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3D Graphics Flashcards | |
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<p class="text-xl text-purple-200 max-w-2xl mx-auto"> | |
Master computer graphics concepts through interactive learning | |
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<span id="progress-text" class="ml-4 font-bold">0/21</span> | |
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<span class="category-tag">3D Geometries</span> | |
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<h2 class="text-2xl font-bold mb-2">Polygonal Mesh</h2> | |
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<h3 class="text-xl font-bold mb-3">Polygonal Mesh</h3> | |
<p class="text-sm mb-4">A collection of vertices, edges and faces that defines the shape of a 3D object. Most common in real-time applications like games.</p> | |
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<p><span class="font-bold">Elements:</span> Vertices, Edges, Polygons (usually triangles or quads)</p> | |
<p><span class="font-bold">Optimization:</span> Level of Detail (LOD), Normal maps</p> | |
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<span class="category-tag">3D Geometries</span> | |
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<h2 class="text-2xl font-bold mb-2">NURBS</h2> | |
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<h3 class="text-xl font-bold mb-3">NURBS</h3> | |
<p class="text-sm mb-4">Non-Uniform Rational B-Splines are mathematical representations for modeling curves and surfaces in 3D space, offering precise control.</p> | |
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<p><span class="font-bold">Advantages:</span> Smooth surfaces, Precise control, Scalable</p> | |
<p><span class="font-bold">Uses:</span> Automotive design, Industrial modeling</p> | |
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<span class="category-tag">3D Geometries</span> | |
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<h2 class="text-2xl font-bold mb-2">Subdivision Surfaces</h2> | |
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<h3 class="text-xl font-bold mb-3">Subdivision Surfaces</h3> | |
<p class="text-sm mb-4">A method of representing smooth surfaces by specifying a coarse control mesh and applying subdivision rules to create a smoother surface.</p> | |
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<p><span class="font-bold">Types:</span> Catmull-Clark, Loop, Doo-Sabin</p> | |
<p><span class="font-bold">Used in:</span> Character modeling, Organic shapes</p> | |
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<span class="category-tag">Graphics</span> | |
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<h2 class="text-2xl font-bold mb-2">Rendering Pipeline</h2> | |
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<h3 class="text-xl font-bold mb-3">Rendering Pipeline</h3> | |
<p class="text-sm mb-4">The sequence of steps that transforms 3D models into 2D images on the screen. Includes vertex processing, rasterization, and fragment processing.</p> | |
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<p><span class="font-bold">Stages:</span> Vertex Shader, Primitive Assembly, Rasterization, Fragment Shader</p> | |
<p><span class="font-bold">Optimization:</span> Culling, Instancing, Batching</p> | |
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<span class="category-tag">Graphics</span> | |
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<h2 class="text-2xl font-bold mb-2">Shading Models</h2> | |
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<h3 class="text-xl font-bold mb-3">Shading Models</h3> | |
<p class="text-sm mb-4">Mathematical models that determine how light interacts with surfaces. Common models include Lambertian, Phong, Blinn-Phong, and PBR.</p> | |
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<p><span class="font-bold">Components:</span> Diffuse, Specular, Ambient, Emissive</p> | |
<p><span class="font-bold">Advanced:</span> Physically Based Rendering (PBR), Subsurface Scattering</p> | |
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<span class="category-tag">Graphics</span> | |
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<h2 class="text-2xl font-bold mb-2">Texturing</h2> | |
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<h3 class="text-xl font-bold mb-3">Texturing</h3> | |
<p class="text-sm mb-4">The process of applying 2D images to 3D surfaces to add detail without increasing geometric complexity.</p> | |
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<p><span class="font-bold">Map Types:</span> Diffuse, Normal, Specular, Displacement</p> | |
<p><span class="font-bold">Techniques:</span> UV Mapping, Procedural Texturing, PBR Materials</p> | |
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<span class="category-tag">NeRFs</span> | |
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<h2 class="text-2xl font-bold mb-2">NeRF Basics</h2> | |
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<h3 class="text-xl font-bold mb-3">NeRF Basics</h3> | |
<p class="text-sm mb-4">Neural Radiance Fields represent scenes as continuous 5D functions that output color and density given a 3D location and 2D viewing direction.</p> | |
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<p><span class="font-bold">Input:</span> 3D position + 2D viewing direction</p> | |
<p><span class="font-bold">Output:</span> RGB color + volume density</p> | |
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<span class="category-tag">NeRFs</span> | |
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<h2 class="text-2xl font-bold mb-2">Instant-NGP</h2> | |
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<h3 class="text-xl font-bold mb-3">Instant-NGP</h3> | |
<p class="text-sm mb-4">Instant Neural Graphics Primitives use hash encoding and small MLPs to achieve real-time NeRF rendering with significantly faster training.</p> | |
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<p><span class="font-bold">Key Features:</span> Hash grids, Multi-resolution, Real-time</p> | |
<p><span class="font-bold">Performance:</span> Seconds to minutes training time</p> | |
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<span class="category-tag">NeRFs</span> | |
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<h2 class="text-2xl font-bold mb-2">Dynamic NeRFs</h2> | |
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<h3 class="text-xl font-bold mb-3">Dynamic NeRFs</h3> | |
<p class="text-sm mb-4">Extensions of NeRFs that can model dynamic scenes with moving objects or changing viewpoints over time.</p> | |
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<p><span class="font-bold">Approaches:</span> Time-conditioned, Deformation fields, Latent codes</p> | |
<p><span class="font-bold">Applications:</span> Free-viewpoint video, VR/AR</p> | |
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<span class="category-tag">Splatting</span> | |
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<h2 class="text-2xl font-bold mb-2">3D Gaussian Splats</h2> | |
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<h3 class="text-xl font-bold mb-3">3D Gaussian Splats</h3> | |
<p class="text-sm mb-4">Point-based representation where each point is an anisotropic 3D Gaussian with position, covariance, color and opacity attributes.</p> | |
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<p><span class="font-bold">Properties:</span> Position, Covariance, Color (SH), Opacity</p> | |
<p><span class="font-bold">Rendering:</span> Differentiable, Tile-based rasterization</p> | |
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<span class="category-tag">Splatting</span> | |
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<h2 class="text-2xl font-bold mb-2">Splatting Pipeline</h2> | |
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<h3 class="text-xl font-bold mb-3">Splatting Pipeline</h3> | |
<p class="text-sm mb-4">The rendering process for Gaussian splats involves projecting 3D Gaussians to 2D, sorting them, and alpha-blending them back-to-front.</p> | |
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<p><span class="font-bold">Steps:</span> Projection, Tile assignment, Sorting, Blending</p> | |
<p><span class="font-bold">Optimization:</span> CUDA acceleration, Level of Detail</p> | |
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<span class="category-tag">Splatting</span> | |
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<h2 class="text-2xl font-bold mb-2">Splatting vs NeRF</h2> | |
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<h3 class="text-xl font-bold mb-3">Splatting vs NeRF</h3> | |
<p class="text-sm mb-4">Comparison between explicit (splatting) and implicit (NeRF) scene representations for novel view synthesis.</p> | |
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<p><span class="font-bold">Splatting:</span> Explicit, Fast rendering, Large scenes</p> | |
<p><span class="font-bold">NeRF:</span> Implicit, High quality, View-dependent effects</p> | |
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<span class="category-tag">Ray Tracing</span> | |
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<h2 class="text-2xl font-bold mb-2">Ray Casting</h2> | |
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<h3 class="text-xl font-bold mb-3">Ray Casting</h3> | |
<p class="text-sm mb-4">The most basic form of ray tracing that shoots rays from the camera through each pixel to find the nearest intersection with objects.</p> | |
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<p><span class="font-bold">Characteristics:</span> Primary rays only, No reflections/refractions</p> | |
<p><span class="font-bold">Usage:</span> Early 3D games, Simple ray tracers</p> | |
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<span class="category-tag">Ray Tracing</span> | |
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<h2 class="text-2xl font-bold mb-2">Recursive Ray Tracing</h2> | |
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<h3 class="text-xl font-bold mb-3">Recursive Ray Tracing</h3> | |
<p class="text-sm mb-4">Extension of ray casting that recursively traces secondary rays for reflections, refractions, and shadows to achieve more realistic images.</p> | |
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<p><span class="font-bold">Ray Types:</span> Primary, Shadow, Reflection, Refraction</p> | |
<p><span class="font-bold">Optimization:</span> Ray trees, Russian roulette</p> | |
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<span class="category-tag">Ray Tracing</span> | |
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<h2 class="text-2xl font-bold mb-2">Path Tracing</h2> | |
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<h3 class="text-xl font-bold mb-3">Path Tracing</h3> | |
<p class="text-sm mb-4">A Monte Carlo method for solving the rendering equation by randomly sampling light paths to simulate global illumination.</p> | |
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<p><span class="font-bold">Features:</span> Unbiased, Physically accurate, Slow convergence</p> | |
<p><span class="font-bold">Optimizations:</span> Importance sampling, Next event estimation</p> | |
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<span class="category-tag">Volume</span> | |
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<h2 class="text-2xl font-bold mb-2">Volume Rendering</h2> | |
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<h3 class="text-xl font-bold mb-3">Volume Rendering</h3> | |
<p class="text-sm mb-4">Techniques for displaying 2D projections of 3D volumetric data sets, typically used for medical imaging and scientific visualization.</p> | |
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<p><span class="font-bold">Methods:</span> Ray casting, Texture slicing, Shear-warp</p> | |
<p><span class="font-bold">Data Types:</span> CT scans, MRI, Scientific simulations</p> | |
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<span class="category-tag">Volume</span> | |
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<h2 class="text-2xl font-bold mb-2">Transfer Functions</h2> | |
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<h3 class="text-xl font-bold mb-3">Transfer Functions</h3> | |
<p class="text-sm mb-4">Mappings from scalar values in volume data to optical properties like color and opacity, crucial for meaningful visualization.</p> | |
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<p><span class="font-bold">Types:</span> 1D, 2D, Multi-dimensional</p> | |
<p><span class="font-bold">Design:</span> Histogram-based, Interactive widgets</p> | |
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<span class="category-tag">Volume</span> | |
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<h2 class="text-2xl font-bold mb-2">Isosurface Extraction</h2> | |
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<h3 class="text-xl font-bold mb-3">Isosurface Extraction</h3> | |
<p class="text-sm mb-4">The process of extracting surfaces of constant value (isosurfaces) from volumetric data, typically using Marching Cubes algorithm.</p> | |
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<p><span class="font-bold">Algorithms:</span> Marching Cubes, Marching Tetrahedra, Dual Contouring</p> | |
<p><span class="font-bold">Applications:</span> Medical imaging, CFD visualization</p> | |
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<span class="category-tag">Rasterization</span> | |
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<h2 class="text-2xl font-bold mb-2">Rasterization</h2> | |
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<h3 class="text-xl font-bold mb-3">Rasterization</h3> | |
<p class="text-sm mb-4">The process of converting vector graphics (points, lines, triangles) into a raster image (pixels) for display on a screen.</p> | |
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<p><span class="font-bold">Pipeline:</span> Vertex processing, Primitive assembly, Fragment processing</p> | |
<p><span class="font-bold">Optimizations:</span> Early Z, Hierarchical Z, Tile-based</p> | |
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<span class="category-tag">Rasterization</span> | |
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<h2 class="text-2xl font-bold mb-2">Z-Buffering</h2> | |
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<h3 class="text-xl font-bold mb-3">Z-Buffering</h3> | |
<p class="text-sm mb-4">A depth buffering technique that stores the depth of each pixel and only draws fragments that are closer than what's already stored.</p> | |
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<p><span class="font-bold">Advantages:</span> Simple, Handles arbitrary geometry</p> | |
<p><span class="font-bold">Variants:</span> W-buffer, Reverse Z, Floating-point Z</p> | |
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<span class="category-tag">Rasterization</span> | |
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<h2 class="text-2xl font-bold mb-2">Deferred Shading</h2> | |
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<h3 class="text-xl font-bold mb-3">Deferred Shading</h3> | |
<p class="text-sm mb-4">A rendering technique that separates geometry processing from lighting calculations to handle many lights efficiently.</p> | |
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<p><span class="font-bold">Steps:</span> G-buffer creation, Light accumulation, Post-processing</p> | |
<p><span class="font-bold">Tradeoffs:</span> Memory intensive, No MSAA, Many lights</p> | |
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