This
note is an introduction to the fundamentals of the field of computer graphics.
Topics covered includes: Model transformations, Homogeneous Coordinates, View
transformations, Projections, View Volume, Projective Transforms, Clipping,
windowing, rasterization, Graphics Pipeline, Hidden Surface Removal, Object
hierarchies, fractals, L-systems, Cubic Curves and Bicubic Surfaces, Meshes,
Lighting, Material, Shading, texture mapping, environment mapping, shadows and
interreflections.
This note covers the following topics:
Applications of Computer Graphics and Multimedia, Graphics System, Graphics
Output primitive, Two Dimensional Geometric Transformations, Two Dimensional
Viewing, Three Dimensional Object Representations, Three Dimensional Geometric
and Modeling Transformations, .Illumination Model and Surface Rendering Methods,
Digital Audio, Digital Image.
Author(s): Sri Ramesh Chandra Sahoo,Smt. Sumitra
Mahapatra, Ms. Sasmita Panigrahi
This note covers the following topics:
Computer-Aided Design for engineering and architectural systems, Presentation
Graphics, Computer Art, Scan-Line Polygon Fill Algorithm, Two Dimensional
Transformations, 2-Dimensional viewing, 3D Object Representations, Three
Dimensional Transformations, Visible-Surface Detection Methods, Computer
Animation.
Author(s): Shri
Vishnu Engineering College For Women
This note covers the following topics: What are Computer Graphics
and Image Processing, digital image, Image capture , Image display, Sampling,
Human visual system, Simultaneous contrast, Classifying colours, Colour vision,
Chromatic metamerism, Storing images in memory, Hermite cubic, Douglas and
Pucker’s algorithm, Clipping, Polygon filling, Clipping polygons, Bounding
boxes, Curves in 3D.
This note provides an
introduction to the principles of computer graphics. In particular,it will
consider methods for modeling 3-dimensional objects and efficiently generating
photorealistic renderings on color raster graphics devices.
This
note is an introduction to the fundamentals of the field of computer graphics.
Topics covered includes: Model transformations, Homogeneous Coordinates, View
transformations, Projections, View Volume, Projective Transforms, Clipping,
windowing, rasterization, Graphics Pipeline, Hidden Surface Removal, Object
hierarchies, fractals, L-systems, Cubic Curves and Bicubic Surfaces, Meshes,
Lighting, Material, Shading, texture mapping, environment mapping, shadows and
interreflections.
This note covers the following topics: Introduction to Computer Graphics,
Coordinate Systems and Transformations , Going Beyond Flat Polygons , Animation,
Computer-Human Interaction, Fractals, Scene Graphs and Programming the nVidia
Graphics Card.
This note covers the following topics: Image Acquisition, Image
processing, Edge Detection, Edge Linking, Segmentation, Line Labelling,
Relaxation Labelling, Optical Flow and Object Recognition.
This book is an integration of Michael's previous writings on assembly
language and graphics programming. Much of the focus of this book is on
profiling and code testing, as well as performance optimization. It also
explores much of the technology behind the Doom and Quake 3-D games, and 3-D
graphics problems such as texture mapping, hidden surface removal, and the like.
Thanks to Michael for making this book available.
The purpose of this book is to teach you how to
write GUI programs using Qt 3. It is assumed that you have a basic knowledge of
C++.The code examples use a subset of C++, avoiding many C++ features that are
rarely needed when programming Qt.