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A modern rendering of the Utah teapot, an iconic model in 3D computer graphics created by Martin Newell in 1975. Computer graphics is a sub-field of computer science which studies methods for digitally synthesizing and manipulating visual content. Although the term often refers to the study of three-dimensional computer graphics, it also ...
3GPP—3rd Generation Partnership Project – 3G comms; 3GPP2—3rd Generation Partnership Project 2; 3NF—third normal form; 386—Intel 80386 processor; 486—Intel 80486 processor; 4B5BLF—4-bit 5-bit local fiber; 4GL—fourth-generation programming language; 4NF—fourth normal form; 5GL—fifth-generation programming language; 5NF ...
Graphics represented as a rectangular grid of pixels. Rasterization Converting vector graphics to raster graphics. This terms also denotes a common method of rendering 3D models in real time. Ray casting Rendering by casting non-recursive rays from the camera into the scene. 2D ray casting is a 2.5D rendering method. Ray marching
Computer science (also called computing science) is the study of the theoretical foundations of information and computation and their implementation and application in computer systems. One well known subject classification system for computer science is the ACM Computing Classification System devised by the Association for Computing Machinery.
Increasingly it is created by means of 3D computer graphics, though 2D computer graphics are still widely used for stylistic, low bandwidth, and faster real-time rendering needs. Sometimes the target of the animation is the computer itself, but sometimes the target is another medium , such as film .
3D graphics stand in contrast to 2D computer graphics which typically use completely different methods and formats for creation and rendering. 3D computer graphics rely on many of the same algorithms as 2D computer vector graphics in the wire-frame model and 2D computer raster graphics in the final rendered display.
Computer Graphics: Principles and Practice is a textbook written by James D. Foley, Andries van Dam, Steven K. Feiner, John Hughes, Morgan McGuire, David F. Sklar, and Kurt Akeley and published by Addison–Wesley.
It teaches fundamental principles of computer programming, including recursion, abstraction, modularity, and programming language design and implementation. MIT Press published the first edition in 1984, and the second edition in 1996. It was used as the textbook for MIT's introductory course in computer science from 1984 to 2007.