Graphics Glossary
Browse 26 graphics terms defined in plain English, from the cultural dictionary of computing.
26 Graphics Terms
- Blender
- An open-source 3D creation suite used for modeling, animation, rendering, and related digital-content work.
- Compute Shader
- A Compute Shader is a development concept used to shape how software is built, executed, or maintained in real systems. Developers rely on it to make code...
- Draw
- To render visual output to a screen, canvas, or buffer. In graphics programming, a draw call is an instruction from the CPU to the GPU to render a set of...
- Fragment Shader
- A Fragment Shader is a development concept used to shape how software is built, executed, or maintained in real systems. Developers rely on it to make code...
- Frame Rate
- The frequency at which consecutive images (frames) are rendered or displayed, measured in frames per second (FPS). 60 FPS is the standard target for smooth...
- GIMP
- An open-source raster graphics editor used for image manipulation, compositing, and visual asset work.
- Mesa
- An open-source implementation of graphics APIs such as OpenGL and Vulkan used widely in Linux and related systems. In graphics and Linux culture, Mesa is...
- OpenGL
- A long-standing graphics API standard used for rendering 2D and 3D graphics across many platforms. In graphics culture, OpenGL is both foundational history and...
- Pixel Buffer
- A contiguous block of memory that stores raw pixel data (color values for each pixel in a grid) representing a frame or texture. In OpenGL it's called a Pixel...
- Rasterization
- The process of converting vector graphics or 3D geometry (triangles, primitives) into a grid of pixels for display on a screen. The GPU's rasterization stage...
- Render
- To compute and produce a visual output — whether generating HTML/DOM elements from component state in a web framework, rasterizing 3D geometry into pixels in a...
- Renderer
- A software component responsible for converting an abstract representation (scene graph, virtual DOM, markup template) into visual output on a specific target...
- Rendering
- The process of generating a visual output — such as pixels on screen, HTML markup, or a 3D scene — from underlying data, templates, or scene descriptions.
- Render Loop
- A continuous loop — typically running at 30, 60, or higher frames per second — that repeatedly clears the frame buffer, processes input, updates game/scene...
- Render Pipeline
- The sequence of stages that transforms 3D scene data into a 2D image on screen — vertex processing, primitive assembly, rasterization, fragment shading, and...
- Scene
- A hierarchical data structure representing the objects, lights, cameras, and spatial relationships in a virtual 3D environment, typically organized as a scene...
- Screen Buffer
- A region of memory that holds the character or pixel data representing what is currently displayed (or about to be displayed) on a screen, commonly used in...
- Shader
- A small program that runs on the GPU to control how vertices, pixels, or compute workloads are processed, written in languages like GLSL, HLSL, or WGSL.
- Shapes
- Geometric primitives — rectangles, circles, paths, polygons — used in 2D graphics APIs, UI frameworks, and vector drawing to compose visual elements...
- Sprite
- A two-dimensional bitmap image or animation integrated into a larger scene, historically used in video games for characters and objects, and in web development...
- SVG
- Scalable Vector Graphics — an XML-based image format that describes shapes, paths, and text as mathematical instructions rather than pixel grids, allowing...
- Texture
- A bitmap image mapped onto the surface of a 3D model or 2D sprite to give it visual detail — stored in GPU memory and sampled by shaders during rendering using...
- Tween
- Short for 'in-between' — the process of generating intermediate frames between two keyframes to create smooth animation. In game dev and UI, tweening...
- Vertex
- A point in space (2D or 3D) that defines the corner of a geometric primitive such as a triangle or polygon. In graphics programming, a vertex carries not just...
- Vertex Shader
- A GPU program that runs once per vertex in the graphics pipeline, transforming vertex positions from model space through view and projection matrices into clip...
- WebGPU
- A modern browser API for GPU-accelerated graphics and general-purpose GPU computation, succeeding WebGL. Provides lower-level GPU access similar to...
Related Topics
- Gpu (9 terms in common)
- Rendering (6 terms in common)
- Ui (5 terms in common)
- Game Dev (3 terms in common)
- 3D (3 terms in common)
- Animation (2 terms in common)
- Game Development (2 terms in common)
- Frontend (2 terms in common)
- Creative Tools (2 terms in common)
- Browser (1 terms in common)
- Image Editing (1 terms in common)
- Geometry (1 terms in common)
- Shaders (1 terms in common)
- Standards (1 terms in common)
- 3D Rendering (1 terms in common)
- Terminal (1 terms in common)
- Performance (1 terms in common)
- Linux (1 terms in common)
- Gaming (1 terms in common)
- Architecture (1 terms in common)