~/talk

Intro to Graphics Concepts

Talkat 360iDev 2017 · 2017-08-13..08-16· [web-performance]
links:none on file
slides:none on file

Covers concrete, usable claims: how color maps to numbers (visible spectrum 400–750 nm) and why channels use 0–255 per channel; how audio and images quantize (CD quality 44100 16-bit sampling and 8‑bit limits); how the GPU pipeline actually runs vertex and fragment shaders, with the saturation shader example that converts RGB to grayscale; why projection matrices and vertex transforms move models from object space to world space; practical tooling: Blender exports, Processing, three.js, Unity/Unreal, and Metal as next steps.

AI-written summary · about

  1. 0:00Intro
  2. 0:28Janie Clayton
  3. 8:34Bit depth (audio)
  4. 11:21What are Shaders?
  5. 11:59Vertex Shader
  6. 15:38Fragment Shader
  7. 19:36Texture Mapping
  8. 22:31Good Beginning Frameworks * For 108: Core Graphics, Scenekit, or Core Animation
  9. 25:37Math to Become Familiar With
  10. 26:52Good Resources
  11. 27:48Encouragement
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