Graphics Programming Cheat Sheet PDF

Document Details

RejoicingHeliotrope615

Uploaded by RejoicingHeliotrope615

De Montfort University Leicester

Tags

graphics programming opengl rendering techniques computer graphics

Summary

This document is a cheat sheet for graphics programming, covering various techniques like framebuffers, shadow mapping, deferred rendering, geometry shaders, tessellation shaders, compute shaders, and physically based rendering. It provides definitions, key concepts, steps, and tips related to each technique.

Full Transcript

**Graphics Programming Cheat Sheet** ==================================== **1. Framebuffers** ------------------- **Definition**: A framebuffer is an OpenGL object that allows you to render directly to a texture instead of the default screen buffer. **Key Concepts**: - - - 1. 2. 3. 4....

**Graphics Programming Cheat Sheet** ==================================== **1. Framebuffers** ------------------- **Definition**: A framebuffer is an OpenGL object that allows you to render directly to a texture instead of the default screen buffer. **Key Concepts**: - - - 1. 2. 3. 4. 5. **Applications**: - - - **2. Shadow Mapping** --------------------- **Definition**: A technique to simulate shadows by rendering the scene from the light's perspective and storing depth information. **Steps**: 1. 2. **Key Terms**: - - - **Tips**: - - **3. Deferred Rendering** ------------------------- **Definition**: A rendering technique that separates geometry processing from lighting calculations to improve efficiency in scenes with many lights. **Pipeline**: 1. 2. 3. **Advantages**: - - **Disadvantages**: - - **4. Geometry Shaders** ----------------------- **Definition**: Shader stage that can generate new geometry (points, lines, or triangles) from input primitives. **Key Features**: - - - - - **Pipeline Position**: - **Tips**: - - **5. Tessellation Shaders** --------------------------- **Definition**: Shaders that allow you to subdivide geometry for finer detail, often controlled by a height map or procedural logic. **Pipeline**: 1. 2. **Applications**: - - - **Tips**: - - **6. Compute Shaders** ---------------------- **Definition**: A programmable shader stage that performs general-purpose computations without being tied to the rendering pipeline. **Key Features**: - - - - - **Concepts**: - - **Tips**: - **7. Physically Based Rendering (PBR) + Image-Based Lighting (IBL)** -------------------------------------------------------------------- **PBR**: - - - - - - **Key Equations**: - - - **IBL**: - - - - **Tips**: - -

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