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Polygon (computer Graphics)
Polygons are used in computer graphics to compose images that are three-dimensional in appearance, and are one of the most popular geometric building blocks in computer graphics. Polygons are built up of vertices, and are typically used as triangles. A model's polygons can be rendered and seen simply in a wire frame model, where the outlines of the polygons are seen, as opposed to having them be shaded. This is the reason for a polygon stage in computer animation. The ''polygon count'' refers to the number of polygons being rendered per frame. Beginning with the fifth generation of video game consoles, the use of polygons became more common, and with each succeeding generation, polygonal models became increasingly complex. Competing methods for rendering polygons that avoid seams * Point ** Floating Point ** Fixed-Point **Polygon **because of rounding, every scanline has its own direction in space and may show its front or back side to the viewer. *Fraction (mathematics) ** ...
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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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Rounding
Rounding or rounding off is the process of adjusting a number to an approximate, more convenient value, often with a shorter or simpler representation. For example, replacing $ with $, the fraction 312/937 with 1/3, or the expression √2 with . Rounding is often done to obtain a value that is easier to report and communicate than the original. Rounding can also be important to avoid false precision, misleadingly precise reporting of a computed number, measurement, or estimate; for example, a quantity that was computed as but is known to be accuracy and precision, accurate only to within a few hundred units is usually better stated as "about ". On the other hand, rounding of exact numbers will introduce some round-off error in the reported result. Rounding is almost unavoidable when reporting many computations – especially when dividing two numbers in integer or fixed-point arithmetic; when computing mathematical functions such as square roots, logarithms, and sines; or whe ...
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Polygon Mesh
In 3D computer graphics and solid modeling, a polygon mesh is a collection of , s and s that defines the shape of a polyhedron, polyhedral object's surface. It simplifies Rendering (computer graphics), rendering, as in a wire-frame model. The face (geometry), faces usually consist of triangles (triangle mesh), quadrilaterals (quads), or other simple convex polygon, convex polygons (n-gons). A polygonal mesh may also be more generally composed of concave polygon, concave polygons, or even Polygon with holes, polygons with holes. The study of Polygon (computer graphics), polygon meshes is a large sub-field of computer graphics (specifically 3D computer graphics) and geometric modeling. Different representations of polygon meshes are used for different applications and goals. The variety of operations performed on meshes includes Boolean logic (Constructive solid geometry), Subdivision surfaces, smoothing, and Level of detail (computer graphics), simplification. Algorithms also exist ...
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Low Poly
Low poly is a polygon mesh in 3D computer graphics that has a relatively small number of polygons. Low poly meshes occur in real-time applications (e.g. games) as contrast with high poly meshes in animated movies and special effects of the same era. The term ''low poly'' is used in both a technical and a descriptive sense; the number of polygons in a mesh is an important factor to optimize for performance but can give an undesirable appearance to the resulting graphics. Derived from 3D objects with a low polygon content is low poly art, a minimalistic and non-photorealistic art style in which images or figures are created from a network of just a few connected points. Necessity for low poly meshes Polygon meshes are one of the major methods of modelling a 3D object for display by a computer. Polygons can, in theory, have any number of sides but are commonly broken down into triangles for display. In general the more triangles in a mesh the more detailed the object is, but ...
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Ray Tracing (graphics)
In 3D computer graphics, ray tracing is a technique for modeling Light transport theory, light transport for use in a wide variety of Rendering (computer graphics), rendering algorithms for generating digital image, digital images. On a spectrum of Computation time, computational cost and visual fidelity, ray tracing-based rendering techniques, such as ray casting, #Recursive ray tracing algorithm, recursive ray tracing, Distributed ray tracing, distribution ray tracing, photon mapping and path tracing, are generally slower and higher fidelity than scanline rendering methods. Thus, ray tracing was first deployed in applications where taking a relatively long time to render could be tolerated, such as still computer-generated imagery, CGI images, and film and television visual effects (VFX), but was less suited to real-time computer graphics, real-time applications such as video games, where Frame rate, speed is critical in rendering each Film frame, frame. Since 2018, however, ...
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Barycentric Coordinates (mathematics)
In geometry, a barycentric coordinate system is a coordinate system in which the location of a point is specified by reference to a simplex (a triangle for points in a plane, a tetrahedron for points in three-dimensional space, etc.). The barycentric coordinates of a point can be interpreted as masses placed at the vertices of the simplex, such that the point is the center of mass (or ''barycenter'') of these masses. These masses can be zero or negative; they are all positive if and only if the point is inside the simplex. Every point has barycentric coordinates, and their sum is never zero. Two tuples of barycentric coordinates specify the same point if and only if they are proportional; that is to say, if one tuple can be obtained by multiplying the elements of the other tuple by the same non-zero number. Therefore, barycentric coordinates are either considered to be defined up to multiplication by a nonzero constant, or normalized for summing to unity. Barycentric coordin ...
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Transform And Lighting
Transform, clipping, and lighting (T&L or TCL) is a term used in computer graphics. Overview Transformation is the task of producing a two-dimensional view of a 3D computer graphics, three-dimensional scene. Clipping (computer graphics), Clipping means only drawing the parts of the scene that will be present in the picture after rendering is completed. Computer graphics lighting, Lighting is the task of altering the colour of the various surfaces of the scene on the basis of lighting information. Hardware Hardware T&L had been used by arcade game Arcade system board, system boards since 1993, and by Home console, home video game consoles since the Sega Genesis's Virtua Processor (SVP), Sega Saturn's SCU-DSP and Sony PlayStation's GTE in 1994 and the Nintendo 64's RSP in 1996, though it wasn't traditional hardware T&L, but still software T&L running on a coprocessor instead of the main CPU, and could be used for rudimentary programmable pixel and vertex shaders as well. More tra ...
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Triangle
A triangle is a polygon with three corners and three sides, one of the basic shapes in geometry. The corners, also called ''vertices'', are zero-dimensional points while the sides connecting them, also called ''edges'', are one-dimensional line segments. A triangle has three internal angles, each one bounded by a pair of adjacent edges; the sum of angles of a triangle always equals a straight angle (180 degrees or π radians). The triangle is a plane figure and its interior is a planar region. Sometimes an arbitrary edge is chosen to be the ''base'', in which case the opposite vertex is called the ''apex''; the shortest segment between the base and apex is the ''height''. The area of a triangle equals one-half the product of height and base length. In Euclidean geometry, any two points determine a unique line segment situated within a unique straight line, and any three points that do not all lie on the same straight line determine a unique triangle situated w ...
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Bresenham's Line Algorithm
Bresenham's line algorithm is a line drawing algorithm that determines the points of an ''n''-dimensional raster that should be selected in order to form a close approximation to a straight line between two points. It is commonly used to draw line primitives in a bitmap image (e.g. on a computer screen), as it uses only integer addition, subtraction, and bit shifting, all of which are very cheap operations in historically common computer architectures. It is an incremental error algorithm, and one of the earliest algorithms developed in the field of computer graphics. An extension to the original algorithm called the '' midpoint circle algorithm'' may be used for drawing circles. While algorithms such as Wu's algorithm are also frequently used in modern computer graphics because they can support antialiasing, Bresenham's line algorithm is still important because of its speed and simplicity. The algorithm is used in hardware such as plotters and in the graphics chips of mode ...
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Fraction (mathematics)
A fraction (from , "broken") represents a part of a whole or, more generally, any number of equal parts. When spoken in everyday English, a fraction describes how many parts of a certain size there are, for example, one-half, eight-fifths, three-quarters. A ''common'', ''vulgar'', or ''simple'' fraction (examples: and ) consists of an integer numerator, displayed above a line (or before a slash like ), and a division by zero, non-zero integer denominator, displayed below (or after) that line. If these integers are positive, then the numerator represents a number of equal parts, and the denominator indicates how many of those parts make up a unit or a whole. For example, in the fraction , the numerator 3 indicates that the fraction represents 3 equal parts, and the denominator 4 indicates that 4 parts make up a whole. The picture to the right illustrates of a cake. Fractions can be used to represent ratios and division (mathematics), division. Thus the fraction can be used to ...
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Scanline
A scan line (also scanline) is one line, or row, in a raster scanning pattern, such as a line of video on a cathode-ray tube (CRT) display of a television set or computer monitor. On CRT screens the horizontal scan lines are visually discernible, even when viewed from a distance, as alternating colored lines and black lines, especially when a progressive scan signal with below maximum vertical resolution is displayed. This is sometimes used today as a visual effect in computer graphics. The term is used, by analogy, for a single row of pixels in a raster graphics image. Scan lines are important in representations of image data, because many image file formats have special rules for data at the end of a scan line. For example, there may be a rule that each scan line starts on a particular boundary (such as a byte or word; see for example BMP file format). This means that even otherwise compatible raster data may need to be analyzed at the level of scan lines in order to conver ...
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Polygon
In geometry, a polygon () is a plane figure made up of line segments connected to form a closed polygonal chain. The segments of a closed polygonal chain are called its '' edges'' or ''sides''. The points where two edges meet are the polygon's '' vertices'' or ''corners''. An ''n''-gon is a polygon with ''n'' sides; for example, a triangle is a 3-gon. A simple polygon is one which does not intersect itself. More precisely, the only allowed intersections among the line segments that make up the polygon are the shared endpoints of consecutive segments in the polygonal chain. A simple polygon is the boundary of a region of the plane that is called a ''solid polygon''. The interior of a solid polygon is its ''body'', also known as a ''polygonal region'' or ''polygonal area''. In contexts where one is concerned only with simple and solid polygons, a ''polygon'' may refer only to a simple polygon or to a solid polygon. A polygonal chain may cross over itself, creating star polyg ...
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