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: caIa
      Diffuse Reflection: cdIp(N .L)
      Specular Reflection (Phong): csIp(V . R)n
      Notes