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Computer Graphics Deep Detailed Notes

The document provides a comprehensive overview of computer graphics, covering key components such as graphics systems, drawing algorithms, transformations, geometric modeling, and rendering techniques. It discusses various applications of computer graphics, including CAD, gaming, and medical imaging, as well as essential concepts like pixel representation, clipping algorithms, and illumination models. Additionally, it highlights animation basics and different shading techniques used in graphics rendering.

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Dinesh Yadav
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0% found this document useful (0 votes)
27 views4 pages

Computer Graphics Deep Detailed Notes

The document provides a comprehensive overview of computer graphics, covering key components such as graphics systems, drawing algorithms, transformations, geometric modeling, and rendering techniques. It discusses various applications of computer graphics, including CAD, gaming, and medical imaging, as well as essential concepts like pixel representation, clipping algorithms, and illumination models. Additionally, it highlights animation basics and different shading techniques used in graphics rendering.

Uploaded by

Dinesh Yadav
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd

Foundations of Computer Graphics –

Deep Detailed Notes


Unit 1: Introduction to Computer Graphics
🔹 **Graphics System Overview**:
A graphics system includes hardware and software used to create, manipulate, and display
graphical data. It consists of:
- **Input Devices**: Mouse, keyboard, joystick, touch screen.
- **Processing Unit**: Graphics Processing Unit (GPU) handles rendering.
- **Output Devices**: Monitors, printers, plotters.

🔹 **Basic Elements**:
- **Pixel**: Smallest screen unit; represents color.
- **Frame Buffer**: Memory holding pixel data.
- **Aspect Ratio**: Width-to-height ratio of display.
- **Resolution**: Number of pixels on screen (e.g., 1920×1080).
- **Scan Conversion**: Converts primitives (lines, circles) into pixel values.

🔹 **Applications**:
- CAD (design & drafting)
- Virtual reality & simulation
- Gaming and entertainment
- Scientific visualization
- Medical imaging
- GUI design

🔹 **Display Technologies**:
- **Raster Scan**: Refreshes screen line by line. Stores image in frame buffer.
- **Random Scan**: Draws lines directly using electron beams (used in early CRTs).

🔹 **I/O Devices**:
- Input: Light pen, digitizer, scanner, touchscreen.
- Output: LCD monitor, OLED, dot-matrix printer, 3D printer.

Unit 2: Drawing and Clipping Primitives


🔹 **Line Drawing Algorithms**:
- **DDA (Digital Differential Analyzer)**:
Uses floating point increments. Slower, less efficient.
- **Bresenham’s Algorithm**:
Uses integer arithmetic. Fast and accurate. Best for raster displays.

🔹 **Circle Drawing**:
- **Midpoint Circle Algorithm**: Uses symmetry to reduce calculations. Decides pixel
positions based on midpoint between candidate pixels.

🔹 **Ellipse Drawing**:
- **Midpoint Ellipse Algorithm**: Divides ellipse into 2 regions and calculates pixels using
symmetry.

🔹 **Polygon Filling**:
- **Scanline Fill**: Horizontal line intersects edges and fills between them.
- **Flood Fill**: Fills boundary by checking color match.
- **Boundary Fill**: Uses edge color to determine bounds.

🔹 **Clipping Algorithms**:
- **Line Clipping**:
- **Cohen-Sutherland**: Divides region into 9 zones. Uses region codes.
- **Liang-Barsky**: Uses parametric equations for clipping.
- **Polygon Clipping**:
- **Sutherland-Hodgman**: Clips one edge at a time.

Unit 3: Transformation and Viewing


🔹 **2D Transformations**:
- **Translation**: Move object → Matrix: [1 0 tx; 0 1 ty; 0 0 1]
- **Scaling**: Resize object → Matrix: [sx 0 0; 0 sy 0; 0 0 1]
- **Rotation**: Rotate about origin → [cosθ -sinθ 0; sinθ cosθ 0; 0 0 1]
- **Reflection**: Flip across axis
- **Shearing**: Slant shape → x-shear or y-shear

🔹 **Homogeneous Coordinates**:
- Adds 1 extra coordinate (x, y) → (x, y, 1)
- Allows translation using matrix multiplication

🔹 **Composite Transformations**:
- Multiply matrices to combine multiple transformations
- Order matters: Last transformation is applied first

🔹 **3D Transformations**:
- 4x4 matrices used for translation, scaling, rotation in 3D
- Rotations: About X, Y, or Z axis (complex matrix forms)
🔹 **Viewing Transformation**:
- Converts world coordinates to viewing coordinates
- **Parallel Projection**: Orthographic view (lines remain parallel)
- **Perspective Projection**: Objects farther away appear smaller

🔹 **Vanishing Points**:
- Point at which parallel lines appear to meet in perspective view
- 1-point, 2-point, and 3-point perspective

Unit 4: Geometric Modelling


🔹 **Polygon Mesh Representation**:
- Describes 3D objects using vertices, edges, faces
- Types: Wireframe, Surface, Solid mesh
- Face list, edge list, vertex list form the data structure

🔹 **Cubic Polynomial Curves**:


- **Hermite Curves**:
- Defined by: Start & end points + tangents
- Uses blending functions (h1–h4) or Hermite matrix
- **Bezier Curves**:
- Defined by 4 control points
- Uses Bernstein polynomials
- Curve lies within convex hull of control points

🔹 **Uses**:
- Path animation
- Font and logo design
- Modeling smooth surfaces

Unit 5: Visible Surface Determination & Rendering


🔹 **Z-Buffer Algorithm**:
- Stores depth (z) value per pixel
- Closer object replaces farther one
- Easy to implement; needs memory

🔹 **List-Priority (Painter’s) Algorithm**:


- Sort objects by depth
- Draw from farthest to nearest
- May fail with intersecting polygons

🔹 **Area Subdivision**:
- Recursively divide screen into areas
- Resolve visibility per region
- Efficient for simple scenes

🔹 **Illumination Models**:
- **Phong Model**: Ambient + Diffuse + Specular lighting
- Equation:
I = IaKa + IdKd(L•N) + IsKs(R•V)^n

🔹 **Shading**:
- **Gouraud Shading**: Vertex lighting + interpolated intensity
- **Phong Shading**: Interpolated normals + pixel lighting

🔹 **Color Model**:
- RGB: Red, Green, Blue (0–255)
- Basis of screen color mixing

🔹 **Animation Basics**:
- **Keyframe Animation**: Important frames defined; system interpolates
- **Storyboarding**: Sketch sequence before animation
- **Morphing**: Smooth shape transition (e.g. face to face)
- **Simulating Motion**: Physics-based (e.g., bounce, swing)

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