CG Only Theory
CG Only Theory
Refresh Buffer: Memory that stores the image before it’s displayed.
1. Color Depth
Color depth is the number of bits used to represent the color of a single pixel. It
determines how many colors can be displayed. For example:
2. Scan Conversion
3. Refresh Rate
Refresh rate is the number of times a display updates its image per second,
measured in hertz (Hz). For example, a refresh rate of 60 Hz means the image is
refreshed 60 times per second.
4. Pixel
1. Resolution
2. Aspect Ratio
Aspect Ratio: The ratio of width to height of a display or image (e.g., 16:9 for
widescreen).
3. Frame Buffer
Frame Buffer: A memory area that stores pixel data for an image before it is
displayed on the screen.
4. Refresh Rate
Refresh Rate: The number of times per second a display updates its image,
measured in hertz (Hz) (e.g., 60 Hz).
1. Application Layer:
o This is where developers write application code using the OpenGL API to
generate graphics commands.
2. OpenGL API:
o The core interface that processes commands from the application, providing
functions for drawing shapes, handling textures, and managing shaders.
3. State Machine:
o OpenGL maintains various states (like color and depth) that affect rendering.
Commands change these states to influence how graphics are drawn.
4. Graphics Pipeline:
o A series of steps to convert 3D objects into a 2D image:
▪ Vertex Processing: Transforms 3D coordinates to 2D.
▪ Primitive Assembly: Groups vertices into shapes.
▪ Rasterization: Converts shapes into fragments (potential pixels).
▪ Fragment Processing: Determines color and depth for each fragment.
▪ Output Merging: Combines fragments into the final image.