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Book Details

Computer Graphics and Visualization

Computer Graphics and Visualization

Published by uLektz

Course Code:10IS665


University: Visvesvaraya Technological University, Karnataka (VTU)


Categories:Information Technology

Format : ico_bookePUB3 (DRM Protected)

Type :eBook

Rs.354 Rs.234 Rs.34% off

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Description :Computer Graphics and Visualization

Note : No printed book. Only ebook. Access eBook using uLektz apps for Android, iOS and Windows Desktop PC.

UNIT – 1 Introduction and Graphics Programming

1.1 Introduction: Applications of computer graphics; A graphics system

1.2 Images: Physical and synthetic - Imaging Systems - The synthetic camera model - The programmer’s interface - Graphics architectures - Programmable Pipelines

1.3 Graphics Programming - The Sierpinski gasket - Programming Two Dimensional Applications

UNIT – 2 The OpenGL

2.1 The OpenGL: The OpenGL API - Primitives and attributes

2.2 Color; Viewing; Control functions

2.3 The Gasket program - Polygons and recursion

2.4 The three dimensional gasket; Plotting Implicit Functions

UNIT – 3 Input and Interaction

3.1 Interaction

3.2 Input device

3.3 Clients and Servers

3.4 Display Lists - Display Lists and Modeling

3.5 Programming Event Driven Input; Menus; Picking

3.6 A simple CAD program - Building Interactive Models - Animating Interactive Programs - Design of Interactive Programs

3.7 Logic Operations

UNIT – 4 Geometric Objects and Transformations-I

4.1 Scalars, Points and Vectors

4.2 Three-dimensional Primitives, Coordinate Systems and Frames - Modeling a Colored Cube

4.3 Affine Transformations - Rotation, Translation and Scaling

UNIT – 5 Geometric Objects and Transformations-II

5.1 Geometric Objects and Transformations-II: Geometric Objects and Transformations; Transformation in Homogeneous Coordinates; Concatenation of Transformations

5.2 OpenGL Transformation Matrices; Interfaces to three dimensional applications

5.3 Quaternion’s

UNIT – 6 Viewing

6.1 Viewing : Classical and computer viewing; Viewing with a Computer;Positioning of the camera

6.2 Simple projections; Projections in OpenGL; Hiddensurface removal; Interactive Mesh Displays

6.3 Parallel-projection matrices; Perspective-projection matrices; Projections and Shadows

UNIT – 7 Lighting and Shading

7.1 Lighting and Shading: Light and Matter; Light Sources; The Phong Lighting model; Computation of vectors

7.2 Polygonal Shading; Approximation of a sphere by recursive subdivisions

7.3 Light sources in OpenGL; Specification of materials in OpenGL; Shading of the sphere model; Global Illumination

UNIT – 8 Implementation

8.1 Implementation: Basic Implementation Strategies; Four major tasks;

8.2 Clipping; Line-segment clipping; Polygon clipping; Clipping of other primitives; Clipping in three dimensions

8.3 Rasterization; Bresenham’s algorithm; Polygon Rasterization; Hidden-surface removal; Antialiasing; Display considerations