dx/steps, dy/steps). Simple but uses float arithmetic (rounding errors, slower).Boundary fill (fills until hitting boundary color), Flood fill (fills all pixels of a specific color), Scan-line fill (fills horizontal spans between edge intersections β best for polygons).GLUT/GLFW are utility toolkits. WebGL is OpenGL ES for browsers.Translation (shift by tx, ty), Rotation (rotate by angle ΞΈ around origin), Scaling (scale by sx, sy), Reflection (flip across axis), Shear (slant in x or y direction).[1 0 tx; 0 1 ty; 0 0 1].[cosΞΈ -sinΞΈ 0; sinΞΈ cosΞΈ 0; 0 0 1]. Positive ΞΈ = counterclockwise (in standard math). To rotate around an arbitrary point P: translate P to origin, rotate, translate back.diag(sx,sy,sz,1).M = M1 Γ M2 Γ M3. Order matters β matrix multiplication is not commutative. Apply right to left: M Γ P applies M to point P.Window = world coordinate region visible to user. Viewport = corresponding screen region. Formula: xv = ((xw - wxmin)/(wxmax - wxmin)) Γ (vxmax - vxmin) + vxmin.I = I_ambient + I_diffuse + I_specular. This decomposition captures three distinct physical lighting phenomena.I_a = k_a Γ I_ambient. Without ambient, shadowed surfaces would be completely black.I_d = k_d Γ I_light Γ (NΒ·L). NΒ·L = cosΞΈ (Lambert's cosine law).I_s = k_s Γ I_light Γ (RΒ·V)^n where n = shininess. Higher n = sharper, smaller highlights.Flat (fastest, faceted) β Gouraud (smooth colors, misses highlights) β Phong (best quality, per-pixel lighting, slowest).RGB (additive β monitors, emitting light), CMY/CMYK (subtractive β printing, absorbing light), HSV/HSL (hue-saturation-value, intuitive for artists), YCbCr (luminance + chrominance, used in video/JPEG).UV coordinates (0-1 range) map texture pixels (texels) to surface points. Types: surface texture, bump mapping (simulates bumps via normal perturbation), environment mapping.Sampling (measuring signal at discrete time intervals; sampling rate must be β₯ 2Γ maximum frequency β Nyquist theorem) and Quantization (assigning digital values to sample amplitudes; more bits = more levels, less noise).WAV (uncompressed PCM, Windows standard, large files), MP3 (lossy compression, MPEG Layer 3, removes frequencies inaudible to humans), AAC (better than MP3 at same bitrate), MIDI (stores musical instructions, not audio β pitch, duration, velocity β tiny files).BMP (uncompressed raster, large), JPEG (lossy compression using DCT, best for photos, no transparency), PNG (lossless compression with transparency support, best for graphics/screenshots), GIF (lossless, max 256 colors, supports animation), SVG (vector, scalable).AVI (Audio Video Interleave, Microsoft), MP4/H.264 (current standard, high compression), MOV (Apple QuickTime). Video = sequence of frames at frame rate (fps). Standard: 24fps (film), 30fps (TV), 60fps (gaming).Lossy (removes data permanently β JPEG, MP3, MPEG β smaller files but quality loss) vs Lossless (perfectly reconstructible β PNG, GIF, FLAC, ZIP β no quality loss).Keyframe animation (animator defines key poses; software tweens in-between frames), Procedural animation (algorithms generate motion), Motion capture (records real movement). FPS determines smoothness.Progressive download buffers content. Live streaming requires real-time encoding. Protocols: RTSP, HLS (HTTP Live Streaming), DASH.Huffman Coding, RLE (Run-Length Encoding), LZW (Lempel-Ziv-Welch), Deflate (ZIP/PNG). Used where exact data recovery is required.JPEG (DCT), MP3 (perceptual audio coding), MPEG (spatial + temporal redundancy). Trade-off: compression ratio vs quality.AAAAABBB β (5,A)(3,B). Effective for images with large uniform areas (BMP, fax, PCX). Ineffective for non-repeating data.Spatial redundancy (within a frame β using JPEG-like DCT) and Temporal redundancy (between frames β only encodes differences between consecutive frames). Frame types: I-frame (full), P-frame (predicted), B-frame (bi-directional).Consistency (predictable behavior), Feedback (response to user actions), Affordance (UI elements suggest their use), Minimalism (reduce clutter), Accessibility (usable by all). Goal: maximize usability and minimize errors.Efficiency (task completion speed), Effectiveness (accuracy), Satisfaction (user experience). Evaluation methods: usability testing, heuristic evaluation.