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3D Graphics q & a.

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1 3D Graphics q & a

2 Aliasing Undesirable rendering artifacts in the form of jagged lines, edges, or surfaces in computer images. In signal processing and related disciplines, aliasing is an effect that causes different signals to become indistinguishable (or aliases of one another) when sampled. It also refers to the distortion or artifact that results when the signal reconstructed from samples is different from the original continuous signal. In sound and image generation, aliasing is the generation of a false (alias) frequency along with the correct one when doing frequency sampling. For images, this produces a jagged edge, or stair-step effect.

3 Alpha channel A channel of data in bitmapped images which stores the transparency of the image, generally used for compositing. A 32-bit image has 24 bits of color information and 8 bits of alpha. This allows 256 levels of transparency, from totally transparent to absolutely opaque. The alpha channel is a color component that represents the degree of transparency (or opacity) of a color (i.e., the red, green and blue channels). It is used to determine how a pixel is rendered when blended with another.

4 Ambient color  The color of a surface where it is not directly illuminated. It is influenced by the brightness and color of ambient light. Ambient color is the color of an object where it is in shadow. This color is what the object reflects when illuminated by ambient light rather than direct light. Diffuse color : Diffuse color is the most instinctive meaning of the color of an object.

5 Ambient light Ambient light means the light that is already present in a scene, before any additional lighting is added. It usually refers to natural light, either outdoors or coming through windows etc. It can also mean artificial lights such as normal roomlights. General lighting that illuminates the scene, often without respect to direction. It attempts to emulate the effect of light bouncing off of all objects to illuminate all other objects, but is not a true simulation such as radiosity. A high ambient light setting results in a washed-out scene, since no shadow can be darker than the ambient light.

6 Antialiasing  In computer graphics, antialiasing is a software technique for diminishing jaggies - stairstep-like lines that should be smooth. Jaggies occur because the output device, the monitor or printer, doesn't have a high enough resolution to represent a smooth line. An algorithm which attempts to correct jagged, aliased computer images. Blurring the image is one such method. A more advanced method is called super sampling.

7 Aspect ratio The proportion of screen width to screen height.
NTSC video has an aspect ratio of 4:3, or 1.33 to 1. Other common aspect ratios are 16:9 (1.78 to 1) for high definition video, and 1.85 to 1 for widescreen theatrical 35mm film. The number of pixels in an image is independent of the aspect ratio, and need not even be whole number multiples of the aspect ratio.

8 B-spline In the mathematical subfield of numerical analysis, a B-spline, or basis spline, is a spline function that has minimal support with respect to a given degree, smoothness, and domain partition. Any spline function of given degree can be expressed as a linear combination of B-splines of that degree. Basis spline; a very smooth curve controlled by three or more control vertices (cvs). The b-spline always intersects the first and last cv, but is usually only influenced by the others.

9 Bézier A Bézier curve (pronounced [beˈzje]) is a parametric curve frequently used in computer graphics and related fields. Generalizations of Bézier curves to higher dimensions are called Bézier surfaces, of which the Bézier triangle is a special case. A type of spline or patch that uses adjustable tangent handles to control the curvature near each control vertex. Named after pierre bézier, an engineer at the renault auto company in the 1960s. Bezier patented the technique based on earlier work by paul de casteljau.

10 Bitmap a representation in which each item corresponds to one or more bits of information, especially the information used to control the display of a computer screen. A still image produced by a fixed matrix of pixels. Examples of bitmap file formats: .bmp (microsoft bitmap), .gif (compuserve graphics interchange format), .jpg (joint photographic experts group), .tiff (tagged image file format), .tga (truevision targa), .png (portable network graphics).

11 Cartesian coordinate system
A Cartesian coordinate system is a coordinate system that specifies each point uniquely in a plane by a pair of numerical coordinates, which are the signed distances to the point from two fixed perpendicular directed lines, measured in the same unit of length. A method of locating points in 2d or 3d space by measuring distances parallel to intersecting straight-line axes. These coordinate axes are perpendicular to one another, defining a 2d grid or 3d cubic lattice. First published by french philosopher and mathematician rene descartes in the 17th century.

12 Compositing Compositing is the combining of visual elements from separate sources into single images, often to create the illusion that all those elements are parts of the same scene. Live-action shooting for compositing is variously called "chroma key", "blue screen", "green screen" and other names. The combination of two or more images to create a new image. A simple example would be a foreground character superimposed over an environmental background.

13 The color of a rough or matte finish surface.
Diffuse color Diffuse color is the most instinctive meaning of the color of an object. It is that essential color that the object reveals under pure white light. It is perceived as thecolor of the object itself rather than a reflection of the light. The color of a rough or matte finish surface.

14 Dynamics Automated or semi-automated procedural animation that simulates how objects move in the real world, typically employing the laws of newtonian physics. Rigid body dynamics describe how objects respond to forces such as gravity and collisions. Soft body dynamics additionally simulate how objects deform when in motion.

15 Edge The boundary between two faces of a mesh model.
An edge is a straight line connecting two vertices, and bounded by a face on either side.

16 Effects animation Broadly speaking, any animation which involves special visual effects rather than character animation or simple transform animation. Examples include particle systems and dynamics.

17 Expression A relatively simple statement in mathematical or computer programming language, used to generate or manipulate data for animation. For example, particle systems tend to rely on expressions to control the generation and behavior of the system. An expression usually takes the form of an equation to set the value of a parameter or attribute.

18 Extrude A simple process of converting 2d shapes into 3d.
A copy of the 2d shape is moved perpendicular to the original, then connected to the original to create a closed surface. For example, extrusion can be used to create renderable 3d logos from 2d text shapes.

19 Face A renderable 2d plane.
The narrowest definition of a face is a triangle, the simplest possible 2d shape. A face can also be a synonym for polygon.

20 Face normal Also known as polygon normal or surface normal.
A visual indication of which side of a face is renderable. Displayed as a line pointing out perpendicular to the surface of a face. For a one-sided surface, if a normal is pointed away from the camera, that face will not render.

21 THANKS…

22 3D Graphics q & a

23 Fields Interlaced sub-frames in a video frame.
There are two fields in each video frame; field 1 is composed of all odd numbered scanlines (rows of pixels). Field 2 is composed of all even numbered scanlines. Rendering fields improves the smoothness of fast-moving objects when viewed on interlaced video formats.

24 Flat shading Flat shading is lighting technique used in 3D computer graphics. It shades each polygon of an object based on the angle between the polygon's surface normal and the direction of the light source, their respective colors and the intensity of the light source. A rendering method which does not smooth any edges among faces, resulting in a faceted look. Also known as constant shading.

25 Frame buffer A framebuffer (frame buffer, or sometimes frame store) is a portion of RAM containing a bitmap that is used to refresh a video display from a memory buffer containing a complete frame of data.  frame buffer is a large, contiguous piece of computer memory. At a minimum there is one memory bit for each pixel in the rater; this amount of memory is called a bit plane. The picture is built up in the frame buffer one bit at a time You know that a frame buffer is a digital device and the CRT is an analog device. The portion of a computer or peripheral’s memory that stores an image so it can be displayed or recorded onto another medium, such as analog film.

26 Fractal a curve or geometrical figure, each part of which has the same statistical character as the whole. They are useful in modelling structures (such as snowflakes) in which similar patterns recur at progressively smaller scales, and in describing partly random or chaotic phenomena such as crystal growth and galaxy formation. A mathematical object that exists “between dimensions.” The most famous fractal, the mandelbrot set, can be represented as a flat image. However, its boundary has infinite detail, so it is possible to zoom infinitely deep into the image. For this reason it is considered a 2.5-d object.

27 Fractal algorithms are widely used in computer graphics to simulate complex patterns such as those found in natural phenomena. For example, realistic mountains can be generated using fractal values mapped to elevation. Simulated clouds and other volumetric effects are commonly generated with fractal algorithms. These algorithms are iterative, meaning they can be calculated repeatedly to achieve higher levels of detail.

28 Function curve A two-dimensional graphic representation of animation data. The value of a single parameter or attribute is displayed in the vertical dimension of the graph, and time is displayed in the horizontal dimension. The slope of the graph indicates the rate of change in the parameter. Steep curves indicate fast changes or motion, shallow curves indicate slow change, and flat horizontal lines indicate no change. Sometimes abbreviated to “fcurve.”

29 Gamma The contrast curve of a recorded image.
Increasing the gamma of an image makes it appear brighter (more washed out); decreasing the gamma makes the image darker (muddier). Gamma correction is applied at many stages of the image creation process. Gamma is an important but seldom understood characteristic of virtually all digital imaging systems.

30 Global illumination Global Illumination (GI) is a system that models how light is bounced off of surfaces onto other surfaces (indirect light) rather than being limited to just the light that hits a surface directly from a light source (direct light). Global illumination is the name of a process that simulates indirect lighting, like light bouncing and color bleeding. A rendering algorithm that attempts to simulate the transfer of light among surfaces in a simulated environment. Compare to local illumination, in which there is no calculation of bounced light, reflections, or refractions.

31 HDRI Acronym for High Dynamic Range Imaging.
HDRI provides a more realistic simulation of lighting than previous techniques. It stores a much wider range of values to describe the brightness of pixels. Standard bitmap images can typically reproduce a contrast ratio of about 1000 to 1. HDR images can reproduce the full range of real-world light intensities, for contrast ratios in the range of 100,000 to 1.

32 Hierarchy A structure of linkages among objects, necessary for animation of systems with moving parts, such as characters and vehicles. Also known as parenting, linking, and forward kinematics. In a standard animation hierarchy, child objects inherit transform information from their parent. An object may have many children, but can have only one parent.

33 Interlaced scan Interlaced scan is a display signal type in which one-half of the horizontal pixel rows are refreshed in one cycle and the other half in the next, meaning that two complete scans are required to display the screen image. The i in a TV signal specification such as 1080i stands for interlaced scanning. Interlaced scan is a display signal type in which one-half of the horizontal pixel rows are refreshed in one cycle and the other half in the next, meaning that two complete scans are required to display the screen image.  A video display mode which uses alternating fields to create the image. For each video frame, odd numbered scanlines are drawn, followed by even numbered scanlines. NTSC video is interlaced; most computer monitors are not.

34 Interpolation In the mathematical field of numerical analysis, interpolation is a method of constructing new data points within the range of a discrete set of known data points. Calculation of values between known values. In a general sense, to extrapolate is to infer something that is not explicitly stated from existing information. Interpolation is an estimation of a value within two known values in a sequence of values. Polynomial interpolation is a method of estimating values between known data points. Interpolation is a statistical method by which related known values are used to estimate an unknown price or potential yield of a security. For example, a smooth curve can be described using just a few control vertices.

35 Inverse kinematics (IK)
An intuitive alternative to standard hierarchical animation. The position and orientation of parent objects are calculated from the position of the last child, or end effector. The final position of the hierarchy is called the IK solution.

36 Keyframe In media production, a key frame is a location on a timeline which marks the beginning or end of a transition. It holds special information that defines where a transition should start or stop. The intermediate frames are interpolated over time between those definitions to create the illusion of motion. A key frame in animation and filmmaking is a drawing that defines the starting and ending points of any smooth transition. The drawings are called "frames" because their position in time is measured in frames on a strip of film. In computer animation, a user-defined value for a parameter at a certain point in time. The animator sets keyframes at significant moments, and the computer software fills in all of the in-between values using interpolation.

37 Map In 3D graphics, a map is an image used within a material.
The purpose of a map is to vary some material attribute across a surface. For example, atexture map alters the color of an object, and a bump map simulates roughness. 2D maps, including all bitmaps, require mapping coordinates, which tell the renderer how to project the map onto the 3D object. 3D procedural textures do not require mapping coordinates, because they are volumetric.

38 Material The surface properties of an object, such as color, reflectivity, and opacity. Sometimes known as a “shader.”

39 Mesh A 3D object composed of triangular faces.
A mesh object has no true curvature. The appearance of curvature is achieved by increasing the number of faces (level of detail), and by edge smoothing during render time.

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41 3D Graphics q & a

42 Modeling Construction of geometric objects in 3D scenes.
Models describe the forms of objects, but not their material properties or how they move. fashion or shape (a three-dimensional figure or object) in a malleable material such as clay or wax. Generally, the process of representing a real-world object or phenomenon as a set of mathematical equations. More specifically, the term is often used to describe the process of representing 3-dimensional objects in a computer. All 3-D applications, including CAD/CAM and animation software, perform modeling.

43 Node In computer science, a node is an abstract container of information. Nodes generally have attributes that store data. In a 3D graphics program, nodes are connected together to form a network called a scene graph.  For example, in Maya, a primitive object such as a Sphere is made of three nodes, each storing a different type of data: a primitive node, a shape node, and a transform node.

44 NURBS Non-Uniform Rational Basis Spline.
A particular type of spline curve with weighted control points. Compare to Bezier spline. Non-uniform rational basis spline (NURBS) is a mathematical model commonly used in computer graphics for generating and representing curves and surfaces. It offers great flexibility and precision for handling both analytic (surfaces defined by common mathematical formulae) and modeled shapes.

45 Orthographic projection
Orthographic projection is a means of representing a three-dimensional object in two dimensions. It is a form of parallel projection, where all the projection lines are orthogonal to the projection plane, resulting in every plane of the scene appearing in affine transformation on the viewing surface. A flat, 2D view of a 3D object or scene. Technical drawings, blueprints and floor plans are examples of orthographic projections. In 3D programs, orthographic views such as Front, Top, and Side are common. Orthographic views are always aligned with the axes of the world Cartesian coordinate system.

46 They are necessary because 3D perspective views always introduce visual distortions of object size, placement and/or distance. An ortho view is unlike a perspective view, because an ortho view shows no indication of distance or depth. In a perspective view, an object is displayed smaller as it moves away from the viewer.

47 Parallel lines appear to converge at a vanishing point.
Simulated rays of light from the 3D scene, called lines of projection, all converge at the virtual camera lens. In an ortho view, the size of an object in the view does not depend on its distance. Two objects of the same size are drawn the same size on the screen, no matter how far away they are. Parallel lines remain parallel, and do not converge. The lines of projection are at right angles to the screen.

48 Particle system A type of procedural animation that reproduces the appearance of fuzzy phenomena such as clouds or fire. Particle systems may also be employed to animate many objects in a scene, such as a flock of birds.

49 Patch A deformable parametric surface, useful for creating curved objects. It can be based on Bezier or NURBS mathematics. The curvature is controlled by the position of control vertices.

50 Perspective Representation of a scene in which parallel lines are depicted as converging, in order to give the illusion of depth and distance. Like an orthographic view, a perspective view is a projection of a 3D scene onto a 2D screen. However, in a perspective view, the lines of projection converge on a virtual camera, which is the simulated point of view. Perspective projection is a type of drawing that graphically approximates on a planar (two- dimensional) surface (e.g. paper) the images of three-dimensional objects so as to approximate actual visual perception. It is sometimes also called perspective view or perspective drawing or simply perspective.

51 Pivot point The center of an object’s transforms, and the center of its local coordinate system. An object moves, rotates, and scales relative to the location and orientation of its pivot point. Also known as "anchor point" in some computer applications.

52 Pixel Abbreviation of picture element: the smallest possible element of a picture. A digital image is defined by a discrete number of pixels arranged in a 2D grid or mosaic. Many very small pixels blend together in the human eye and brain to give the illusion of a continuous, unbroken image.

53 Pixel ratio The proportion of pixel width to pixel height.
In most cases, pixels are square, giving a pixel ratio of 1 to 1. However, some formats use non-square pixels, such as DVDs, which have a pixel ratio of 0.9 to 1. This can cause headaches when working with non-square pixel formats on hardware that only displays square pixels. All desktop computers use square pixels to display their graphical user interface.

54 Polygon A closed 2D plane figure bounded by straight line edges.
Polygons can be connected to one another in 3D space to create mesh objects. In some computer graphics applications, faces and polygons are synonymous, but sometimes the term face refers specifically to a triangle. A polygon is composed of one or more triangles which all lie in the same plane. For example, a square polygon is made up of two triangular faces.

55 Procedural An algorithm which generates data within the 3D graphic application. For example, procedural 3D textures are patterns which do not require mapping coordinates. Procedural animation generates motion, and may not involve keyframes at all. Procedural modeling employs simple rules to generate complex structures such as plants. Maya's Paint Effects is a superb example of a tool for procedural modeling and animation.

56 Progressive scan By Vangie Beal Progressive scan (also known as known as 480p) is one of two methods used for "painting" an image on a television screen (the other being interlaced scan), where the lines are drawn in one at a time in sequential order. Progressive scanning (alternatively referred to as noninterlaced scanning, and not to be confused with progressive download) is a way of displaying, storing, or transmitting moving images in which all the lines of each frame are drawn in sequence. A video display mode which draws each scanline (row of pixels) sequentially, and does not use alternating fields.

57 Radiosity Radiosity is a method of rendering based on an detailed analysis of light reflections off diffuse surfaces. The images that result from a radiosity renderer are characterized by soft gradual shadows. Radiosity may refer to: Radiosity (radiometry), the total radiation (emitted plus reflected) leaving a surface. Radiosity (computer graphics), a rendering algorithm which gives a realistic rendering of shadows and diffuse light. In 3D computer graphics, radiosity is an application of the finite element method to solving the rendering equation for scenes with surfaces that reflect light diffusely. Rendering which accurately simulates the propagation of light energy throughout an environment. Radiosity works by calculating the effects of light bouncing off of objects to illuminate other objects. It is a global illumination algorithm, meaning it accounts for the ways in which light is transferred among surfaces in the scene.

58 Raster image A 2D image which is composed of a series of horizontal scanlines arranged in vertical rows. Digital raster images are comprised of a grid matrix of pixels. All bitmap images are raster-based. Converting a vector-based image to a pixel-based image is called rasterization.

59 Ray tracing In computer graphics, ray tracing is a technique for generating an image by tracing the path of light through pixels in an image plane and simulating the effects of its encounters with virtual objects. A type of global illumination rendering algorithm that excels at reflections and refractions. Ray tracing realistically depicts scenes by calculating rays of light entering the virtual camera lens. It works by drawing a ray from each pixel of the rendered image backwards into the scene until it intersects with a surface.

60 If the surface is reflective or refractive, additional rays are generated, bouncing off of the surface until they intersect with other surfaces, possibly generating additional rays. This method is also used to generate ray traced shadows. If a secondary ray bouncing off of a surface has a clear line of sight to a light in the scene, then that light contributes to the color of the surface at the point of intersection.

61 Reflection map A simpler method of rendering reflective surfaces than the computationally expensive ray tracing technique. An image is mapped onto a reflective surface. As the object moves, the reflection map maintains its orientation to the world coordinate system, giving the illusion of a scene reflected in the object.

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63 3D Graphics q & a

64 Refraction Bending of light rays passing from one medium (e.g. air) into another (e.g. glass). Can be simulating using refraction mapping (similar to reflection mapping), or through ray tracing.

65 Rendering Rendering or image synthesis is the process of generating an image from a 2D or 3D model (or models in what collectively could be called a scene file) by means of computer programs. Also, the results of such a model can be called a rendering. In computer graphics, the process of producing 2D images from a 3D scene. During rendering, the computer "draws" the 3D objects to the screen and/or to a file, usually a bitmap. Realtime rendering occurs when viewing objects in interactive viewports, or in games or simulations. Non-realtime production rendering draws a much higher quality image, at the expense of speed. A production render may take anywhere from a few seconds per frame to an indefinite period of time... sometimes hours or even days for a single frame.

66 Rigging The process of setting up interactive controls for 3D characters or complex mechanisms. Rigging is a technical process. It is sometimes called character setup. A good character rig makes it easy for an animator to focus on creative expression (acting).

67 Shading algorithm Shading refers to depicting depth perception in 3D models or illustrations by varying levels of darkness. Example of flat shading vs. Phong shading interpolation. Phong shading is a more realistic shading technique, developed by Bui Tuong Phong in 1973. Gouraud shading, named after Henri Gouraud, is an interpolation method used in computer graphics to produce continuous shading of surfaces represented by polygon meshes. A high-level rendering algorithm to represent how a surface responds to light. A piece of computer code that is part of a material definition. For example, the Blinn shading algorithm generically describes how highlights appear on surfaces.

68 Smoothing The simplest smoothing algorithm is the "rectangular" or "unweighted sliding-average smooth". This method replaces each point in the signal with the average of "m" adjacent points, where "m" is a positive integer called the "smooth width". Usually m is an odd number. Statistical technique for removal of short term irregularities in a time-series data to improve the accuracy of forecasts. It uses moving averages, or fits a curve to the plotted data points on a graph, and is a much simpler (although cruder) method than exponential smoothing. A rendering algorithm to give the illusion of smoothness on polygon mesh surfaces. Without smoothing, all polygonal objects would have a faceted appearance. Also known as edge smoothing or face smoothing. Smoothing can be accomplished through the rotation of vertex normals.

69 Specular A specular highlight is the bright spot of light that appears on shiny objects when illuminated (for example, see image at right). Specular highlights are important in 3D computer graphics, as they provide a strong visual cue for the shape of an object and its location with respect to light sources in the scene. Reflections on still water are an example of specular reflection. Specular reflection, also known as regular reflection is the mirror-like reflection of waves, such as light, from a surface. ... The result is that an image reflected by the surface is reproduced in mirror-like (specular) fashion. The color of the highlight on a shiny object. The color of a specular highlight is often determined more by the color of the light than by the object’s color.

70 Spline In mathematics, a spline is a numeric function that is piecewise-defined by polynomial functions, and which possesses a high degree of smoothness at the places where the polynomial pieces connect (which are known as knots). The most commonly used splines are cubic splines, i.e., of order 3—in particular, cubic B-spline, which is equivalent to C2 continuous composite Bézier curves. They are common, in particular, in spline interpolation simulating the function of flat splines. The term spline is adopted from the name of a flexible strip of metal commonly used by drafters to assist in drawing curved lines. In computer graphics, a spline is a curve that connects two or more specific points, or that is defined by two or more points. The term can also refer to the mathematical equation that defines such a curve. In computer graphics, a spline is a line whose curvature is determined by control vertices. Originally, a thin wood or metal strip used in construction.

71 Subdivision surface Algorithm that adds density to polygon meshes.
It can be used as a modeling tool, or invoked during rendering. Low density mesh objects are smoothed through tessellation and smoothing of angles among adjacent faces.

72 Supersampling Supersampling is a spatial anti-aliasing method, i.e. a method used to remove aliasing (jagged and pixelated edges, colloquially known as "jaggies") from images rendered in computer games or other computer programs that generate imagery. An antialiasing algorithm that internally renders at high resolution, then averages pixel values for a lower resolution output. Significantly reduces aliasing on some textures at the expense of longer render times. Also known as oversampling.

73 Surface of revolution A modeling technique to create rotationally symmetrical 3D objects by revolving a spline around an axis. Commonly employed to create objects such as bottles and lathed furniture pieces.

74 Tessellation The division of a surface into smaller polygons, yielding a higher level of detail. A tessellation is created when a shape is repeated over and over again covering a plane without any gaps or overlaps. Tessellation. A pattern of shapes that fit perfectly together! A Tessellation (or Tiling) is when we cover a surface with a pattern of flat shapes so that there are no overlaps or gaps. the process or art of tessellating a surface, or the state of being tessellated. an arrangement of shapes closely fitted together, especially of polygons in a repeated pattern without gaps or overlapping.

75 Texture map Texture mapping is a graphic design process in which a two-dimensional (2-D) surface, called a texture map, is "wrapped around" a three-dimensional (3-D)object.Thus, the 3-D object acquires a surface texture similar to that of the 2-D surface. Texture mapping is a method for defining high frequency detail, surface texture, or color information on a computer-generated graphic or 3D model. Its application to 3D graphics was pioneered by Edwin Catmull in 1974. A bitmap or procedural map to vary some property, usually diffuse color, across a surface. The term texture map, in the strictest sense, means the diffuse color map.

76 Transform change (a mathematical entity) by transformation.
The mathematical reassignment of points to new locations. It's the abbreviated form of transformation.  The three transforms are position (aka translation), rotation, and scale. These transforms control the location and orientation of objects in 3D space.

77 Vector In computer graphics, a vector is a curve or line in 2D or 3D space. In mathematics, a vector is a straight line with a length and an orientation. A vector may be defined by any two points in space. It is also commonly defined by a single point, an angle (two angles required for 3D vectors), and a distance. In Maya's MEL scripting language, vector refers to a group of three numbers, such as the X, Y, and Z positions of a point.

78 Vector graphics Vector graphics is the creation of digital images through a sequence of commands or mathematical statements that place lines and shapes in a given two-dimensional or three- dimensional space. In physics, a vector is a representation of both a quantity and a direction at the same time. Vector graphics is the use of polygons to represent images in computer graphics. Vector graphics are based on vectors, which lead through locations called control points or nodes. Method for calculating or displaying data based on lines and curves rather than pixels or voxels. 3D models, 2D illustration paths, and digital typefaces are all examples of vector graphics. 3D models are constructed in vector space and usually projected into pixel space for display.

79 Vertex Vertex typically means a corner or a point where lines meet. For example a square has four corners, each is called a vertex. The plural form of vertex is vertices. A fancy word for “point.” Vertex. A point where two or more straight lines meet. A corner. Examples: • any corner of this pentagon (a plane shape) • any corner of this tetrahedron (a solid) Points are merely markers in space; they have no dimension whatsoever – no length, no area, no volume. Vertices serve many functions in 3D graphics, from defining the contours of objects to anchoring parts of a hierarchy together.

80 Vertex normal In the geometry of computer graphics, a vertex normal at a vertex of a polyhedron is a directional vector associated with a vertex, intended as a replacement to the true geometric normal of the surface. Commonly, it is computed as the normalized average of the surface normals of the faces that contain that vertex. Lines pointing out from each vertex of a surface, important for lighting and edge smoothing. The orientation of vertex normals determines how much light the surrounding surface can receive. A vertex generally has several normals, one for each face shared by the vertex. If all normals on a vertex are aligned, the renderer draws gradients across the connected edges. If normals on a vertex are pointing in different directions, the renderer does not smooth the edges, resulting in a faceted appearance.

81 Voxel (in computer-based modelling or graphic simulation) each of an array of elements of volume that constitute a notional three-dimensional space, especially each of an array of discrete elements into which a representation of a three-dimensional object is divided. Cube World, an Indie voxel based game with RPG elements. Cubiverse a webGL sandbox game crafter, uses voxels for the terrain. Delta Force is a computer game made by Novalogic that used the proprietary Voxel Space rendering engine. Contraction of volume element.  Compare to pixel. A voxel is a cubic section of a volume, used for calculating certain volumetric effects such as fluid dynamics.

82 Z-buffer Z-buffering, also known as depth buffering, is a technique in computer graphics programming that is used to determine whether an object (or part of an object) is visible in a scene. It can be implemented either in hardware or software, and is used to increase rendering efficiency. In computer graphics, z-buffering, also known as depth buffering, is the management of image depthcoordinates in 3D graphics, usually done in hardware, sometimes in software. An automated method for managing depth information in a 3D scene. Optimizes rendering by selecting which surfaces to render, and in what order. The z-buffer ensures that occluded (hidden) surfaces are not rendered, saving time.

83 Z-buffer or depth buffer information can be stored within certain bitmap file formats such as .RLA and .EXR. The z channel records the distance of each pixel to the camera. This information is useful in compositing. Simulated lens effects, such as distance blur from depth of field, can be added and adjusted after the 3D images have been rendered.

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