Computer Graphics Lecture Notes by Clinton L. Jeffery
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Computer Graphics Lecture Notes by Clinton L. Jeffery
Computer Graphics Lecture Notes by Clinton L. Jeffery
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.
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
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.
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 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.
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 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.
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 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.