Computer graphics involves art and math. A three-dimensional model (the art) was rendered (the math) into this image.
Wikipedia contains an excellent article on rendering. Here are a few highlights.
A polyhedron is a finite approximation of a surface. Computer graphics uses 3D triangle meshes.
A window is a rectangular section of a display screen, and is represented (sampled) by an array of finite-sized pixels, each of has a color value that is represented by a finite number, quantized from some color-space.
Rendering is done in three major steps:
* The polyhedra are transformed and projected into an image-space
* Each triangle of each polyhedron is rasterized – that is, a calculation is done to determine which pixels in the window lie within the bounds of the triangle in image-space
* The color value is calculated for each pixel, using interpolated values from the three vertices of the triangle that the pixel lies within
For a large model, this math takes a lot of computational power. Graphics performance analysis is an attempt to make the computer perform the math fast. If the math can be done faster than the vertical-sync rate of the display hardware (usually 30 or 60 frames per second), then the graphics run in real-time.
On mobile and lightweight devices, the graphics not only need to be fast, but also use low-power and low-memory.
Wikipedia contains an excellent article on rendering. Here are a few highlights.
A polyhedron is a finite approximation of a surface. Computer graphics uses 3D triangle meshes.
A window is a rectangular section of a display screen, and is represented (sampled) by an array of finite-sized pixels, each of has a color value that is represented by a finite number, quantized from some color-space.
Rendering is done in three major steps:
* The polyhedra are transformed and projected into an image-space
* Each triangle of each polyhedron is rasterized – that is, a calculation is done to determine which pixels in the window lie within the bounds of the triangle in image-space
* The color value is calculated for each pixel, using interpolated values from the three vertices of the triangle that the pixel lies within
For a large model, this math takes a lot of computational power. Graphics performance analysis is an attempt to make the computer perform the math fast. If the math can be done faster than the vertical-sync rate of the display hardware (usually 30 or 60 frames per second), then the graphics run in real-time.
On mobile and lightweight devices, the graphics not only need to be fast, but also use low-power and low-memory.

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