Introduction: Elements of graphics workstation. Video Display Devices.Raster Scan Systems.
Random Scan systems. Input devices. Graphics Software Coordinate Representations,
Fundamental Problems in Geometry.
Algorithms: Line drawing algorithms- DDA Algorithm. Bresenham’s Line Algorithm. Frame
buffers. Circle and Eclipse generating algorithms. Midpoint Circle Algorithm. Sean-line
polygon fill algorithm. Inside-Outside tests. Sean- Line fill of curved Boundary Areas.
Boundary fill Algorithm. Flood fill Algorithm. Character generation. Attributes of lines, curves,
filling, characters. etc.
Graphics Primitives: Primitive Operations, The display file interpreter-Normalized Device
Coordinates. Display- File structure. Display – file algorithm. Display control and Polygonspolygon
representation.
Attributes of output primitives: Line attributes - Line type. Line width. Pen and Brush options.
Line Color. Color and gray scale levels. Color-tables. Gray scale. Area- Fill Attributes- Fill
styles. Pattern fill. Soft fill. Character Attributes. Text attributes.
Geometric Transformations: Matrices. Scaling Transformations. Sin and Cos Rotation.
Homogeneous Co-ordinates and Translation. Co-ordinate Translations. Rotation about an
arbitrary point. Inverse Transformations, Transformations Routines.
2-D Viewing- The viewing pipeline. Viewing co-ordinate, Reference Frame. Windows to view
ports . co-ordinate transformation 2-D Viewing functions. Clipping operations point clipping.
Line clipping. Cohen- Sutherland. Line Clipping. Polygon clipping. Sutherland Hodge man
clipping.
3-D 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.
Visibility , Image and object precision Z- buffer algorithm. Floating horizons.
Computer Animation: Design of Animation Sequences. General Computer Animation
Functions-Raster Animations. Key Frame Systems. Morphing Simulating Accelerations.
Motion Specifications. Kinematics and Dynamics.