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Computer Graphics

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Total cards: 24•Content version: v4•Public deck•Updated: 8/1/2026

Card preview (24)

#1
Front (Question)

What is Modelling?

Back (Answer)

Effective representation and efficient computational modification of geometric shapes.

#2
Front (Question)

What is Animation and Simulation?

Back (Answer)

Generation and representation of dynamic imagery on a computer.

#3
Front (Question)

What is Image Synthesis?

Back (Answer)

Display of models and scenes on a computer.

#4
Front (Question)

What Is Visualisation?

Back (Answer)

Methods to visually represent the information content of large-scale, multi-dimensional data sets.

#5
Front (Question)

What is a Raster Display?

Back (Answer)

A display that consists of pixels with a defined colour and intensity. It also contains a framebuffer.

#6
Front (Question)

What is the RGB colour theory?

Back (Answer)

The theory that every colour can be made up of red, green and blue

#7
Front (Question)

What is a Framebuffer?

Back (Answer)

A 2D array in memory where each entry corresponds to a pixel on the screen.

#8
Front (Question)

What is double buffering?

Back (Answer)

Using one buffer for drawing and another for display, then swapping them to avoid flicker.

#9
Front (Question)

What are Primitives?

Back (Answer)

Simple geometric elements such as a line, point, boundary or polygon, that make up more complex shapes and images. They are specified by location and dimension.

#10
Front (Question)

What are Complex Objects?

Back (Answer)

Objects built from primitives, but with visual attributes such as colour, line-style, and fill style.

#11
Front (Question)

What are local and world coordinates?

Back (Answer)

Local coordinates define objects individually, while world coordinates describe these objects place in the world.

#12
Front (Question)

What is a clipping window in computer graphics?

Back (Answer)

The area of a scene, defined in world coordinates, that you choose to display.

#13
Front (Question)

What is a viewport?

Back (Answer)

An area on the display device (screen) where the clipped portion of the scene is rendered, defined in device coordinates.

#14
Front (Question)

Outline the main stages of the 2D Graphics Pipeline.

Back (Answer)

Model Scene: Construct objects from primitives in local coordinates and place them into world coordinates. View Scene: Specify window (scene area) and viewport (display area), then clip and map the scene. Output: Rasterise primitives to pixels using attributes for display.

#15
Front (Question)

What are Device Coordinates?

Back (Answer)

Coordinates specifying pixel locations on the physical device or screen, typically measured in pixels or physical units.

#16
Front (Question)

What is a Linear Transformation?

Back (Answer)

A transformation represented by multiplying vectors by matrices, such as rotation, scaling, and shear.

#17
Front (Question)

What linear transformation is [ cosθ -sinθ ] [ sinθ cosθ ] and what would the effect be?

Back (Answer)

Rotation by θ

#18
Front (Question)

What linear transformation is [ λ1 0 ] [ 0 λ2 ] and what would the effect be?

Back (Answer)

Scaling x by λ1, and y by λ2

#19
Front (Question)

What linear transformation is [ 1 λ ] [ 0 1 ] and what would the effect be?

Back (Answer)

Shear, and it adds λy to every x value

#20
Front (Question)

What is the key difference between linear and affine transformations?

Back (Answer)

Affine transformations include translation; linear ones do not.

#21
Front (Question)

How do you combine two affine transformations (M1, t1) and (M2, t2)?

Back (Answer)

M = M2M1 and T = M2t1 + t2

#22
Front (Question)

What is an affine transformation

Back (Answer)

A linear transformation plus a translation

#23
Front (Question)

What are Homogeneous Coordinates?

Back (Answer)

They add a 3rd component to 2D points (x, y) → (x, y, 1), which allows affine transformations to be handled with a single matrix multiplication.

#24
Front (Question)

What is the advantage of using homogeneous coordinates?

Back (Answer)

Allows all affine transformations to be combined in one matrix multiplication.