Computer Graphics the complete guide in 2020

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About Course

Computer graphics is one of the fundamental aspects of any computing system.

Its primary role is to render the digital content (0’s and 1’s) in a human-comprehensible form on the computer screen. The rendering follows a series of stages, collectively known as the graphics pipeline. In this course, we will introduce the pipeline and its stages.
The topics covered include various object representation techniques followed by the pipeline stages of modeling transformation, 3D to 2D viewing transformation, clipping, and hidden surface removal, and scan conversion (rendering). We shall follow the stages of the 3D graphics pipeline. In order to complete the coverage, we shall also briefly introduce the present-day graphics hardware (I/O devices, GPU) and the widely popular OpenGL graphics library.

INTENDED AUDIENCE: UG students of Computer Science and Engineering/IT.

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What Will You Learn?

  • Week 1: Introduction – historical evolution, issues and challenges, graphics pipeline, hardware, and software basics
  • Week 2: Object representation – boundary representation, splines, space partitioning
  • Week 3: Modeling transformations – matrix representation, homogeneous coordinate system, composition, 3D transformations
  • Week 4: Illumination and shading – background, simple lighting model, shading models, intensity representation, color models, texture synthesis
  • Week 5: 3D viewing – viewing pipeline, view coordinate system, viewing transformation, projection, window-viewport transformation
  • Week 6: Clipping and hidden surface removal – clipping in 2D. 3D clipping algorithms, hidden surface removal
  • Week 7: Rendering – scan conversion of line, circle, fill-area and characters, anti-aliasing
  • Week 8: Graphics hardware and software – generic architecture, I/O, GPU, Shader programming, graphics software (OpenGL)

Course Content

Computer Graphics

  • Computer Graphics
    00:00
  • Lec 18: View transformation
    00:00
  • Lec 19: Projection transformation
    00:00
  • Lec 20: Windows-to-viewport transformation
    00:00
  • Lec 21: Clipping introduction and 2D point and line clipping
    00:00
  • Lec 22: 2D fill-area clipping and 3D clipping
    00:00
  • Lec 23: Hidden surface removal – I
    00:00
  • Lec 24: Hidden surface removal – II
    00:00
  • Lec 25: Scan conversion of basic shapes – I
    00:00
  • Lec 26: Scan conversion of basic shapes – II
    00:00
  • Lec 27: Fill area and character scan conversion
    00:00
  • Lec 28: Anti-aliasing techniques
    00:00
  • Lec 29: Graphics I/O Devices
    00:00
  • Lec 30: Introduction to GPU and Shaders
    00:00
  • Lec 31: Programming with OpenGL
    00:00
  • Lec 17: Color models and texture synthesis
    00:00
  • Lec 16: Intensity mapping
    00:00
  • Lec 15: Shading models
    00:00
  • Lec 1: Introduction to graphics
    00:00
  • Lec 2: Historical evolution, issues and challenges
    00:00
  • Lec 3: Basics of a graphics system
    00:00
  • Lec 4: Introduction to 3D graphics pipeline
    00:00
  • Lec 5: Introduction and overview on object representation techniques
    00:00
  • Lec 6 :Various Boundary Representation Techniques
    00:00
  • Lec 7: Spline representation – I
    00:00
  • Lec 8: Spline representation – II
    00:00
  • Lec 9: Space representation methods
    00:00
  • Lec 10: Introduction to modeling transformations
    00:00
  • Lec 11: Matrix representation and composition of transformations
    00:00
  • Lec 12: Transformations in 3D
    00:00
  • Lec 13: Color computation – basic idea
    00:00
  • Lec 14: Simple lighting model
    00:00
  • Lec 32: Concluding remarks
    00:00

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