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Computer-Graphics PDF

This document outlines a computer graphics course. It provides information on textbooks, evaluation methods including a final exam, programming assignments, and final project. The course outline covers topics such as device independent graphics, projection and transformation, clipping and containment, texture mapping, anti-aliasing, polygon rendering with OpenGL, using colors, shading, ray tracing, radiosity, scene animation, splines, surface construction, warping and morphing.

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design yr
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0% found this document useful (0 votes)
131 views

Computer-Graphics PDF

This document outlines a computer graphics course. It provides information on textbooks, evaluation methods including a final exam, programming assignments, and final project. The course outline covers topics such as device independent graphics, projection and transformation, clipping and containment, texture mapping, anti-aliasing, polygon rendering with OpenGL, using colors, shading, ray tracing, radiosity, scene animation, splines, surface construction, warping and morphing.

Uploaded by

design yr
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
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Computer Graphics

Introduction
Course Info
• Text Book:
Book:
Computer Graphics using OpenGL, F.S.Hill
Computer Graphics C Version, Donald Hearn,
Pauline Baker,
Baker, Prentice-Hal
Prentice-Halll
• Evaluation
 – Final exam (%40)
 – Programming
Programming assignments (20%)
 – Final project (40%)
Course Info
• Text Book:
Book:
Computer Graphics using OpenGL, F.S.Hill
Computer Graphics C Version, Donald Hearn,
Pauline Baker,
Baker, Prentice-Hal
Prentice-Halll
• Evaluation
 – Final exam (%40)
 – Programming
Programming assignments (20%)
 – Final project (40%)
Course Outline
• Device independent graphics: Raster and Vector Devices, Normalized Device Coordinates,
• World Coordinates, The Normalization Transforma
Transformation,
tion, Output primitives, Input Primitives.
• Projection and Transformation:
Transformation: 3D Planar objects, projection to 2D, Homogenous
coordinates, scene transformation
transformation
• Clipping and containment in 3D convex objects, splitting concave objects.
• Texture mapping and anti-aliasing.
anti -aliasing.
• Polygon Rendering and Open GL
• Using Colors: Tri-stimulus
Tri-stimulus model, RGB model, YCM model, Perceptual color spaces.
• Shading
Shading planar polygons
polygons:: Gouraud
Gouraud Shading,
Shading, Phong Shading.
Shading.
• Ray Tracing:
Tracing: Ray/object intersection calculations Secondary rays, shadows, reflection and
refraction. Computational efficiency
efficiency,, object space coherence, ray space coherence
• Radiosity: Modeling ambient light, form factors,
factors, specular effects, shooting patches,
computational efficiency
• Scene Animation: Flying Sequences, object transformations
transformations
• Introducti
Introduction
on to Spline curves, cubic
cubic spline patches
patches and Bezier Curves
Curves
• Introduction to Surface Construction, Bezier Surfaces, the Coon’s patch
• Geometric Warping and Morphing Objects
Device Independent Graphics
G raphics
Projection
Orthogonal Projection
Perspective Projection
Containment and Clipping
• Containment: checks to see if a point is inside
an object.
• Clipping: determines where a line (or polygon)
intersects an object.
Containment
Clipping
Texture Mapping
Texture Mapping
Texture Mapping
Anti-Aliasing
Polygon Rendering and Open GL
Polygon Rendering and Open GL
Using Colors
Using Colors
Shading planar polygons
Shading planar polygons
Ray Tracing
Scene Animation
Radiosity Example
Radiosity Example
Splines
Surface Construction
Warping
Warping and Morphing
Part One

Device independent graphics: Raster


and Vector Devices, Normalized
Device Coordinates

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