CIS 681: INTRODUCTION TO COMPUTER GRAPHICS
Eitan Gurari, Autumn
1993
1
Introduction
1.1
Computer Graphics
1.2
History
2
Display
Devices
2.1
Cathode Ray Tube (CRT)
2.2
Phosphore
2.3
Raster
Display
2.4
Vector (or Random Scan) Display
2.5
Advatages
/ Disadvantages
3
Scan Converting Lines
4
Bresenham’s Midpoint
Line Algoritm
4.1
Generalization to other
octans
5
Scan Converting Circles
5.1
Brute Force
5.2
Midpoint
Circle Algorithm
5.3
Eight-Way Symmetry
5.4
Scanline Fill
(Polygons)
Edge Representation
5.5
Seed Fill (Flood
Fill)
5.6
Scanline Seed Fill
6
Geometrical
Transformations
6.1
Basic Transformations
6.2
Composite
Transformations
6.3
Matrices
6.4
Matrix Representations for
Transformations
6.5
Homogeneous Coordinates
6.6
Homogeneous
Transformations
7
Coordinates, Windows, and Viewports
7.1
Window
to Viewport Transformation
8
3D Coordinate systems
8.1
View
Coordinates
8.2
Window
8.3
World Coordinates
8.4
Object
Coordinates
8.5
The Pipeline
8.6
View
Piramid
Translation+Shear Transformations
9
Planes, Determinanats,
and
Vectors
9.1
Planes
9.2
Vectors
9.3
Determinants
9.4
Properties
of Determinants
10
Geometrical
Transformations
10.1
Basic Transformations
10.2
Composite
Transformations
11
Projections
11.1
Parallel
Projections
Orthogonal Projections
Oblique
11.2
Perspective
Projections
11.3
Transformation
Matrices
Parallel
Perspective
Unified
11.4
Projective
Depth
Depth z
Normalized Depth
12
Clipping
12.1
Finite
View Volume
Equations
12.2
Clipping After
Projecting
12.3
Cohen-Sutherland
Cubic 3D Line Clipper
12.4
Liang-Barsky Cubic 3D Line
Clipper
12.5
Sutherland-Hodgman Polygon Clipper
13
Hidden
Entities Removal
13.1
Point Hidden by Plane
13.2
Point
Hidden by Polygon
Point-in-Polygon Test
Normal to a
Polygon
Minmax Testing
13.3
Back-Face Culling
13.4
Apple’s
Hidden-Line Algorithm
13.5
Visible-Surface Ray Casting
13.6
Z/Depth
Buffer
Coherence in Midpoint Line Algorithm
Coherence
in Scanline Fill Algorithm
Resources
13.7
List-Priority
Algorithms
Painter’s Algorithm
Depth Sort
13.8
Scan-Line
Hidden Surface Elimination Algorithm
Polygon Table
Edge
Representation
Edge Table (ET): sorted by
(
y,x
)
13.9
Warnock’s
Algorithm
14
Color Models
14.1
RGB
Intensities
14.2
CMY:
Cyan, Magenta, and Yellow
14.3
HSU: Hue, Saturation, and
Value
14.4
Dithering
14.5
Halftoning
15
Light
Models
15.1
Reflected Light
Ambient/background Reflection:
c
a
I
a
Diffuse Reflection:
c
d
I
p
(
N
.
L
)
Specular Reflection
(Phong):
c
s
I
p
(
V
.
R
)
n
Notes