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Computer Graphics Super Notes

The document provides detailed notes on the foundations of computer graphics, covering topics such as graphics systems, drawing and clipping primitives, transformations, geometric modeling, and visible surface determination. Key algorithms and techniques like Bresenham's for line drawing, Z-buffer for surface rendering, and various shading models are discussed. Applications of computer graphics in fields like CAD, gaming, and virtual reality are also highlighted.

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Dinesh Yadav
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0% found this document useful (0 votes)
49 views2 pages

Computer Graphics Super Notes

The document provides detailed notes on the foundations of computer graphics, covering topics such as graphics systems, drawing and clipping primitives, transformations, geometric modeling, and visible surface determination. Key algorithms and techniques like Bresenham's for line drawing, Z-buffer for surface rendering, and various shading models are discussed. Applications of computer graphics in fields like CAD, gaming, and virtual reality are also highlighted.

Uploaded by

Dinesh Yadav
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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Foundations of Computer Graphics –

Super Detailed Notes


Unit 1: Introduction
- **Graphics Systems**: Consist of input, processing, and output components that work
together to generate and manipulate graphical images.
- **Basic Elements of Computer Graphics**:
- Pixels, lines, curves, shapes, color
- Frame buffer, resolution, aspect ratio
- **Applications**:
- CAD, simulation, education, gaming, GUI, virtual reality
- **Display Device Architecture**:
- **Raster Scan**: Grid-based, refreshes line-by-line (used in TVs, monitors)
- **Random Scan**: Draws lines directly (vector displays)
- **Input/Output Devices**:
- Input: Mouse, keyboard, light pen, digitizer
- Output: Monitors, printers, plotters

Unit 2: Drawing and Clipping Primitives


- **Line Drawing**:
- **DDA Algorithm**: Uses floating point, slower
- **Bresenham’s Algorithm**: Integer arithmetic, more efficient
- **Circle Drawing**:
- **Midpoint Circle Algorithm**: Uses 8-way symmetry
- **Ellipse Drawing**:
- **Midpoint Ellipse Algorithm**: Based on region analysis and symmetry
- **Polygon Filling**:
- **Scanline Fill Algorithm**, **Boundary Fill**, **Flood Fill**
- **Clipping**:
- **Line Clipping**:
- Cohen–Sutherland Algorithm (region codes)
- Liang–Barsky (parameter-based)
- **Polygon Clipping**:
- Sutherland–Hodgman Algorithm

Unit 3: Transformation and Viewing


- **2D Transformations** (Matrix-based):
- Translation, Scaling, Rotation, Reflection, Shearing
- **Homogeneous Coordinates**: Allow combining transformations in matrix form
- **Composite Transformations**: Sequence of transformations combined into one
- **3D Transformations**:
- Translate, Scale, Rotate about X/Y/Z axes (4×4 matrices)
- **Viewing Transformations**:
- Parallel Projection: Orthographic
- Perspective Projection: Objects shrink with depth
- **Vanishing Points**:
- Points at which parallel lines converge in perspective

Unit 4: Geometric Modeling


- **Polygon Mesh Representation**:
- Vertices, edges, and faces forming 3D surfaces
- Types: Wireframe, surface, solid mesh
- **Cubic Polynomial Curves**:
- **Hermite Curves**:
- Defined by endpoints + tangents
- Uses Hermite blending functions or matrix form
- **Bezier Curves**:
- Defined by 4 control points
- Uses Bernstein polynomials for curve construction

Unit 5: Visible Surface Determination and Surface Rendering


- **Z-Buffer Algorithm**:
- Compares depth per pixel
- Stores nearest depth in Z-buffer
- **List-Priority Algorithm (Painter’s)**:
- Draw from farthest to nearest (like painting layers)
- **Area Subdivision Algorithm**:
- Divide screen, test visibility per region
- **Illumination and Shading Models**:
- **Phong Model**: Ambient + Diffuse + Specular
- **Gouraud Shading**: Vertex intensity interpolation
- **Phong Shading**: Interpolated normals, pixel-wise lighting
- **Color Model**:
- **RGB Model**: Combines Red, Green, Blue values
- **Basics of Computer Animation**:
- Keyframe animation, motion simulation, morphing, storyboarding

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