Computer Graphics Cheat Sheet
The core ideas of Computer Graphics distilled into a single, scannable reference — perfect for review or quick lookup.
Quick Reference
Rasterization
The process of converting geometric primitives (such as triangles defined by vertices) into discrete pixels on a screen. It is the dominant rendering technique in real-time graphics because of its speed and efficiency on modern GPU hardware.
Ray Tracing
A rendering technique that simulates the physical behavior of light by casting rays from the camera through each pixel and tracing their interactions with scene geometry. It naturally produces accurate reflections, refractions, and shadows.
Shading Models
Mathematical models that determine how the color and brightness of a surface point are computed based on material properties, light sources, and viewing direction. Common models include Phong, Blinn-Phong, and physically based shading (PBR).
Texture Mapping
The technique of applying a 2D image (texture) onto the surface of a 3D model to add visual detail without increasing geometric complexity. UV coordinates define how the 2D texture wraps onto the 3D surface.
Transformation Matrices
4x4 matrices used to represent and combine geometric operations such as translation, rotation, and scaling in 3D space. They form the mathematical backbone of the graphics pipeline, converting objects from model space through world space and camera space to screen space.
The Graphics Pipeline
The sequence of stages that transform 3D scene data into a 2D rendered image. The major stages include vertex processing, primitive assembly, rasterization, fragment processing, and framebuffer operations. Modern GPUs implement this pipeline in hardware.
Global Illumination
Rendering algorithms that simulate indirect lighting, where light bounces between surfaces before reaching the camera. Techniques include path tracing, photon mapping, and radiosity, all producing more realistic images than direct-lighting-only approaches.
Anti-Aliasing
Techniques that reduce visual artifacts (jagged edges or 'jaggies') caused by the discrete sampling of continuous geometry onto a pixel grid. Common methods include MSAA (multisample anti-aliasing), FXAA, and TAA (temporal anti-aliasing).
GPU Architecture and Shaders
Modern GPUs are massively parallel processors designed for graphics workloads. Programmable shaders (vertex, fragment, geometry, compute) allow developers to customize how geometry is transformed and how pixels are colored, enabling effects from simple lighting to complex simulations.
Physically Based Rendering (PBR)
A rendering approach that models the interaction of light with surfaces using physically accurate equations, primarily the rendering equation and microfacet BRDF models. PBR ensures materials look consistent across different lighting conditions.
Key Terms at a Glance
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