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Computer graphics, broadly de ned, is a set of methods for using computers to create and manip-ulate images. There are many applications of computer graphics including entertainment (games, cinema, tv commercials and other advertising), design (architectural, manufacturing, ...), visualiza-
•Computer graphics pipeline, basic concepts, theory, algorithms, and techniques •Modeling: representation choices of different models •Rendering: simulating light and shadow, camera control, visibility, discretization of models •HCI (human-computer interface): specialized I/O devices, graphical user interfaces
Department of Computer Science Center for Visual Computing CSE328 Lectures Bresenham Decision Variable • Bresenham algorithm uses decision variable d=a-b, where a and b are distances to NE and E pixels • If d>=0, go NE; if d<0, go E • Let d=(x 2-x 1)(a-b) = d x (a-b) [only sign matters] • Substitute for a and b using line equation to ...
Computer Graphics is a textbook aimed at the undergraduate students of computer science engineering, information technology, and computer applications. It seeks to provide a thor-ough understanding of the core concepts of computer graphics in a semester-level course.
Computer graphics pipeline, basic concepts, theory, algorithms, and techniques. Modeling: representation choices of different models. Rendering: simulating light and shadow, camera control, visibility, discretization of models. HCI (human-computer interface): specialized I/O devices, graphical user interfaces.
The convention in these notes will follow that of OpenGL, placing the origin in the lower left corner, with that pixel being at location (0,0). Be aware that placing the origin in the upper left is another common convention. One of 2N intensities or colors are associated with each pixel, where N is the number of bits per pixel.
The course and notes focus on four key topics: 1. Image Representation How digital images are represented in a computer. This ’mini’-topic explores different forms of frame-buffer for storing images, and also different ways of representing colour and key issues that arise in colour (Chapter 2) 2. Geometric Transformation