Computer Graphics
Subject Overview
Computer Graphics covers display technologies and 2D primitives (line, circle and ellipse scan-conversion algorithms), 2D transformations and viewing, clipping and filling techniques, and 3D object representation and rendering including visible-surface determination and shading models like Phong's and Gouraud shading. A 4-credit core theory paper.
Unit-wise Syllabus
4 units — click WhatsApp below to get the full notes for each
Unit 1: Display technologies and 2D primitives
Computer graphics applications, I/O devices, storage tube/raster scan/random scan/LCD/LED displays, CRT and video basics, color models (RGB, CMY), scan conversion of points, lines (DDA, Bresenham's algorithm), circles (Bresenham's and midpoint algorithms) and ellipses
Unit 2: 2D transformations and viewing
Window-to-viewport transformation, scaling, translation, rotation, reflection, shear, homogeneous coordinates, composite transformations
Unit 3: Clipping and filling
Point clipping, line clipping (Cohen-Sutherland, Liang-Barsky), polygon and text clipping, boundary fill and flood fill algorithms
Unit 4: 3D graphics and rendering
3D transformations, viewing pipeline and coordinates, parallel and perspective projections, visible-surface determination (back-face removal, z-buffer, scan-line, painter's algorithm, area subdivision), illumination and shading models, ray tracing, ambient/specular/diffuse reflection, Phong's model, Gouraud shading
