## Computer GraphicsApplication areas of computer graphics, Overview of graphics systems, Video-display devices, Raster-scan systems, Random scan systems, Graphics monitors and work stations and input devices.Output Primitives : Points and lines, Line drawing algorithms, Mid-point circle and ellipse algorithms. Filled area primitives : Scan line polygon fill algorithm, Boundary-fill and flood-fill algorithms.2-D Geometrical Transforms : Translation, Scaling, Rotation, Reflection and shear transformations, Matrix representations and homogeneous co-ordinates, Composite transforms, Transformations between co-ordinate systems.2-D Viewing : The viewing pipeline, Viewing co-ordinate reference frame, Window to view-port co-ordinate transformation, Viewing functions, Cohen-Sutherland and Cyrus-beck line clipping algorithms, Sutherland-Hodgeman polygon clipping algorithm.3-D object representation : Polygon surfaces, Quadric surfaces, Spline representation, Hermite curve, Bezier curve and B-spline curves, Bezier and B-Spline surfaces, Basic illumination models, Polygon rendering methods.3-D Geometric Transformations : Translation, Rotation, Scaling, Reflection and shear transformations, Composite transformations.3-D Viewing : Viewing pipeline, Viewing co-ordinates, View volume and general projection transforms and clipping.Visible Surface Detection Methods : Classification, Back-face detection, Depth-buffer, Scan-line, Depth sorting, BSP-tree methods, Area sub-division and octree methods.Computer Animation : Design of animation sequence, General computer animation functions, Raster animation, Computer animation languages, Keyframe systems, Motion specifications. |

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computer graphics

### Contents

Review Questions 257 | 2-57 |

Copter Fitted Area Primitives 1 41 to 4 | 4-1 |

Chapter 5 2D Geometrical Transforms 1 to 5 | 5-1 |

Chapter 7 Three Dimensional Object Representation 7 1 to 7?32 | 7-1 |

Chapter 8 Illumination Models a 1 to 8 | 8-1 |

Chapter U Visible Surface Detection Methods 11 1 to 11 18 | 1 |

Review Questions 11 | 18 |

Review Questions 1211 | 12-11 |

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active edge list angle axis B-spline beam Bezier curve Bresenham's calculated circle clipping boundary clipping window clockwise co-ordinate system colour computer graphics control points cos0 cos9 defined dimensional direction display processor electron end point equation Example Explain frame buffer given Gouraud shading homogeneous co-ordinate illustrated in Fig in-between frames incremental input inside intersection points keyboard keyframes keys line clipping line clipping algorithm line drawing algorithm line segment Marks method midpoint mouse normal vector object origin parallel projection parameter perspective projection Phong shading picture pixel pixel position plotters polynomial printer projection reference point putpixel raster scan Refer section region codes representation rotation matrix scaling scan conversion scan line screen shading shown specified specular reflection steps subpixels technique three-dimensional transformation matrix translation vertex vertices video controller view plane view volume viewing co-ordinates viewport window boundary world co-ordinate xy plane Z-buffer