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.
The PDF covers the following topics related to
Computer Graphics :Application areas of Computer Graphics, Output primitives:
Points and lines, 2-D geometrical transforms: 2-D viewing, 3-D object
representation, 3-D Geometric transformations, Visible surface detection
methods,Computer animation.
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:
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 provides introduction to computer graphics algorithms,
software and hardware. Topics covered includes: ray tracing, the graphics
pipeline, transformations, shadows, texture mapping, sampling, global
illumination, splines, animation and color.
Author(s): Prof. Wojciech Matusik and Prof.
Fredo Durand
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 aim of computer
graphics is to visualize real objects and imaginary or other abstract items. In
order to visualize various things, many technologies are necessary and they are
mainly divided into two types in computer graphics: modeling and rendering
technologies. This book covers the most advanced technologies for both types. It
also includes some visualization techniques and applications for motion blur,
virtual agents and historical textiles. This book provides useful insights for
researchers in computer graphics.
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 book is intended for human
factors engineers requiring current knowledge of how a computer graphics
surrogate human can augment their analyses of designed environments. It will
also help inform design engineers of the state-of-the-art in human gure
modeling, and hence of the human-centered design central to the emergent notion
of Concurrent Engineering. Topics covered includes: Body Modeling, Spatial
Interaction, Behavioral Control, Simulation with Societies of Behaviors,
Task-Level Specifications and Epilogue.
Author(s): Norman
I. Badler, Cary B. Phillips and Bonnie L. Webber
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.