Cheatography
https://cheatography.com
Computer Graphics Turbo C
This is a draft cheat sheet. It is a work in progress and is not finished yet.
UNIT 3
PART A |
three primary geometric elements |
Vertex (Point), Edge (Line), Polygon (Face) |
Quadric Surface |
defined by second-degree equations |
polygon table |
data structure storing lists of geometric and attribute data (to store connectivity information) |
Plane equation |
Ax+By+Cz+D=0; x,y,z → components of normal vector <0 inside; >0 outside |
polygon meshes |
Triangle and Quadrilateral Meshes |
spline |
defined by a set of polynomial functions |
Plane Equations in Rendering Pipeline
Back-Face Culling: |
substitute viewport into plane equation (sign determines direction of plan for clipping) |
Inside-Outside Testing & Depth: |
if a point is inside a polygon; calculate depth of any point |
Meshes
Polygon Meshes |
Quadratic (or Parametric) Surfaces |
made of triangles/quads |
equations/control points |
Modelling Accuracy |
Approximate, depends on number of polygons |
High precision, smooth surfaces |
Resource Requirements |
Needs more memory for high detail |
Compact representation, fewer parameters |
Rendering Efficiency |
Very efficient, directly supported by GPUs |
Not directly renderable, must be converted to meshes |
Ray surface intersection |
Advantages |
fast; basic algebraic math; computation time predictable; universal for any shape |
exact representation; compact storage; analytical precision |
Disadvantages |
approximation error; memory performance trade-off |
computational cost; specialization required |
Polygon meshes = standard for real-time rendering (fast, GPU-friendly)
Quadratic surfaces = better for design accuracy, but used as pre-processing before conversion to polygons
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B-Spline and Bézier
B-Spline |
Bézier |
local control |
global control |
single compact representation |
needs many separate curves |
B-Splines are flexible, efficient (faster updates, less recomputation) and manageable.
Polygon tables
Geometric (Vertex) Table |
Avoids duplication |
Attribute Table |
Stores properties (color, texture, reflectivity) |
Surface (Polygon) Table |
Stores faces using vertex indices (geometry + attributes) |
Polygon tables
Geometric (Vertex) Table |
Avoids duplication |
Attribute Table |
Stores properties (color, texture, reflectivity) |
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