NotesM.Sc ITComputer Graphics
PGCA1919

Computer Graphics Notes

Program:M.Sc IT
Semester:Semester 3
Credits:4
Units:4 Units

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 — open any unit for detailed topic-wise notes, diagrams and important exam questions

  • 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
ComparisonRaster vs random scan displays
Raster scan
Random scan

Draws

Every pixel row by row

Lines directly

Memory

Frame buffer

Display list

Good for

Realistic shaded scenes

Line drawings

Refresh

Fixed, e.g. 60 Hz

Depends on picture complexity

Study guide

This unit covers applications, I/O devices, display technologies (storage tube, raster scan, random scan, LCD, LED), colour models and scan conversion of points, lines (DDA, Bresenham), circles (Bresenham, midpoint) and ellipses. Practise Bresenham's line and midpoint circle algorithms numerically.

Read Unit 1 notes
  • Window-to-viewport transformation
  • scaling
  • translation
  • rotation
  • reflection
  • shear
  • homogeneous coordinates
  • composite transformations
Key formulas2D transformation matrices (homogeneous)
  • Translation

    [1 0 tx; 0 1 ty; 0 0 1]

  • Scaling

    [sx 0 0; 0 sy 0; 0 0 1]

  • Rotation

    [cosθ −sinθ 0; sinθ cosθ 0; 0 0 1]

  • Composite

    Multiply matrices right to left in order of application

Study guide

You study window-to-viewport transformation, scaling, translation, rotation, reflection, shear, homogeneous coordinates and composite transformations. Express every transformation as a matrix and multiply in the correct order.

Read Unit 2 notes
  • Point clipping
  • line clipping (Cohen-Sutherland, Liang-Barsky)
  • polygon and text clipping
  • boundary fill and flood fill algorithms
ComparisonCohen-Sutherland line clipping
Region codes
Action

Both endpoints 0000

Fully inside

Accept the line

Logical AND of codes ≠ 0000

Fully outside on one side

Reject the line

Otherwise

Partly inside

Clip at a boundary and repeat

Study guide

You study point, line (Cohen-Sutherland, Liang-Barsky), polygon and text clipping and boundary and flood fill. Trace clipping region codes by hand.

Read Unit 3 notes
  • 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
ComparisonVisible-surface algorithms
How
Trade-off

Back-face removal

Drop faces pointing away

Fast; convex objects only

Z-buffer

Keep nearest depth per pixel

Simple; needs depth memory

Painter's algorithm

Draw far to near

Fails on cyclic overlaps

Ray tracing

Trace rays from the eye

Realistic but slow

Study guide

You study 3D transformations, the viewing pipeline, parallel and perspective projections, visible-surface methods (back-face, z-buffer, scan-line, painter's, area subdivision), illumination and shading (ambient, diffuse, specular, Phong, Gouraud) and ray tracing. Understand the difference between Gouraud and Phong shading.

Read Unit 4 notes

Why Computer Graphics Matters

Computer graphics supports games, AR/VR, animation, simulation and visualisation, and the mathematics of transformations also appears in robotics and vision.

How to Prepare for Computer Graphics

  • Practise algorithms and transformation matrices numerically.
  • Implement key algorithms in code.
  • Revise matrices and coordinate geometry.

Computer Graphics: Frequently Asked Questions

What is a z-buffer?

A z-buffer stores the depth of each pixel so that the nearest surface is displayed, solving the visible-surface problem.

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