Linked from
The 43 pages that link to Computer graphics, each with the reason it gives.
Euclidean geometryRelated: Euclidean coordinates, distances, and transformations organize many graphics operations.
Cartesian coordinate systemRelated: Cartesian coordinates locate pixels, vertices, and objects in many graphics systems.
Linear algebraRelated: Matrices transform points and shapes through rotation, scaling, and projection.
Coordinate geometryRelated: Graphics systems position objects and calculate their shapes with coordinates.
PolygonRelated: Polygon meshes represent surfaces in many digital graphics systems.
Rotation matrixRelated: Graphics pipelines use rotation matrices to orient objects and cameras.
Analytic geometryRelated: Graphics systems use coordinates and equations to position and render shapes.
GeometryRelated: Geometric models and transformations determine how virtual objects are positioned and rendered.
Scientific illustrationRelated: Digital rendering supplies tools for depicting structures that cannot be photographed directly.
Euler anglesRelated: Euler angles offer an intuitive way to set object rotations in graphics software.
Primary colorsRelated: Digital graphics commonly encode pixel colors with red, green, and blue values.
Point (geometry)Related: Graphics systems store and transform points to define shapes and scenes.
Mandelbrot setRelated: Its detailed visualizations became a landmark example of mathematics rendered through computation.
Benoit MandelbrotRelated: Computer rendering made the intricate forms of fractal geometry visible and widely reproducible.
Closed curveRelated: Closed paths define filled shapes and boundaries in vector graphics.
History of geometryRelated: Modern graphics relies on projective transformations, coordinate geometry, and computational geometry.
Skew linesRelated: Three-dimensional models and rendering depend on representing line relationships in space.
Video game developmentRelated: Rendering turns game worlds, characters, and effects into visible frames.
Floating-point unitRelated: Transformations, lighting, and rendering commonly use floating-point calculations.
CoplanarityRelated: Three-dimensional modeling uses coplanar faces and vertices to build and render surfaces.
Wesley A. ClarkRelated: The TX-2 supported early interactive graphics research in the same laboratory tradition.
Pohlke's theoremRelated: Axonometric views in graphics depend on transformations that project spatial coordinate axes.
Three-dimensional system (spatial)Related: Three-dimensional scenes encode geometry, lighting, and viewpoint before rendering images.
Two-dimensional spaceRelated: Images are represented on two-dimensional grids of pixels or geometric coordinates.