Chapter 1

Introduction of Computer Graphics

1.1 A Brief Overview of Computer Graphics, Areas of Applications. 1.2 Graphics Hardware: Display Technology, Architecture of Raster-Scan Displays,Vector Displays, Display Processors, Hard copy device. Input Devices. 1.3 Graphics Software: Software standards, Need of machine independent graphics language.

Chapter 2

Scan Conversion Algorithm

2.1 Scan Converting a Point and a straight Line: DDA Line Algorithm, Bresenham’s Line Algorithm 2.2 Scan Converting Circle and Ellipse :Mid Point Circle and Ellipse Algorithm 2.3 Area Filling: Scan Line Polygon fill Algorithm, Inside-outside Test, Scan line fill of Curved Boundary area, Boundary-fill and Flood-fill algorithm

Chapter 3

Two-Dimensional Geometric Transformations

3.1 Two-Dimensional translation, Rotation, Scaling, Reflection and Shearing 3.2 Homogeneous Coordinate and 2D Composite Transformations. Transformation between Co-ordinate Systems. 3.3 Two Dimensional Viewing: Viewing pipeline, Window to viewport coordinate transformation 3.4 Clipping: Point, Lines(Cohen Sutherland line clipping, Liang-Barsky Line Clipping) , Polygon Clipping(Sutherland Hodgeman polygon clipping)

Chapter 4

Three-Dimensional Geometric Transformation

4.1 Three-Dimensional translation, Rotation, Scaling, Reflection and Shearing 4.2 Three-Dimensional Composite Transformations 4.3 Three-Dimensional Viewing: Viewing pipeline, world to screen viewing transformation, Projection concepts(Orthographic, parallel, perspective projections)

Chapter 5

3D Objects Representation

5.1 Representing Surfaces: Boundary and Space partitioning\n31 5.1.1 Polygon Surface: Polygon tables , Surface normal and Spatial orientation of surfaces, Plane equations, Polygon meshes 5.1.2 Wireframe Representation 5.1.3 Blobby Objects 5.2 Representing Curves: Parametric Cubic Curves, Spline Representation, Cubic spline interpolation, Hermite Curves, Bezier and B-spline Curve and surface 5.3 Quadric Surface: Sphere and Ellipsoid

Chapter 6

Solid Modeling

6.1 Sweep ,Boundary and Spatial-Partitioning Representation 6.2 Binary Space Partition Trees (BSP) 6.3 Octree Representation

Chapter 7

Visible Surface Detections

7.1 Image Space and Object Space Techniques 7.2 Back Face Detection, Depth Buffer (Z-buffer), A-Buffer and Scan-Line Algorithms. 7.3 Depth Sorting Method (Painter’s Algorithm) 7.4 BSP tree Method, Octree and Ray Tracing

Chapter 8

Illumination Models and Surface Rendering Techniques

8.1 Basic Illumination Models: Ambient light, Diffuse reflection, Specular reflection and Phong model 8.2 Intensity attenuation and Color consideration ,Transparency, Shadows 8.3 Polygon Rendering Methods : Constant intensity shading, Gouraud shading , Phong Shading and Fast Phong Shading

Chapter 9

Introduction to Virtual Reality

9.1 Concept of Virtual reality 9.2 Virtual Reality Components of VR System, Types of VR System, 3D Position Trackers, Navigation and Manipulation Interfaces 9.3 Application of VR

Chapter 10

Introduction to OpenGL

1.1 Introduction, Callback functions, Color commands, Drawings pixels, lines, polygons using OpenGL, Viewing and Lighting