This note explains the following topics: Application of Computer Graphics, Line drawing algorithms, Two Dimensional Transformations, 2-Dimensional viewing, 3D Object Representations, Three Dimensional Transformations, Visible-Surface Detection Methods, Computer Animation.

**Author(s):** Ms. S J Sowjanya, Ms. V Divyavani

This book explains the following topics: Basics Of Computer Graphics, Graphic Devices, C Graphics Basics, Simple Line Drawing Methods, Two Dimensional Transformations And Clipping And Windowing, Graphical Input Techniques, Three Dimensional Graphics, Solid Area Scan Conversion And Three Dimensional Transformations, Hidden Surface Removal.

**Author(s):** University of Calicut

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 explains the following topics: Graphics Hardware, Frame Buffers, Line Drawing, API parameters and graphic contexts, Color Indices and Colormaps, Raster Operations, UIGUI's Graphics Primitives, Region Filling, Golden Rectangle, Backing Store and Expose Events, Contexts and Cloning, Splines, Smooth Curves, Gamma Correction, 2D Geometrical Transformations, Composition of 3D Transformations, OpenGL, GLU and GLUT objects, Phong Model, Texture Mapping, Texture Coordinate Generation, Texture Objects, Curves and Surfaces, 3D Model File Formats.

**Author(s):** Clinton L.
Jeffery

The goal of this note is to provides an Introduction to the theory of computer graphics. Topics covered includes: Scan conversion and clipping, Windows Programming and Sampling, 2D and 3D Geometric transformation, 2D viewing, DirectX : Creating a device and rendering vertices, Modeling and 3D Viewing, Hidden surface removal Hidden surface removal, Using matrices, Texture Mapping and Lighting Color, Curve and surfaces, Fixed and programmable pipeline.

**Author(s):** Seoul National University

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.

**Author(s):** University
of Cambridge

This note is an introduction to three-dimensional computer graphics. Students will learn both the theory of 3D computer graphics, and how to program it efficiently using OpenGL. Topics covered includes: 2D and 3D transformations, Bézier and B-Spline curves for geometric modeling, interactive 3D graphics programming, computer animation and kinematics, and computer graphics rendering including ray tracing, shading and lighting.

**Author(s):** Jernej Barbic

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.

**Author(s):** Nobuhiko Mukai

This note explains the following topics: Two-Dimensional Graphics, OpenGL 1.1: Geometry, OpenGL 1.1: Light and Material, Three.js: A 3D Scene Graph, API, Introduction to WebGL, 3D Graphics with WebGL, Beyond Realtime Graphics, Programming Languages, A 3D Modeling Program, Gimp and Inkscape for 2D Graphics, Source Code for Sample Program.

**Author(s):** David J. Eck

This note explains the following topics: Image Representation, Geometric Transformation, OpenGL Programming, Eigenvalue Decomposition and its Applications in Computer Graphics, Geometric Modelling.

**Author(s):** Dr John Collomosse

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.

**Author(s):** David M. Mount

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.

**Author(s):** Prof. Michael Langer

**Author(s):** This
note covers the following topics: Overview of Computer Graphics, Display
Devices, Scan Conversion, 2D Transformations, Graphics Operations, Interactive
Devices, 3D Graphics, The Concept of Multimedia and GKS.

This lecture note covers the following topics: Computer Graphics Basics, Introduction to C++, Getting Started with OpenGL, OpenGL Examples, An OpenGL Flight Simulator, Introduction to Java, Writing Classes in Java, Basic Java Graphics, Introduction to JavaScript, JavaScript Graphics with Canvas and Scalable Vector Graphics (SVG).

**Author(s):** Ray
Toal

This lecture note covers the following topics: Introduction to Graphics, Curves, Transformations, Coordinate Free Geometry, 3D Objects, Camera Models, Visibility, Basic Lighting and Reflection, Basic Ray Tracing, Radiometry and Reflection, Distribution Ray Tracing, Parametric Curves And Surfaces and Animation.

**Author(s):** David Fleet and Aaron Hertzmann

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.

**Author(s):** Dr. John T. Bell

This note covers the following topics: Image Acquisition, Image processing, Edge Detection, Edge Linking, Segmentation, Line Labelling, Relaxation Labelling, Optical Flow and Object Recognition.

**Author(s):** Dr
A D Marshall

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.

**Author(s):** CCSU
Computer Science Department

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.

**Author(s):** NA

This is an alphabetical list of the OpenGL functions in this on-line reference.

**Author(s):** NA

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.

**Author(s):** Michael
Abrash

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.

**Author(s):** Philip
J. Koopman Jr

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.

**Author(s):** Jasmin
Blanchette and Mark Summerfield

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