Design 11: Computer Graphics

Saturday, May 9, 2026

By Julius Boateng

Theme

I've never taken a Computer Graphics course, so my understanding of the field is very rudimentary and surface-level. However, I thought this was an interesting CS subfield to explore since it deals with how visuals are rendered. Plus, the topic felt like a natural next step after the Human-Computer Interaction puzzle.

Computer graphics is one of the more specialized themes I've explored since it's foundational to industries like video games and animation. While both rely heavily on rendering techniques, games prioritize real-time interaction and performance while animation often prioritizes visual fidelity.

Grid

In the previous Human-Computer Interaction design note, I mentioned how creating the grid after creating the clues resulted in an unbalanced board. I modified my approach to write clue answers first, build the grid next, add additional answers if needed, then write the corresponding questions. This process allows me to figure out if my current clue set supports a balanced board and provides the flexibility to add or remove clues before the time-consuming process of writing questions.

The main problem with the previous grid was that many of the clues were long, so I didn't have much flexibility with spacing. Thankfully for this puzzle, the clues I selected had varied length. I was particularly nervous about Rasterization since it's 13 characters long. Sutherland and Projection were the only other clues I had to meaningfully watch out for because of length. The remaining clues were relatively simple to cross outside of Zbuffer because of its low-frequency characters.

Culling and Normal were later additions after I created the grid and realized I had extra space.

Clues

Since I have a surface-level understanding of computer graphics, I selected answers fundamental to the field and leaned heavily into technical definitions. After creating the initial set of clues, I added historical or interesting details to make them slightly more engaging. I tried to make the questions technical enough for the terms to be accurately represented, but not so technical that they felt esoteric. Something I thought was particularly fun was learning that pixel is an abbreviation for "picture element."

Tradeoffs

Outside of trying to balance how technical the questions were, I also had to cut clues that are part of the field but didn't completely fit the puzzle. Some examples are Ray Tracing, GPU, and Texture. Including Ray Tracing would have introduced another long word, and it didn't feel as foundational to the field. GPU would have been a nice addition, but it would have leaned more into the hardware side of computer graphics, which isn't emphasized much in the puzzle. Texture felt slightly more focused on visual detail rather than the rendering pipeline.

Notes

This is a topic that I felt slightly intimidated creating a puzzle for since it seemed really technical with explicit language conventions that I didn't have much experience with. Writing the clues and reading more about the core concepts made me feel a bit more informed, but that's still more passing knowledge than core understanding.