WebGL Definitions

Definitions learned from reading Interactive Computer Graphics: A Top Down Approach with WebGL 7th Edition

Attributes

determines the appearance of objects (color, size and width, stipple pattern, polygon mode).

Central Processing Unit

Unit which performs both the normal processing and graphical processing.

Color

colors are set in the fragment shader.

Additive Color

Forms a color by adding 3 primary colors: red, green, blue

Application color

passed to vertex shader as an uniform variable or as a vertex attribute.

Fragment color

can alter via shader code

RGB Color

8 bits per component in buffer each stored separately ranging from 0.0 to 1.0 or 0 to 255.

Subtractive Color

Forms color by filtering white light with Cyan, Magenta, and Yellow filters.

Vertex Shader Color

passed to fragment shader as varying variable.

Computer Graphics

Concerned with all aspects of producing pictures or images using a computer.

Coordinate Systems

units in points

object, world, model, problem.

clip coordinates

vertex shaders output to clip coordinates

window coordinates

pixels eventually will be produced as window coordinates. Shader must eventually produce glPosition in clip coordinates.

Depth

number of bits that are used for each pixel.

Framebuffer

Collection of pixels stored in memory.

Full-color System

24 (or more) bits per pixel.

Geometric Optics

models light sources as emitters of light energy.

GLSL

OpenGL Shading Language code sent to shaders as source code, WebGL functions compile, link and get information to shaders. No pointers.

Graphical Processing Unit

A special purpose processing unit custom-tailored to carry out specific graphics functions.

Graphics System

../media/graphicsSystem.png

  1. Input Devices
  2. Central Processing Unit
  3. Memory
  4. Framebuffer
  5. Output devices

High Dynamic Range (HDR) system

A system that uses 12 or more bits per color componenet.

Image Formation

(Two-dimensional) Images are formed in an analagous process to physical imaging systems including elements of objects, viewer, and light source.

OpenGL

Cross-language/platform graphics programming library for rendering 2D and 3D vector graphics.

OpenGL ES

OpenGL for embedded systems.

Orthographic Viewing

points are projected forward along the z-axis onto the plane z=0

Photorealism

A genre of art that encompasses painting, drawing, and other graphic mediums, in which an artist studies a photograph and then attempts to reproduce the image as realistically as possible in another medium.

Pinhole camera

../media/pinholeCamera.png a box with a small hole in the center of one side of the box, and an ideal pinhole camera has an infinite depth of field where every point within its field of view is in focus.

Pixels

Picture elements or rasters produced by the graphics system.

Precision

see Depth

Programmable Shader Pipeline

../media/shaderPipeline.png

Programmer's Model

../media/programmersModel.png

Qualifiers

Vertex attributes are interpolated by the rasterizer into fragment attributes.

Attribute Qualifier

variables that can change at most once per vertex. glPosition is a built-in one.

attribute float temperature
attribute vec3 velocity

Uniform Qualifier

variables that are constant for an entire primitive. They can be changed in application and sent to shaders. Then cannot be changed in shaders. They are chiefly used to pass information to shader such as the time or bounding box of a primitive or transformation matrix.

Varying Qualifier

passed from vertex shader to fragment shader and are automatically interpolated by rasterizer

varying vec4 color;

Radiosity

An image-formation method that tries to conserve energy.

Raster

An array of picture elements displayed on an output device (see pixels).

Ray Tracing

(and photon mapping) are image-formation techniques that can form the basis for producing computer-generated images.

Resolution

The number of pixels in the framebuffer.

Shading

Smooth Shading

Default shader that uses rasterizer to interpolate vertex colors across visible polygons.

Flat Shading

Alternate shader where color in vertex determines fill color handled in shader.

Synthetic Camera Model

../media/syntheticCamera.png

True-color system

See full-color system

Vertices

A set of locations in space to define or approximate objects.

Viewer

A human, camera, or digitizer that views images in space and forms images from objects.

Viewports

Do not have to use the entire window of the image. The values are pixels in window coordinates.

Visible spectrum

Visible light which has wavelengths in the range of 350 to 780 nanometers.

WebGL

An OpenGL version graphics software system supported by most modern web browsers.

WebGL Camera

placed at the origin in object space pointing in the negative-z position. Default viewing volume is a box centered at the origin with sides of length 2. ../media/webglCamera.png

Date: 2014-10-06T03:29+0000

Author: Korey Hinton

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