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
comprehensive lecture note by Prof. Vijay M. Shekat comprehensively explains the
basics that surround the fundamental concepts in computer graphics. The basics
of computer graphics, such as the principles and application of graphics
primitives, are explained-entities required to display a picture. The note
throws light on the 2D transformations and viewing techniques that form an
important approach toward manipulating and displaying two-dimensional graphics.
The text also covers 3D concepts and object representation, which are important
in acquiring knowledge about the complexity of three-dimensional modeling. The
discussion covers 3D transformations and viewing, and a deep view is taken in
how objects are manipulated and viewed in three-dimensional space. Advanced
topics are also covered and may include recent developments and sophisticated
techniques of computer graphics, making this note very useful for students and
professionals who want to learn both the basics and the advanced aspects of the
subject.
In this respect, the lecture notes provided by Malla Reddy College of Engineering
provide a big picture of some respects related to computer graphics. The
application areas of computer graphics are discussed here that show how graphics
are used in several industries and technologies. Some basic output primitives,
which are considered elementary to elementary rendering, are explained in the
notes, such as points and lines. These involve 2D geometrical transformations
and 2D viewing techniques, which are very important in manipulating
two-dimensional objects. The notes also explain the representation of 3D objects
and transformations, important in the creation and transformation of
three-dimensional models. Methods of visible surface detection are discussed to
show the way in which a determination of parts of a scene visible can be made.
The inclusion of topics on computer animation completes this coverage, giving an
understanding of how graphics can be animated for dynamic visual effects.
The
following textbook by Arignar Anna Government Arts and Science College gives an
overview of computer graphics systems in some detail. It begins with the overall
architecture of computer graphics systems in order to place into context how
such graphical applications are built and executed. Output primitives discussed
in this book are the basic elements used in constructing an image. Also, there
is a discussion about 2D geometric transformations for manipulating
two-dimensional objects. It contains parts on the graphical user interface and
the methods of interactive input that are very important when one is designing
graphics applications that should be friendly to users. Geometric and modeling
transformations concerning 3D graphics are dealt with in the book at the
description of how to create and modify three-dimensional objects. Hence, the
resource is helpful in studying both the basic issues of computer graphics
systems and its applications.
Author(s): Arignar Anna Government Arts and Science College,
Karaikal, Puducherry
This
note is concentrated on computer graphics, integrated with multimedia,
applications, and systems. It covers basic graphics system architecture and the
output primitives that are commonly used to display images. Also, it explains
the basic two-dimensional geometric transformations and viewing techniques,
three-dimensional object representation, and transformation. The illumination
model and methods of rendering surfaces will also be discussed to highlight how
the properties of light and material result in visual appearance. It also covers
topics relevant to the multimedia components-digital audio and digital
images-since working with graphics now increasingly involves their integration
in a combined fashion for multimedia presentation.
Author(s): Sri Ramesh Chandra Sahoo,Smt. Sumitra
Mahapatra, Ms. Sasmita Panigrahi
The
following are the notes from Clinton L. Jeffery on aspects in both the
theoretical and practical aspects of computer graphics. An introduction to
hardware in graphics and frame buffers is given first, followed by the
description of line drawing techniques and the parameters for API. Next come
color indices, colormaps, and raster operations-forming the very basics
necessary to understand color and graphics management. These notes also extend
to the UI graphics primitives, region filling, and advanced concepts such as the
Golden Rectangle. There is great emphasis on OpenGL, GLU, and GLUT, which really
establishes modern graphics programming. Other topics involve the Phong shading
model, texture mapping, and 3D model file formats that make these notes
comprehensive toward understanding the principles underlying many practical
applications in computer graphics.
Notes
from Seoul National University, this set provides an excellent introduction to
some of the more theoretical and practical aspects of computer graphics. It
covers the more basic areas of scan conversion and clipping - both important
areas in rendering and image processing. Detailed discussions on Windows
programming, sampling techniques, 2D and 3D geometric transformations, and
viewing methods are included. The curriculum also covers DirectX for device
creation and vertex rendering, hidden surface removal, and matrix usage. It
considers texture mapping and lighting, curve, and surface modeling. The
material gains a good understanding of both fixed and programmable pipelines and
thus would be useful to students and professionals interested in practical
implementation related to computer graphics technologies.