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A concise overview of key concepts and definitions in computer graphics. It covers essential terms such as camera, clip coordinates, device coordinates, eye coordinates, frustum, glu, glut, jogl, matrix mode, modelview transformation, orthographic projection, perspective projection, projection transformation, view volume, viewing transformation, viewport, and viewport transformation. This resource is ideal for students and professionals seeking a quick reference guide to computer graphics terminology, offering clear explanations and practical context for each term.
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camera - correct answerIn 3D computer graphics, an object that combines the projection and viewing transforms into an abstraction that imitates a physical camera or eye. clip coordinates - correct answerThe default coordinate system in OpenGL. The projection transform maps the 3D scene to clip coordinates. The rendered image will show the contents of the cube in the clip coordinate system that contains x, y, and z values in the range from -1 to 1; anything outside that range is "clipped" away. device coordinates - correct answerThe coordinate system used on a display device or rendered image, often using pixels as the unit of measure. eye coordinates - correct answerThe coordinate system on 3D space defined by the viewer. In eye coordinates in OpenGL 1.1, the viewer is located at the origin, looking in the direction of the negative z-axis, with the positive y-axis pointing upwards, and the positive x-axis pointing to the right. The modelview transformation maps objects into the eye coordinate system, and the projection transform maps eye coordinates to clip coordinates. frustum - correct answerA truncated pyramid; that is, a pyramid from which the top has been cut off. In OpenGL 1.1, the view volume for a perspective projection is a frustum. GLU - correct answerThe OpenGL Utility library. Defines several functions for use with older versions of OpenGL, including gluPerspective and gluLookAt. Not to be confused with GLUT. GLU is a standard part of OpenGL. GLUT - correct answerThe OpenGL Utility Toolkit. A platform-independent library for writing OpenGL applications. OpenGL does not include support for windows or events. GLUT adds such support. It also has functions for drawing 3D shapes such as spheres and polyhedra (not to mention a teapot). GLUT is written in the C programming language and is used with the C API for OpenGL. However, many GLUT functions are also available in JOGL, the Java API for OpenGL. A newer, and somewhat improved, version of the toolkit named "FreeGLUT" is commonly used in place of the original version.
JOGL - correct answerA Java implementation of OpenGL. JOGL is very complicated, since it attempts to support all versions of OpenGL in one programming system. JOGL integrates seamlessly with Java's Swing and AWT graphics. matrix mode - correct answerIn OpenGL 1.1, a state variable that determines which one of several transformation matrices will be affected by functions such as glRotatef and glFrustum. The matrix mode is set with the function glMatrixMode. Possible values include GL_MODELVIEW, GL_PROJECTION, and GL_TEXTURE. modelview transformation - correct answerIn OpenGL 1.1, a transform that combines the modeling transform with the viewing transform. That is, it is the composition of the transformation from object coordinates to world coordinates and the transformation from world coordinates to eye coordinates. Because of the equivalence between modeling and viewing transformations, world coordinates are not really meaningful for OpenGL, and only the combined transformation is tracked. orthographic projection - correct answerA projection from 3D to 2D that simply discards the z-coordinate. It projects objects along lines that are orthogonal (perpendicular) to the xy-plane. In OpenGL 1.1, the view volume for an orthographic projection is a rectangular solid. perspective projection - correct answerA projection from 3D to 2D that projects objects along lines radiating out from a viewpoint. A perspective projection attempts to simulate realistic viewing. A perspective projection preserves perspective; that is, objects that are farther from the viewpoint are smaller in the projection. In OpenGL 1.1, the view volume for a perspective projection is a frustum, or truncated pyramid. projection transformation - correct answerIn 3D graphics, a transformation that maps a scene in 3D space onto a 2D image. In OpenGL 1.1, the projection maps the view volume (that is, the region in 3D space that is visible in the image) to clip coordinates, in which the values of x, y, and z range from -1 to 1. The x- and y-coordinates are then mapped to the image, while the z coordinate provides depth information. view volume - correct answerIn OpenGL 1.1, the region is 3D space that is visible in the rendered image. For orthographic projections, the view volume is a rectangular solid. For perspective projection, the view volume is a frustum (truncated pyramid). viewing transformation - correct answerThe transformation in 3D graphics that maps world coordinates to eye coordinates. The viewing transform establishes the position, orientation, and scale of the viewer in the world. viewport - correct answerThe rectangular area in which the image for 2D or 3D graphics is displayed. The coordinates on the viewport are pixel coordinates, more properly called device coordinates since they are actual physical coordinates on the device where the image is being displayed.