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HD9CSE : COMPUTER GRAPHICS

 

1.       INTRODUCTION

Overview Of Computer Graphics, Representing Pictures, Preparing Pictures For Presentation, Presenting Previously Prepared Pictures

 

2.       GRAPHICS HARDWARE AND DISPLAY DEVICES

Storage Tube Graphics Displays, Calligraphic Refresh Graphics Displays, Raster Refresh Graphics Displays, Cathode Ray Tube Basics, Color Crt Raster Scan Basics, Video Basics, Interactive Devices

 

3.       GRAPHIC PRIMITIVES – DRAWING LINES & CURVES

Introduction, Scan-Converting A Point, Scan-Converting A Straight Line, Scan-Converting A Circle, Scan-Converting An Ellipse, Scan-Converting Arcs And Sectors , Scan-Converting A Rectangle, Boundary Block Transfer (Bitblt) Or Raster Operational Graphics , Side Effects Of Scan Conversion

 

4.       2D AND 3D TRANSFORMATIONS

2d Transformations, Homogeneous Coordinates And Matrix Representation Of 2d Transformations, Composition Of 2d Transformations, The Window-To-Viewport Transformation, Efficiency, Matrix Representation Of 3d Transformations

 

5.       SEGMENTS AND THEIR APPLICATIONS

Polygon Surfaces, Polygon Tables, Curved Lines And Surfaces, Quadric Surfaces, Superquadrics, Blobby Objects, Spline Representations, Cubic Spline Interpolation Methods, Bezier Curves And Surfaces, B-Spline Curves And Surfaces, Beta-Splines, Rational Splines, Conversion Between Spline Representations, Displaying Spline Curves And Surfaces, Sweep Representations

 

6.       GEOMETRIC MODELLING

Geometric Models, Hierarchy In Geometric Models, Interconnections,   Characteristics Of Retained-Mode Graphics Packages, Defining And Displaying Structures

 

7.       BOUNDARY REPRESENTATIONS, CONSTRUCTIVE SOLID GEOMETRY AND SPATIAL DATA STRUCTURES

Polyhedra And Euler's Formula, The Winged-Edge Representation, Boolean Set Operations, Spatial-Partitioning Representations, Constructive Solid Geometry, Comparison Of Representations, User Interfaces For Solid Modeling

 

 

8.       HIDDEN SURFACE AND LINE ELIMINATION

Classification Of Visible-Surface Detection, Back-Face Detection, Depth-Buffer Method, A-Buffer Method, Scan-Line Method, Depth - Sorting Method, Bsp-Tree Method, Area-Subdivision  Method, Octree Methods, Ray-Casting Method, Curved Surfaces, Wireframe  M'ethods, Visibility-Detection Function

 

9.       RENDERING

Light Sources, Basic Illumination Models, I)Isplaying Light Intensities, Halftone Patterns And Dithering Techniques, Polygon-Rendering Method, Ray-Tracing Methods, Radiosity Lighting Model, Environment Mapping, Adding Surface Detail, Modeling Surface Detail Polygon

 

10.    VIDEO GAMES AND COMPUTER ANIMATION

          Conventional And Computer-Assisted Animation, Animation Languages, Methods Of Controlling Animation, Basic Rules Of Animation, Problems Peculiar To Animation