Application areas, Input and output devices, Video display devices: Refresh CRT; Raster scan display; Color CRT monitor; Flat panel display; Co-ordinate representation.Basic Raster Gaphics Algorithm for drawing 2-D primitivesOutput characteristics: Aspect ratio; Alising and Anti-alising, Line drawing algorithms: DDA algorithm; Bresenham's algorithm. Circle generation algorithm: Midpoint circle algorithm. Ellipse generation algorithm: Mid-point ellipse algorithm. Area filling: Scan line polygon filling algorithm; Inside-outside test; Boundary fill algorithm; Flood-fill algorithm.2-D Geometric TransformationWindow and Viewport: Window and Viewport relationship; World co-ordinates; Normalised idevice co-ordinates and Homogenous co-ordinates. Basic transformations: Translation; Rotation and Scaling. Other transformation: Reflection and Shear. Composite ; Transformation.2-D Viewing and ClippingWindow to viewport co-ordinate transformation. Clipping: Point clipping; Line: Cohen; Sutherland algorithm, Liang barsky clipping, Mid-point subdivision; Polygon: Sutherland hodgman algorithm.3-D Concepts3-D display methods: Parallel and Perspective projections; Depth cueing. 3-D transformation: Basic transformations: translation, rotation and scaling; Other transformation: reflection and shear; Composite transformation. 3-D Viewing and ClippingHidden Surface Elimination MethodsBackface detection, Depth or Z-buffer method, Scan line method, Area subdivision CurvesSpline representation, Bezier curves, B-splineLight ShadingIllumination model. Shading: Constant Intensity shading; Gouraud shading; Phong shading Halftoning ray tracing.
Introduction to Computer Graphics
Raster Graphics Algorithms for Drawing 2D Primitives
2D Geometric Transformation
Chapters 2D Viewing and Clipping
Three Dimensional Viewing Projection and Clipping
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angle axis B-spline Bezier curve Bresenham's calculations clipping boundary clipping window colour model computer graphics control points coordinate system cos0 cube determine device coordinates direction display file ed[i edge ellipse end point equation Explain frame buffer getch given Gouraud shading homogeneous coordinates horizontal illumination model illustrated in Fig incremental intensity values intersection points light source line algorithm line clipping line clipping algorithm line drawing algorithm line segment method midpoint normal vector object parallel projection partially visible perspective projection Phong shading picture pixel pixel position plot plotters polygon clipping polynomial printers raster scan ray tracing region codes represent rotation matrix sample points scaling scan line screen shear short note shown in Fig specified specular reflection steps technique three dimensional transformation matrix translation vertex vertices view plane viewport window boundary world coordinate Write a short xy plane Z-buffer