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.
This
text by Mandeep Kaur, from Lovely Professional University, is an overall guide
to computer graphics. The book starts with basic computer graphics so that the
ground can be well-laid for complex topics. The colors of computer graphics and
graphics input/output devices, crucial in the generation and interaction of
digital images, are discussed herein. It includes scan conversion-the methods
lying at the heart of drawing lines and shapes on the screen. The manual focuses
on 2D transformations, viewing-important components in handling and displaying
two-dimensional graphics. At the same time, the book provides the basics
necessary to understand three-dimensional graphics modeling, clipping, and
hidden surfaces, incorporating some more advanced graphical techniques in the
process. It also covers color and shading models, advanced topics in computer
graphics, animation, among others; therefore, the book can be useful for both
basic and advanced learners.
Author(s): Mandeep Kaur, Lovely Professional University
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.
These
lecture notes, by Prof. Wojciech Matusik and Prof. Fredo Durand, summarize the
algorithms, software, and hardware used in computer graphics. The notes will
introduce essential concepts: ray tracing and the graphics pipeline, to render
realistic images. Further, various transformations will be introduced, along
with the generation of shadows and texture mapping. Further topics in the
curriculum include methods of sampling, global illumination, and splines in
order to give a wide view on rendering and image synthesis, while animation and
color theory are added to the completion of visual representation understanding.
These notes are ideal for those seeking indepth studies of advanced graphics
techniques and their applications, from basic principles to complex rendering
and illumination models.
Author(s): Prof. Wojciech Matusik and Prof.
Fredo Durand