Computer graphics (computer science): Difference between revisions

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=3D Computer Graphics= clairifed a few issues
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; [[Flat shading]]: A technique that shades each polygon of an object based on the polygon's "normal" and the position and intensity of a light source.
; [[Gouraud shading]]: Invented by [[Henri Gouraud]] in 1971, a fast and resource-conscious vertex shading technique used to simulate smoothly shaded surfaces.
by interpolating vertex colors across a polygon's surface.
; [[Texture mapping]]: A technique for simulating a large amount of surface detail by mapping images (textures) onto polygons.
; [[Phong shading]]: Invented by Wu Tong Phong, used to simulate specular highlights and smooth shaded surfaces.
; [[Phong shading]]: Invented by [[Bui Toc Phong]], a smooth shading technique that approximates curved-surface lighting by interpolating the vertex normals of a polygon across the surface; the lighting model includes glossy reflection with a controlable level of gloss.
; [[Bump mapping]]: Invented by [[Jim Blinn]], a normal-perturbation technique used to simulate wrinkled surfaces.
; [[RaytracingBump mapping]]: AInvented shadingby [[Jim Blinn]], a normal-perturbation technique used to simulate reflectionbumpy or andwrinkled transparencysurfaces.
; [[Raytracing]]: A method based on the physical principles of geometric optics that can simulate multiple reflections and transparency.
; [[Global illumination]]: Covering the techniques of Monte-Carlo gathering and [[Radiosity]] for simulating realistic light sources.
; [[Radiosity]]: a technique for [[global illumination]] that uses radiative transer theory to simulate indirect (reflected) illumination.
 
Several important topics in [[2D computer graphics|2D]] and [[3D computer graphics|3D]] graphics include: