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CG Handouts

This document outlines the topics to be covered in a Computer Graphics course over multiple lectures. The course will provide an introduction to computer graphics concepts including output primitives like points, lines, circles, and polygons. It will cover algorithms for drawing these primitives as well as filling polygons. Additional topics will include 2D and 3D transformations, homogeneous coordinates, clipping, and 3D viewing and projections. The document lists the chapter and section that will be covered in each lecture over the course of the semester.

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0% found this document useful (0 votes)
51 views6 pages

CG Handouts

This document outlines the topics to be covered in a Computer Graphics course over multiple lectures. The course will provide an introduction to computer graphics concepts including output primitives like points, lines, circles, and polygons. It will cover algorithms for drawing these primitives as well as filling polygons. Additional topics will include 2D and 3D transformations, homogeneous coordinates, clipping, and 3D viewing and projections. The document lists the chapter and section that will be covered in each lecture over the course of the semester.

Uploaded by

vibhumongha
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© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
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NIRMA INSTITUTE OF TECHNOLOGY

B.TECH. (CE/IT) , ODD SEMESTER 2010


2CE321 - COMPUTER GRAPHICS
 
TOPICS TO BE COVERED IN FIRST LECTURE
 
Objective: The goal of this course is to provide an introduction to the theory and practice of
computer graphics. The course will assume a good background in programming in C++ and a
background in mathematics including familiarity with the theory and use of coordinate geometry
and of linear algebra such as matrix multiplication
 
The term computer graphics includes almost everything on computers that is not text or sound.
Today almost every computer can do some graphics, and people have even come to expect to
control their computer through icons and pictures rather than just by typing.
 
 
Lecture  1 : Chapter 1 : Introduction to Computer Graphics
                                            Applications of Computer Graphics
 

   NIRMA INSTITUTE OF TECHNOLOGY


B.TECH. (CE/IT) , ODD SEMESTER 2010
2CE321 - COMPUTER GRAPHICS
 
TOPICS TO BE COVERED IN NEXT SIX LECTURES
 
Objective: Graphics programming packages provide various functions to describe a scene, in
terms of some basic geometric structure, which are known as output primitives. All output
primitives specified with input coordinate data and other information about the way that object is
to be displayed.  Point and straight lines are simplest geometric component of pictures.  In
addition, circle, and are basic derived output primitives to construct various other geometric
component of pictures. Here, we study construction of various output primitives.
 
Lecture 1 :    Chapter 3 : Point, and Straight Line
                                              DDA Line drawing algorithm
Lecture 2,3 : Chapter 3 : Bresenham’s  Line drawing algorithm
Lecture 4 :    Chapter 3 : Circle drawing Algorithms
                                             Using Cartesian coordinates
                                             Using Polar technique
                                             Using Midpoint method
Lecture 5,6 : Chapter 3 : Ellipse drawing Algorithms
 

    NIRMA INSTITUTE OF TECHNOLOGY


B.TECH. (CE/IT) , ODD SEMESTER 2010
2CE321 - COMPUTER GRAPHICS
 
TOPICS TO BE COVERED IN NEXT SIX LECTURES
 
Objective: Poly line and Polygon are derived output primitives frequently used to construct a
picture. A standard output primitive in general graphic packages is a solid color or patterned
polygon area. Polygon is easier in compare to other area primitives to process since they have
linear boundaries.
 
Shape and colors of the objects can be described internally with pixel arrays or with the sets of
basic geometric structures such as straight lines and polygon color area. Here, we study methods
for solid fill of specified area.
 
Lecture  1,2 : Chapter 3 : Scan-line Polygon filling
Lecture  3 :    Chapter 3 : Inside – outside test
     Boundary-fill algorithm
                                             Flood Fill algorithm
Lecture  4 :    Chapter 3 : Comparison of various area fill methods.
Lecture  5 :    Chapter 3: Bitmap and outline font methods
Lecture  6 :    Chapter 4 : Different attributes of output primitives,

NIRMA INSTITUTE OF TECHNOLOGY


B.TECH. (CE/IT) , ODD SEMESTER 2010
2CE321 - COMPUTER GRAPHICS
 
TOPICS TO BE COVERED IN NEXT FOUR LECTURES
 
Objective: Geometric transformations are used to alter the coordinate description of objects. The
basic transformations are translation, rotation, and scaling. And other transformations are
reflection, and shear. Here, we explore various 2D transformations.
 
 
Lecture  1 : Chapter 5 : 2 D Scaling and Transformation, Rotation
Lecture  2 : Chapter 5 : 2 D shear and reflection
Lecture  3 : Chapter 5 : Homogeneous coordinate system
Composite transformation,
                                      Affine Transformation
Lecture  4 : Chapter 3 : Transformation between coordinate system
 

NIRMA INSTITUTE OF TECHNOLOGY


B.TECH. (CE/IT) , ODD SEMESTER 2010
2CE321 - COMPUTER GRAPHICS
 
TOPICS TO BE COVERED IN NEXT EIGHT LECTURES
 
Objective: Here, we will see how real-word picture parts within selected area can be mapped on
to specified area of the device coordinates, which is known as windowing transformation.
Windowing transformation use 2D clipping, and other geometric transformation like scaling,
rotations. In forth coming section, we will explore various 2 D clipping algorithms.
 
Lecture  1,2 :               Chapter 6 : Introduction to Window and Viewport
Lecture  3,4,5 : Chapter 6 : Various Line clipping Algorithms
        Cohen Sutherland Line clipping,
        Liang –Barskey Line clipping Algorithm,
        Nichol & Nichol Line Clipping   Algorithm
 
Lecture  6,7,8 : Chapter 6 : Various Polygon Clipping Algorithms like
     Sutherland-Hodge man,
     Weiler Atherton Polygone clipping Algorithm
 
 

NIRMA INSTITUTE OF TECHNOLOGY


B.TECH. (CE/IT) , ODD SEMESTER 2010
2CE321 - COMPUTER GRAPHICS
 
TOPICS TO BE COVERED IN NEXT THREE LECTURES
 
Objective: In order to create a three dimensional (3D) environment we need to be able to
position points, facets and objects within a common frame of reference. We need to be able to
refer to points within 3-space simply and consistently. Although there are several different ways
which can be used to specify points in a 3D environment, Cartesian co-ordinates are the most
familiar and most commonly used within computer graphics applications.
 
3D Cartesian co-ordinates use 3 perpendicular axes, x, y, and z. Most people will be familiar with
the two dimensional x and y co-ordinates where x is the horizontal axis and y is the vertical axis.
Three dimensional x, y and z co-ordinates are simply an extension of this system with the
additional z axis perpendicular to both the x and y axes. You can imagine the x and y axes drawn
on a sheet of paper, the z axis goes into or comes out of the paper.
 
Here, we will explore various 3D Geometric transformation techniques.
 
Lecture  1 : Chapter 11 : Comparison between 2 D and 3 D Transformation
Lecture  2 : Chapter 11 : Various Transformations like Translation, scaling, shear
                                              Rotations about Primitive Axes
Lecture  3 : Chapter 11 : Rotations about Arbitrary Axes
                                               3 D Object reflection
 

NIRMA INSTITUTE OF TECHNOLOGY


B.TECH. (CE/IT) , ODD SEMESTER 2010
2CE321 - COMPUTER GRAPHICS
 
TOPICS TO BE COVERED IN NEXT SIX LECTURES
 
Objective : 3D Viewing is a process similar to taking a photograph. It is like control the “lens”
of the camera, and project the object from 3D world to 2D screen.
 
Here, we will explore various 3D viewing pipeline and various projections used in viewing
transformations.
 
Lecture  1.2 : Chapter 12 : 3 D Viewing Transformation Pipeline
Lecture  3 :    Chapter 12 : Parallel Projections
Lecture  4 :    Chapter 12 : Perspective Projections
Lecture  5.6:  Chapter 12 : 3 D Object Representation
 
             
             
             
             
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
NIRMA INSTITUTE OF TECHNOLOGY
B.TECH. (CE/IT) , ODD SEMESTER 2010
2CE321 - COMPUTER GRAPHICS
 
TOPICS TO BE COVERED IN NEXT SIX LECTURES
 
Objective: Curves are one of basic graphic components used to make accurate representations
for clouds, graph, and other smooth surfaces. A curve is a line that deviates from straightness in a
smooth, continuous fashion. Here we will study a system of points whose coordinates satisfy a
given Bezier curve in its most common form is a simple cubic equation that can be used in any
number of useful ways. Originally developed by Pierre Bezier in the 1970's for CAD/CAM
operations. Graphic scenes can contain many different kind of real - world objects like tree,
flowers, rocks, etc. Fractal constructions allow us to give accurate representations for non rigid
realistic objects. Here, we will explore types of fractals, and various fractals – generation
techniques.
 
 
 
Lecture  1 :    Chapter 10 : Characteristics of Curve, Types of Curves
Lecture  2 :    Chapter 10 : Cubic splines,
Lecture  3 :    Chapter 10 : Bezier curve
Lecture  4 :    Chapter 10 : B-spines, Tensor Product Surfaces 
Lecture  5 :    Chapter 10 : Introduction of  Fractal, Types of Fractal
Lecture  6 :    Chapter 10 : Fractal Generation Technique
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
NIRMA INSTITUTE OF TECHNOLOGY
B.TECH. (CE/IT) , ODD SEMESTER 2010
2CE321 - COMPUTER GRAPHICS
 
TOPICS TO BE COVERED IN NEXT SIX LECTURES
 
Objective: For some higher quality application, we can choose from a number of sophisticated
special purpose graphics hardware system and technologies. Here, we will study basic features of
graphic hardware components and software packages.
 
Lecture  1 : Chapter 2 : Overview of Graphic System, Working of various output devices
Lecture  2 : Chapter 2 : Study of CRT, Plasma Panel, DVST
Lecture  3,4 : Chapter 2 : Raster-Scan system, and Random-Scan system
Lecture  5:  Chapter 2:  Input Devices
Lecture  6:  Chapter 2: Introduction to Graphics Software, Functions and Standards
All Lecture will be taken from “Computer Graphics” by Donald Hearn and M. Paulin Baker
 

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