Computer Graphics

Rendering, modeling, and animation of digital images.


foundation tier

Computer Graphics addresses rendering, modeling, and animation of digital images. It sits within Graphics and Vision and inherits that area’s core questions about correctness, scale, and tractability. This page surveys the conceptual axes of the topic and points to the references that frame ongoing research and teaching. The intent is to be useful both as an entry point for newcomers and as an index for practitioners cross-checking their mental model against the field’s primary sources.

Work on computer graphics can be organised around a few interlocking concerns: the formal objects under study, the algorithms or systems that compute over them, the resource trade-offs (time, memory, communication, statistical efficiency), and the empirical or theoretical guarantees that practitioners rely on. The sources cited below approach the topic from a mix of these angles.

Foundational references

Hughes, Computer Graphics: Principles and Practice (2013) is a standard reference for this material and is used both as a curriculum anchor and as a long-form survey of techniques. Marschner, Fundamentals of Computer Graphics (2021) is a standard reference for this material and is used both as a curriculum anchor and as a long-form survey of techniques. Pharr, Physically Based Rendering: From Theory To Implementation (2023) is a standard reference for this material and is used both as a curriculum anchor and as a long-form survey of techniques.

Open methodological questions in computer graphics cluster around how to compose the techniques above under realistic constraints — scale, adversarial inputs, partial observability, and shifting workloads. The cited references give the precise statements, proofs, and empirical evaluations that this overview only sketches; downstream topic pages drill into specific subfields.

Prerequisites

Sources

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  1. 01

    Rasterization

    Triangle rasterization and modern GPU graphics pipelines.

  2. 02

    Ray Tracing

    Whitted ray tracing, BVH acceleration, and real-time ray tracing.

  3. 03

    Path Tracing

    Monte Carlo light transport and bidirectional path tracing.

  4. 04

    Shading Models

    BRDFs, PBR materials, and Phong/Cook-Torrance shading.

  5. 05

    Texture Mapping

    Texture filtering, mipmapping, and procedural textures.

  6. 06

    Geometric Modeling

    Polygonal meshes, splines, subdivision surfaces, and implicit surfaces.

  7. 07

    Mesh Processing

    Simplification, remeshing, and parametrization of meshes.

  8. 08

    Animation and Rigging

    Keyframing, skinning, and character animation.

  9. 09

    Physics-Based Animation

    Rigid-body, cloth, fluid, and deformable-body simulation.

  10. 10

    Fluid Simulation

    Eulerian, SPH, and FLIP fluid solvers for graphics.

  11. 11

    Real-Time Rendering

    Deferred shading, screen-space techniques, and game-engine pipelines.

  12. 12

    Non-Photorealistic Rendering

    Stylized rendering and image abstraction.

  13. 13

    Neural Rendering

    Learned rendering pipelines and image-based neural synthesis.

  14. 14

    Virtual Reality

    VR rendering, presence, and head-mounted display systems.

  15. 15

    Augmented Reality

    AR tracking, registration, and rendering.


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