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A peripheral can be categorized based on the direction in which information flows relative to the computer: The computer receives data from an input device; examples: mouse, keyboard, scanner, game controller, microphone and webcam; The computer sends data to an output device; examples: monitor, printer, headphones, and speakers
Computer graphics is a core technology in digital photography, film, video games, digital art, cell phone and computer displays, and many specialized applications. A great deal of specialized hardware and software has been developed, with the displays of most devices being driven by computer graphics hardware .
Computer graphics is a sub-field of computer science which studies methods for digitally synthesizing and manipulating visual content. Although the term often refers to the study of three-dimensional computer graphics, it also encompasses two-dimensional graphics and image processing.
Graphic Communications focuses on the technical aspects of producing and distributing items of visual communication. This includes technical aspects associated with the production of tangible items such as books, magazines and packaging, as well as digital items such as e-newsletters, interactive apps, websites, video and virtual reality applications.
Graphics represented as a rectangular grid of pixels. Rasterization Converting vector graphics to raster graphics. This terms also denotes a common method of rendering 3D models in real time. Ray casting Rendering by casting non-recursive rays from the camera into the scene. 2D ray casting is a 2.5D rendering method. Ray marching
Structured Programming: Theory and Practice Computer Graphics: Principles and Practice is a textbook written by James D. Foley , Andries van Dam , Steven K. Feiner , John Hughes , Morgan McGuire, David F. Sklar, and Kurt Akeley and published by Addison–Wesley .
It connects the theory of computer graphics to its practice, [1] providing coverage on topics including modeling, rendering, animation, (data) visualization, HCI/user interfaces, novel applications, hardware architectures, haptics, virtual and augmented reality systems, and medical imaging. [5] [2]
In computing, an interface is a shared boundary across which two or more separate components of a computer system exchange information. The exchange can be between software, computer hardware, peripheral devices, humans, and combinations of these. [1]