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Waterloo CS488 - Introduction to Computer Graphics

Master core 2D/3D graphics algorithms, mathematical transformations, lighting models, rendering pipelines, and shader programming for Waterloo's CS488.

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(21 cards)

Preview terms and definitions before starting your study session.

#1
Term
3D Scaling Matrix
Definition
Scales geometry along X, Y, and Z axes relative to the origin:
#2
Term
Affine Transformation
Definition
A transformation that preserves points, straight lines, and planes, as well as parallelism. It is a combination of a linear transformation (rotation/scaling/shear) followed by a translation ().
#3
Term
Homogeneous Coordinates
Definition
A coordinate system using dimensions to represent -dimensional space (e.g., ). It allows translation to be expressed as matrix multiplication alongside scaling and rotation. Points have , while directional vectors have .
#4
Term
2D Translation Matrix
Definition
Represented in homogeneous coordinates as:

Translates a point by vector via matrix multiplication.
#5
Term
3D Rotation Matrix (Z-axis)
Definition
Rotates a point around the Z-axis by angle counterclockwise:
#6
Term
Graphics Viewing Pipeline
Definition
The sequence of coordinate transformations to display 3D scenes on a 2D screen:
1. Object/Model Space World Space (Model Matrix)
2. World Space View/Camera Space (View Matrix)
3. View Space Clip Space (Projection Matrix)
4. Clip Space Screen Space (Viewport Transform)
#7
Term
Orthographic vs. Perspective Projection
Definition
  • Orthographic: Parallel projection where parallel lines remain parallel; no foreshortening (distance does not affect object size).
  • Perspective: Models human vision/camera lenses; objects further from the center of projection appear smaller due to foreshortening.
#8
Term
Perspective Divide
Definition
The step following perspective projection where homogeneous clip coordinates are converted to Normalized Device Coordinates (NDC) by dividing by . This division creates perspective foreshortening.
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