Computer Graphics

150.00 110.00

Unit-I Graphics Primitives and Scan Conversion (Chapters – 1, 2, 3) Concepts, applications of computer graphics, pixel, frame buffer, resolution, aspect ratio.
Plotting Primitives : Scan conversions, lines, line segments, vectors, pixels and frame buffers, vector generation.
Scan Conversion : Line and line segments, qualities of good line drawing algorithms,
line drawing algorithms : Digital Differential Analyzer (DDA), Bresenham and parallel line algorithms, Line styles : thick, dotted and dashed. Circle drawing algorithm : DDA, Bresenham. Character generating methods : stroke and bitmap method.
Display Files : display file structure, algorithms and display file interpreter. Primitive operations on display file.
Unit-II Polygons and Clipping Algorithms (Chapters – 4, 5) Introduction to polygon, types : convex, concave and complex. Representation of polygon, Inside test, polygon filling algorithms – flood fill, seed fill, scan line fill and filling with patterns.
Windowing and clipping : viewing transformations, 2-D clipping : Cohen – Sutherland algorithm, Polygon clipping: Sutherland Hodgeman algorithm, generalized clipping.
Unit-III 2-D, 3-D Transformations and Projections (Chapters – 6, 7) 2-D transformations : Introduction, matrices, Translation, scaling, rotation, homogeneous coordinates and matrix representation, translation, coordinate transformation, rotation about an arbitrary point, inverse and shear transformation. 3-D transformations : Introduction, 3-D geometry, primitives, 3-D transformations and matrix representation, rotation about an arbitrary axis, 3-D viewing transformations, 3-D Clipping Projections : Parallel (Oblique : Cavalier, Cabinet and orthographic : isometric, diametric, trimetric) and Perspective ( Vanishing Points – 1 point, 2 point and 3 point)
Unit-IV Segment and Animation (Chapters – 8, 9, 10) Segment : Introduction, Segment table, Segment creation, closing, deleting and renaming, Visibility. Animation : Introduction, Design of animation sequences, Animation languages, Key- frame, Morphing, Motion specification.
Colour models and applications : Properties of Light, CIE chromaticity Diagram, RGB, HSV, CMY, YIQ, colour Selection and applications.
Unit-V Shading and Hidden Surfaces (Chapters – 11, 12) Illumination Models : Light Sources, Ambient Light, Diffuse reflection, Specular Reflection, and the Phong model, Combined diffuse and Specular reflections with multiple light sources, warn model, Shading Algorithms : Halftone, Gauraud and Phong Shading. Hidden Surfaces Introduction, Back face detection and removal, Algorithms : Depth buffer (z), Depth sorts (Painter), Area subdivision (Warnock), BSP tree, and Scan line.
Unit – VI Curves and Fractals (Chapters – 13, 14) Curves : Introduction, Interpolation and Approximation, Blending function, B-Spline curve, Bezier curve, Fractals : Introduction, Classification, Applications, Fractal generation: snowflake, Triadic curve, Hilbert curve. Gaming : Introduction, Gaming platform (NVIDIA, i8060 etc.), Advances in Gaming, Graphics Tools : Introduction, Interactive graphics tool: OpenGL

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Written By:—–  A.P.Godse, Dr.D.A.Godse ISBN-9789333213691 

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