12 relations: Alpha compositing, Computer graphics, Framebuffer, Graphics pipeline, Pixel, Raster graphics, Rasterisation, Shader, Stencil buffer, Texture mapping, Vertex (computer graphics), Z-buffering.
Alpha compositing
In computer graphics, alpha compositing is the process of combining an image with a background to create the appearance of partial or full transparency.
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Computer graphics
Computer graphics are pictures and films created using computers.
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Framebuffer
A framebuffer (frame buffer, or sometimes framestore) is a portion of RAM containing a bitmap that drives a video display.
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Graphics pipeline
In computer graphics, a computer graphics pipeline, rendering pipeline or simply graphics pipeline, is a conceptual model that describes what steps a graphics system needs to perform to render a 3D scene to a 2D screen.
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Pixel
In digital imaging, a pixel, pel, dots, or picture element is a physical point in a raster image, or the smallest addressable element in an all points addressable display device; so it is the smallest controllable element of a picture represented on the screen.
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Raster graphics
In computer graphics, a raster graphics or bitmap image is a dot matrix data structure that represents a generally rectangular grid of pixels (points of color), viewable via a monitor, paper, or other display medium.
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Rasterisation
Rasterisation (or rasterization) is the task of taking an image described in a vector graphics format (shapes) and converting it into a raster image (pixels or dots) for output on a video display or printer, or for storage in a bitmap file format.
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Shader
In computer graphics, a shader is a type of computer program that was originally used for shading (the production of appropriate levels of light, darkness, and color within an image) but which now performs a variety of specialized functions in various fields of computer graphics special effects or does video post-processing unrelated to shading, or even functions unrelated to graphics at all.
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Stencil buffer
A stencil buffer is an extra data buffer, in addition to the color buffer and depth buffer, found on modern graphics hardware.
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Texture mapping
Texture mapping is a method for defining high frequency detail, surface texture, or color information on a computer-generated graphic or 3D model.
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Vertex (computer graphics)
A vertex (plural vertices) in computer graphics is a data structure that describes certain attributes, like the position of a point in 2D or 3D space, at multiple points on a surface.
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Z-buffering
In computer graphics, z-buffering, also known as depth buffering, is the management of image depth coordinates in 3D graphics, usually done in hardware, sometimes in software.
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References
[1] https://en.wikipedia.org/wiki/Fragment_(computer_graphics)