vector-valued physical quantity, including units of measurement and possibly a support, formulated as a '' directed line segment''. A vector is frequently depicted graphically as an arrow connecting an ''initial point'' ''A'' with a ''terminal point'' ''B'', and denoted by \stackrel \longrightarrow. A vector is what is needed to "carry" the point ''A'' to the point ''B''; the Latin word means 'carrier'. It was first used by 18th century astronomers investigating planetary revolution around the Sun. The magnitude of the vector is the distance between the two points, and the direction refers to the direction of displacement from ''A'' to ''B''. Many algebraic operations on real numbers s ...
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RGBA
RGBA stands for red green blue alpha. While it is sometimes described as a color space, it is actually a three-channel RGB color model supplemented with a fourth ''alpha channel''. Alpha indicates how opaque each pixel is and allows an image to be combined over others using alpha compositing, with transparent areas and anti-aliasing of the edges of opaque regions. Each pixel is a 4D vector. The term does ''not'' define what RGB color space is being used. It also does not state whether or not the colors are premultiplied by the alpha value, and if they are it does not state what color space that premultiplication was done in. This means more information than just "RGBA" is needed to determine how to handle an image. In some contexts the abbreviation "RGBA" means a specific memory layout (called RGBA8888 below), with other terms such as "BGRA" used for alternatives. In other contexts "RGBA" means any layout. Representation In computer graphics, pixels encoding the RGBA c ...
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Homogeneous Coordinates
In mathematics, homogeneous coordinates or projective coordinates, introduced by August Ferdinand Möbius in his 1827 work , are a system of coordinates used in projective geometry, just as Cartesian coordinates are used in Euclidean geometry. They have the advantage that the coordinates of points, including points at infinity, can be represented using finite coordinates. Formulas involving homogeneous coordinates are often simpler and more symmetric than their Cartesian counterparts. Homogeneous coordinates have a range of applications, including computer graphics and 3D computer vision, where they allow affine transformations and, in general, projective transformations to be easily represented by a matrix. They are also used in fundamental elliptic curve cryptography algorithms. If homogeneous coordinates of a point are multiplied by a non-zero scalar then the resulting coordinates represent the same point. Since homogeneous coordinates are also given to points at infini ...
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Datatype
In computer science and computer programming, a data type (or simply type) is a collection or grouping of data values, usually specified by a set of possible values, a set of allowed operations on these values, and/or a representation of these values as machine types. A data type specification in a program constrains the possible values that an expression, such as a variable or a function call, might take. On literal data, it tells the compiler or interpreter how the programmer intends to use the data. Most programming languages support basic data types of integer numbers (of varying sizes), floating-point numbers (which approximate real numbers), characters and Booleans. Concept A data type may be specified for many reasons: similarity, convenience, or to focus the attention. It is frequently a matter of good organization that aids the understanding of complex definitions. Almost all programming languages explicitly include the notion of data type, though the possible da ...
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4D Vector
In computer science, a 4D vector is a 4-component vector data type. Uses include homogeneous coordinates for 3-dimensional space in computer graphics, and ''red green blue alpha'' (RGBA) values for bitmap images with a color and alpha channel (as such they are widely used in computer graphics). They may also represent quaternions (useful for rotations) although the algebra they define is different. Computer hardware support Some microprocessors have hardware support for 4D vectors with instructions dealing with 4 lane ''single instruction, multiple data'' (SIMD) instructions, usually with a 128-bit data path and 32-bit floating point fields. Specific instructions (e.g., 4 element dot product) may facilitate the use of one 128-bit register to represent a 4D vector. For example, in chronological order: Hitachi SH4, PowerPC VMX128 extension, and Intel x86 SSE4. Some 4-element vector engines (e.g., the PS2 vector units) went further with the ability to broadcast components a ...
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3D Space
In geometry, a three-dimensional space (3D space, 3-space or, rarely, tri-dimensional space) is a mathematical space in which three values (''coordinates'') are required to determine the position (geometry), position of a point (geometry), point. Most commonly, it is the three-dimensional Euclidean space, that is, the Euclidean space of dimension three, which models physical space. More general three-dimensional spaces are called ''3-manifolds''. The term may also refer colloquially to a subset of space, a ''three-dimensional region'' (or 3D domain (mathematical analysis), domain), a ''solid figure''. Technically, a tuple of Real number, numbers can be understood as the Cartesian coordinates of a location in a -dimensional Euclidean space. The set of these -tuples is commonly denoted \R^n, and can be identified to the pair formed by a -dimensional Euclidean space and a Cartesian coordinate system. When , this space is called the three-dimensional Euclidean space (or simply "E ...
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