Graphics Programming Cheat Sheet PDF
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This document is a graphics programming cheat sheet, covering topics like framebuffers, shadow mapping, deferred rendering, geometry shaders, tessellation shaders, compute shaders, and physically based rendering (PBR) with image-based lighting (IBL). It provides definitions, key concepts, and steps for each technique. The document may be helpful as a learning resource for computer graphics.
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**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**: - - ### **General Advice for the Assessment** - - - - Good luck with your preparation!