CG SET flashcards
CG SET · Build recall with a focused review session.
33 cards. Read the term and the definition here. The deck at the top of this page is optional.
- Homogeneous coordinates
- Represent points as (x,y,z,1) and directions as (x,y,z,0) in 4D; allows translation, rotation, and perspective projection to be expressed as 4×4 matrix multiplication.
- Rodrigues rotation formula
- Rotates a vector about unit axis a by angle θ: R = I cosθ + sinθ [a]× + (1−cosθ) aaᵀ, where [a]× is the skew-symmetric cross-product matrix.
- Barycentric coordinates
- Weights α, β, γ with α+β+γ=1 that express a point as αA+βB+γC; a point lies inside triangle ABC exactly when all three weights are non-negative.
- Ray–sphere intersection
- Substitute ray o+td into |p−c|²=r² to get a quadratic in t; discriminant below zero means miss, zero means tangent, positive gives two intersections; choose smallest positive t.
- Perspective-correct interpolation
- Screen-space linear interpolation of attributes divided by w, then divided by interpolated 1/w, recovers correct values under perspective projection and avoids texture warping.
- Edge function rasterization
- For each pixel, evaluate E(x,y)=(x−x₀)(y₁−y₀)−(y−y₀)(x₁−x₀) for all three triangle edges; consistent signs indicate the pixel center is inside.
- Top-left fill rule
- Pixels exactly on a shared triangle edge are shaded by only one triangle, chosen by a consistent top-left convention, preventing gaps and double-blending along shared edges.
- Early-Z rejection
- GPU discards fragments failing the depth test before running the fragment shader; disabled by discard, alpha-to-coverage, or shader depth writes, which require late depth testing.
- Blinn–Phong specular model
- Specular term k_s (N·H)^n I with half-vector H=normalize(L+V); exponent n controls highlight size, larger n gives tighter, brighter highlights.
- Rendering equation
- L_o(x,ω_o)=L_e+∫_Ω f_r(x,ω_i,ω_o) L_i(x,ω_i)(n·ω_i)dω_i; outgoing radiance equals emission plus integrated incoming radiance weighted by BRDF and cosine.
- Fresnel Schlick approximation
- F(θ)≈F₀+(1−F₀)(1−cosθ)⁵ with F₀=((n₁−n₂)/(n₁+n₂))²; reflectance rises toward 1 at grazing angles for all dielectrics.
- Cook–Torrance microfacet BRDF
- f=F·D·G/(4(n·l)(n·v)); D is the microfacet normal distribution (GGX or Beckmann), G is geometric shadowing-masking, F is Fresnel reflectance.
- Russian roulette
- Unbiased path termination: continue a path with probability q and divide throughput by q; terminates long paths without introducing bias in the Monte Carlo estimate.
- Mipmap level selection
- Level L=log₂(max(|du/dx|,|dv/dx|)·textureSize) chosen from screen-space UV derivatives; trilinear filtering blends adjacent levels to reduce minification aliasing.
- Normal mapping
- Perturbs the shading normal using a tangent-space normal texture: N'=normalize(TBN·n_sample), where TBN columns are tangent, bitangent, and interpolated vertex normal.
- sRGB transfer function
- Encodes linear color for storage: L≤0.0031308 uses 12.92L, otherwise 1.055L^(1/2.4)−0.055; decode to linear before lighting and re-encode for display.
- Separable Gaussian blur
- A 2D Gaussian kernel factors into two 1D passes, reducing per-pixel cost from O(n²) to O(2n) while producing identical results for symmetric kernels.
- de Casteljau algorithm
- Evaluates a Bézier curve by recursively interpolating control points at parameter t; numerically stable and yields the same result as the Bernstein polynomial form.
- NURBS curve
- Rational B-spline with control-point weights: C(t)=ΣwᵢPᵢNᵢ(t)/ΣwⱼNⱼ(t); exactly represents conics such as circles and ellipses.
- Catmull–Clark subdivision
- Subdivision surface scheme generalizing cubic B-splines to arbitrary meshes; each step inserts face and edge points and smooths vertices, converging to a C² limit surface.
- Euler characteristic
- For a closed polyhedron, V−E+F=2; for genus g, V−E+F=2−2g. Used to validate mesh topology and detect holes or handles.
- Quaternion slerp
- Spherical linear interpolation q(t)=(sin((1−t)Ω)q₀+sin(tΩ)q₁)/sinΩ; interpolates rotations along the shortest arc and avoids gimbal lock.
- Gimbal lock
- Loss of one rotational degree of freedom when Euler angles align two axes (middle rotation ±90°); avoided by using quaternions or rotation matrices.
- Linear blend skinning
- Vertex deformation p'=ΣwᵢMᵢp with weights summing to one; simple and fast, but can produce candy-wrapper twisting and volume loss at joints.
- Verlet integration
- Position update x_{n+1}=2x_n−x_{n−1}+aΔt²; symplectic and stable for cloth and particle systems, deriving velocity implicitly from position differences.
- Critical damping
- For spring–damper m a=−k x−c v, critical damping occurs at c=2√(km); system returns to equilibrium fastest without oscillation.
- Vulkan explicit API
- Low-level graphics API exposing command buffers, pipelines, descriptor sets, and memory heaps; the application manages synchronization and resource lifetimes rather than the driver.
- Instanced rendering
- Draws many copies of a mesh with one draw call, using per-instance attributes (transform, color) fetched by instance index; reduces CPU overhead.
- Staging buffer
- Host-visible GPU buffer used to upload data to device-local memory; the CPU writes the staging buffer, then a copy command transfers it to VRAM.
- CIE XYZ color space
- Tristimulus space from integrals X=∫S(λ)x̄(λ)dλ, Y=∫S(λ)ȳ(λ)dλ, Z=∫S(λ)z̄(λ)dλ; Y equals luminance and all visible colors map inside the spectral locus.
- sRGB primaries and white
- Red (0.64,0.33), green (0.30,0.60), blue (0.15,0.06) chromaticities with D65 white (0.3127,0.3290); defines the standard display gamut triangle.
- Delta E color difference
- Metric for perceptual color difference; CIE76 is Euclidean distance in L*a*b*. Values below 1 are generally imperceptible, above 5 clearly visible.
- Constructive alignment
- Instructional design principle that learning outcomes, teaching activities, and assessments share the same action verbs, so assessment directly measures the stated outcome.