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.
The PDF covers the following topics related to Computer
Graphics : Overview of Computer Graphics System, Output Primitives, 2D Geometric
Transformations, Graphical User Interfaces and Interactive Input Methods, 3D
Geometric and Modeling Transformations.
Author(s): Arignar Anna Government Arts and Science College,
Karaikal, Puducherry
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 covers the following topics: Image Acquisition, Image
processing, Edge Detection, Edge Linking, Segmentation, Line Labelling,
Relaxation Labelling, Optical Flow and Object Recognition.
This lecture note covers the following topics:
Points and Lines, Vectors, Points, and Column Matrices, Matrix Addition, Vector
Addition, Vector Length, Vector Direction, Scaling and Unit Vectors, The Dot
Product, Length and the Dot Product, The Angle between Two Vectors, The Angle
between 3D Vectors, Projecting one Vector onto Another, Vector Cross Product,
Matrices and Simple Matrix Operations, Matrix-Column Matrix Multiplicaton,
Matrix-Matrix Multiplication and Identity Matrix and Matrix Inverse.
This
guide covers the following topics: State Management and Drawing Geometric
Objects, Viewing, Color, Lighting, Blending, Antialiasing, Fog, and Polygon
Offset, Display Lists, Drawing Pixels, Bitmaps, Fonts, and Images, Texture
Mapping, The Framebuffer, Tessellators and Quadrics.
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.
This book covers the following topics: Development of the TIGRE
Method, Implementation of the TIGRE Machine, TIGRE Performance, Architectural
Metrics and The Potential of Special-Purpose Hardware.