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Saturday, December 26, 2009

Computer Graphics

i) Graphics

(a)  Introduction,  What  is  computer  graphics?  Elements  of  graphics  workstation,
Video  Display  Devices-  Raster  Scan  Systems,  Random  Scan  Systems,  Input
Devices, Graphics Software Coordinate Representations, Fundamental problems in
Geometry 

(b)   Algorithms:   Line   drawing   algorithms-   DDA   Algorithm,   Bresenham's   Line
Algorithm,  Frame  Buffers,  Circle  and  ellipse  generating  algorithms-  Midpoint  Circle
Algorithm,  Midpoint  Ellipse  Algorithm,  Polynomials  and  spline  curves,  Filling-  Filled
Area  Primitives,  Scan-Line  Polygon  Fill  Algorithm,  Inside-Outside  Tests,  Scan-Line
Fill   of   Curved   Boundary  Areas,   Boundary-Fill  Algorithm,  Flood-Fill   Algorithm,
Character Generation, Attributes of lines, curves, filling, characters etc. 

(c)   Graphics   Primitives,   Primitive   Operations,   The   Display-File   Interpreter-
Normalized Device Coordinates, Display-File Structure 
Display-File Algorithms, Display Control, Polygons- Polygon Representation 

(d) Attributes  of Output Primitives, Line Attributes- Line Type,  Line Width, Pen and
Brush  Options,  Line  Color,  Color  and  Grayscale  levels-  Color  Tables,  Grayscale,
Area-Fill  Attributes-  Fill  Styles,  Pattern  Fill,  Soft  Fill,  Character  Attributes,  Text
Attributes 

(e)  Geometric  Transformations:  Matrices,  Scaling  Transformations-  Sin  and  Cos
Rotation,  Homogeneous  Coordinates  and  Translation,  Coordinate  Translations,
Rotation about an arbitrary point, Inverse Transformations, Transformation Routines 

(f)  Two-Dimensional  Viewing,  The  viewing  pipeline,  Viewing  Coordinate  Reference
Frame,  Window-to-viewport  Coordinate  Transformation,  Two-Dimensional  Viewing
Functions,  Clipping  Operations-  Point  Clipping,  Line  Clipping,  Cohen-Sutherland
Line Clipping, Polygon Clipping, Sutherland-Hodgeman Polygon Clipping 

(g)  Three-Dimensional  Concepts:  Three-Dimensional  Display  Methods-  Parallel Projection,  Perspective  Projection,  Visible  Line  and  surface  Identification,  Surface
Rendering, Three-Dimensional Object Representations- Bezier Curves and surfaces,
B-Spline Curves and surfaces 

(h) Visibility, Image and object precision, Z-buffer algorithm, Floating horizons 

(i)  Computer  Animations,  Design  of  Animation  Sequences,  General  Computer
Animation Functions- Raster Animations, Key-Frame Systems, Morphing, Simulating
Accelerations, Motion Specifications, Kinematics and Dynamics. 
                      

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