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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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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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
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
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,
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
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
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
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.
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.
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