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Game Programming/Computer Graphics Terms
Midterm Terms
80
Computer Science
Undergraduate 4
03/03/2012

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Term
Array
Definition
Data structure that is used as a container of a related group of values of the same type
Term
Bone
Definition
Allows for the deformation of the model so that realistic movement of the model can be achieved. Stored in an array of matrices.
Term
Color
Definition
Red, green, and blue are integer values betwwen 0 and 255 which represent the amount of
of those colors. Alpha is transparency(255 in opague and 0 is transparent)
Term
Constructor
Definition
Functions or methods that are executed by the program when an object of this class is created. All of these have the same name as the class.
Term
Content
Definition
Folder that stores graphics and effect files.
Term
ContentImporter
Definition
Converts game assets from a particular DCC file format into objects in the XNA Game Studio Content Document Object Model (DOM) that standard content processors can consume, or into some other custom form that a particular custom processor can consume. Typically converts content into managed objects based on the Content DOM, which includes strong typing for such assets as meshes, vertices, and materials. A custom importer, however, may produce custom objects for a particular custom content processor to consume.
Term
ContentManager
Definition
Run-time component which loads managed objects from the binary files produced by the design time content pipeline. It also manages the lifespan of the loaded objects, disposing the content manager will also dispose any assets which are themselves IDisposable.
Term
ContentProcessor
Definition
Takes one specific type of an imported game asset and compiles it into a managed code object that can be loaded and used by XNA Game Studio games on Windows, Xbox 360, or Windows Phone.
Each one acts upon a specific object type
Term
ContentReader
Definition
A worker object that implements most of ContentManager.Load. A new one is constructed for each asset loaded. Executes during run-time of the game.
Term
ContentWriter
Definition
Saves the compiled pixel shader produced by your processor as a binary .xnb file.
Term
CreateFromAxisAngle
Definition
Creates a Quaternion or Matrix from a vector and an angle to rotate about the vector.
Term
CreateFromYawPitchRoll
Definition
Creates a new rotation matrix from a specified yaw, pitch, and roll.
Term
CreateLookAt
Definition
Creates and defines a view matrix. This method the camera view of the scene.
Term
CreatePerspectiveFieldOfView
Definition
This method defines the view frustum. The view frustum is the volume of 3D space that contains everything that is visible in the display
Term
CreateRotationX
Definition
Returns a matrix that can be used to rotate a set of vertices around the x-axis.
Term
CreateRotationY
Definition
Returns a matrix that can be used to rotate a set of vertices around the y-axis.
Term
CreateRotationZ
Definition
Returns a matrix that can be used to rotate a set of vertices around the z-axis.
Term
CreateScale
Definition
Creates a scaling matrix. Returns a matrix that can be used to scale a set of vertices by the specified Single parameter
Term
CreateTranslation
Definition
Creates a translation Matrix. Returns a translation matrix that can be used to translate a set of vertices
Term
Cross
Definition
Calculates the cross products of the arguments in the parameters.
Term
Cull Mode
Definition
Part of the rasterizerState. Three types, CullClockwiseFace, CullCounterClockwiseFace, and None.
Term
Data members
Definition
(Instance Variables), are usually private unless constant(public). This section is where class scope objects and variables are declared and or defined.
Term
Dot
Definition
The scalar product of two vectors u and v. U * V. This method calculates the product of this.
Term
Draw
Definition
This method is invoked in order to update the current display. Here calls to user-defined methods for drawing individual game elements takes place. This method will draw or render the graphical objects of the game including the screen background and screen color
Term
DrawIndexPrimitives
Definition
Renders the specified geometric primitive, based on indexing into an array of vertices.
Term
DrawUserPrimitives
Definition
Draws primitives
Term
Effect
Definition
File that includes shader code. This class is used to set and query effects, and to choose techniques
Term
EffectParameter
Definition
This class is used to an Effect parameter.
Term
Enumeration
Definition
A value type that defines a set of named constants of any integral type except char
Term
GameTime
Definition
Snapshot of the game timing state expressed in values that can be used by variable-step (real time) or fixed-step (game time) games.
Term
GraphicsDeviceManager
Definition
Handles the configuration and management of the graphics device.
Term
Identity
Definition
This matrix, I, consists of the three bases vector i, j, and k and the origin
Term
Initialize
Definition
This method is where important game initialization needs to take place
Term
IndexBuffer
Definition
This class is used to describe the order of the vertices that will render the 3D object
Term
Length
Definition
This method will calculate the magnitude of a vector
Term
LineList
Definition
PrimitiveType Member in which The data is ordered as a sequence of line segments; each line segment is described by two new vertices. The count may be any positive integer.
Term
LineStrip
Definition
The data is ordered as a sequence of line segments; each line segment is described by one new vertex and the last vertex from the previous line segment. The count may be any positive integer.
Term
LoadContent
Definition
In this method the content pipeline data is loaded into the executing game
Term
Look
Definition
This vector for this class will be defined as target minus position; that is, look = target - position. This look vector is not the same vector as the private data member of the Matrix structure called the same name.
Term
Matrix
Definition
This is a rectangular array of numbers. In 3D game programming, this is a square array with four rows and four columns as show below
Term
Methods
Definition
functions that the programmer implements to define the functionality of the class
Term
Model
Definition
Made up of these three primitive objects: points, lines, and triangles
Term
ModelMesh
Definition
Represents a mesh that is part of a Model.
Term
Namespace
Definition
Used to declare a scope. This scope lets you organize code and gives you a way to create globally unique types.
Term
Normalize
Definition
Method of the Vector classes that will create a unit vector.
Term
Orbit
Definition
translation and rotation
Term
Pan
Definition
Swing (a video or movie camera) in a horizontal or vertical plane, typically to give a panoramic effect or follow a subject.
Term
Pass
Definition
A shader may have multiple techniques. A technique defines the vertex and shaders used during each pass through the pixel-rendering process. Most processing is done in one pass, but more than one pass can be defined to implement blended textures
Term
Pitch
Definition
Up and down movements
Term
Pixel Shader
Definition
Applies colorization and texturing before outputting to the view area.
Term
Properties
Definition
These classes are functions that are used to set and get the class data members
Term
Quaternion
Definition
This number system was first described by Sir William Rowan Hamilton in 1843 as a natural extension of the complex number system. In this number system, a quaternion has the form w + xi + yj + zk where w,x,y, and z are real numbers and where i,j, and k have the property that i2 = j2 =k2 = ijk= -1 and ij=k, jk = i, and ki=j. Are better than matrices in respect to rotating 3D objects.
Term
Yaw
Definition
Left and right movements.
Term
RasterizerState
Definition
This class determines how to convert vector data (shapes) into raster data (pixels).
Term
Right
Definition
Moving the camera according to this vector is called strafing. Camera is still looking forward but moving sideways.
Term
Roll
Definition
Rotating the camera about the look vector or directional axis.
Term
Rotate
Definition
Four primary: about the x axis, about the y axis, about the z axis, and about an arbitrary vector.
Term
Scale
Definition
With this matrix, a 3D object can be shrunk or stretched in order to fit the needs of the game designer and the scene in which the objects appears.
Term
SetData
Definition
Adds an object to the DataObject.
Term
SetValue
Definition
The parameter used in this must match the data type of the variable being set. From the DrawPaperPlane() method, this method was used to set the world, view, and projection matrices before the drawing the plane.
Term
Semantic
Definition
A string attached to a shader input or output that conveys information about the intended use of a parameter. These are required on all variables passed between shader stages
Term
SpriteBatch
Definition
Enables a group of sprites to be drawn using the same settings.Use a sprite to draw a 2D bitmap directly to the screen.
Term
SpriteFont
Definition
Represents a font texture. At build time, XNA Game Studio creates a texture with the image of the characters of the font you specify, with the specified font point size.
Term
Technique
Definition
Defines the vertex and shaders used during each pass through the pixel-rendering process
Term
Texture2D
Definition
Represents a 2D grid of texels.
Term
Tiling
Definition
Demonstrates how to draw an image repeatedly in the x and y directions in one Draw call.
Term
Translate
Definition
When this matrix is multiplied times a vertex (or point) in a 3D object that vertex's coordinates
are (THIS) by the point (Tx, Ty, Tz,1).
Term
TriangleList
Definition
The data is ordered as a sequence of triangles; each triangle is described by three new vertices. Back-face culling is affected by the current winding-order render state.
Term
TriangleStrip
Definition
The data is ordered as a sequence of triangles; each triangle is described by two new vertices and one vertex from the previous triangle. The back-face culling flag is flipped automatically on even-numbered triangles.
Term
UnloadContent
Definition
This method is called to free up memory of any content loaded into the game that was not previously loaded through the content manager.
Term
Up
Definition
This vector indicates the direction that is considered up in reference to the camera. This vector is typically set to (0,1,0) which is the vector pointing in the direction of positive y. If this vector is initialize to (0,-1,0) then the camera would be upside down
Term
Update
Definition
This method is where updates to the game status will take place. In this method, the game can check for data input from a gamepad, mouse, or keyboard. Also, this is where game animation will be update, such as the movement of a model in a scene.
Term
Vector2
Definition
Defines a vector with two components. 2 dimensional.
Term
Vector3
Definition
Defines a vector with three components. 3 dimensional.
Term
Vectors
Definition
A quantity that has both a direction and a magnitude. Geometrically we can represent these as directed line segment.
Term
Vertex Shader
Definition
applies user defined transformations to the vertex input and transformed the vertex data to the viewing area. Any data that is not visible in the viewing area is culled.
Term
VertexBuffer
Definition
Used to stream vertex data directly to the GPU
Term
VertexPositionColor
Definition
Describes a custom vertex format structure that contains position and color information.
Term
VertexPositionColorTexture
Definition
Describes a custom vertex format structure that contains position, color, and one set of texture coordinates.
Term
VertextPositionNormalTexture
Definition
Describes a custom vertex format structure that contains position, normal data, and one set of texture coordinates.
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