Computer Graphics Using Opengl 2nd Edition Fs Hill Pdf

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Computer Graphics Using Opengl 2Nd Edition Fs Hill Pdf To Excel. 5/26/2017 0 Comments Song of Myself. Won't you help support Day. F.S.HILL COMPUTER GRAPHICS USING OPENGL SECOND EDITION PDF - (excerpt For ECE, Fall ) -,Jr. People use the term “computer graphics” to mean different things in different contexts.

Here you can download the free Computer Graphics Notes Pdf – CG Notes Pdf of Latest & Old materials with multiple file links to download. Computer Graphics pdf (computer graphics book pdf) Notes starts with the topics covering Introduction of Computer graphics. Application areas of Computer Graphics, overview of graphics systems, video-display devices, raster-scan systems, random scan systems, graphics monitors and work stations and input devices

Hill

Computer Graphics Notes Pdf – CG Notes Pdf Free Download

Download COMPUTER GRAPHICS Notes Pdf – CG Notes pdf and materials :-

UNIT I :

Introduction, Application areas of Computer Graphics, overview of graphics systems, video-display devices, raster-scan systems, random scan systems, graphics monitors and work stations and input devices

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UNIT II :

Output primitives : Points and lines, line drawing algorithms, mid-point circle and ellipse algorithms.Filled area primitives: Scan line polygon fill algorithm, boundary-fill and flood-fill algorithms

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UNIT III :

2-D geometrical transforms : Translation, scaling, rotation, reflection and shear transformations, matrix representations and homogeneous coordinates, composite transforms, transformations between coordinate systems

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UNIT IV :

2-D viewing : The viewing pipeline, viewing coordinate reference frame, window to view-port coordinate transformation, viewing functions, Cohen-Sutherland and Cyrus-beck line clipping algorithms, Sutherland –Hodgeman polygon clipping algorithm.

Download Link – Unit 4 Notes

Computer Graphics Notes Pdf – CN Notes Pdf

UNIT V :

3-D object representation : Polygon surfaces, quadric surfaces, spline representation, Hermite curve, Bezier curve and B-Spline curves, Bezier and B-Spline surfaces. Basic illumination models, polygon rendering methods.

Download Link – Unit 5 Notes

UNIT VI :

Computer Graphics Using Opengl 2nd Edition Fs Hill Pdf Download

3-D Geometric transformations : Translation, rotation, scaling, reflection and shear transformations, composite transformations.

Dragons

3-D viewing : Viewing pipeline, viewing coordinates, view volume and general projection transforms and clipping

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UNIT VII :

Visible surface detection methods : Classification, back-face detection, depth-buffer, scan-line, depth sorting, BSP-tree methods, area sub-division and octree methods

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UNIT VIII :

Computer animation : Design of animation sequence, general computer animation functions, raster animation, computer animation languages, key frame systems, motion specifications

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TEXT BOOKS : computer graphics book pdf

  1. “Computer Graphics C version”, Donald Hearn and M.Pauline Baker, Pearson Education.
  2. “Computer Graphics Principles & practice”, second edition in C, Foley, VanDam, Feiner and Hughes, Pearson Education.

REFERENCES : computer graphics book pdf

  1. “Computer Graphics”, second Edition, Donald Hearn and M.Pauline Baker, PHI/Pearson Education.
  2. “Computer Graphics Second edition”, Zhigand xiang, Roy Plastock, Schaum’s outlines, Tata Mc- Graw hill edition.
  3. Procedural elements for Computer Graphics, David F Rogers, Tata Mc Graw hill, 2nd edition.
  4. “Principles of Interactive Computer Graphics”, Neuman and Sproul, TMH.
  5. Principles of Computer Graphics, Shalini Govil, Pai, 2005, Springer.
  6. Computer Graphics, Steven Harrington, TMH

Note :- These notes are according to the r09 Syllabus book ofJNTUH.In R13 ,8-units of R09 syllabus are combined into 5-units in r13 syllabus.Click here to check all the JNTU Syllabus books

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Computer Graphics Using Opengl 2nd Edition Fs Hill Pdf

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Table of Contents

  1. Preface
    1. Pedagogical Approach
  2. Part I Hello World
    1. Chapter 1 An Invitation to Computer Graphics
      1. 1.2 Overview of a Graphics System
    2. Chapter 2 On to Opengl and 3D Computer Graphics
      1. 2.2 Orthographic Projection, Viewing Box and World Coordinates
      2. 2.8 Three Dimensions, the Depth Buffer and Perspective Projection
  3. Part II Tricks of the Trade
    1. Chapter 3 An OpenGL Toolbox
      1. 3.6 Programming the Mouse
      2. 3.9 Line Stipples
  4. Part III Movers and Shapers
    1. Chapter 4 Transformation, Animation and Viewing
      1. 4.1 Modeling Transformations
      2. 4.5 Animation
        1. 4.5.1 Animation Technicals
        2. 4.5.2 Animation Code
      3. 4.6 Viewing Transformation
        1. 4.6.1 Understanding the Viewing Transformation
        2. 4.6.4 Viewing Transformation and Collision Detection in Animation
      4. 4.7 More Animation Code
      5. 4.8 Selection and Picking
        1. 4.8.2 Picking
    2. Chapter 5 Inside Animation: The Theory of Transformations
      1. 5.1 Geometric Transformations in 2-Space
      2. 5.2 Affine Transformations
      3. 5.3 Geometric Transformations in 2-Space Continued
        1. 5.3.1 Affine Geometric Transformations
      4. 5.4 Geometric Transformations in 3-Space
        1. 5.4.3 Rotation
        2. 5.4.5 Affine Geometric Transformations
        3. 5.4.7 Euclidean and Rigid Transformations
    3. Chapter 6 Advanced Animation Techniques
      1. 6.1 Frustum Culling by Space Partitioning
      2. 6.2 Occlusion Culling
      3. 6.3 Animating Orientation Using Euler Angles
      4. 6.4 Quaternions
        1. 6.4.2 Quaternions and Orientation
  5. Part IV Geometry for the Home Office
    1. Chapter 7 Convexity and Interpolation
      1. 7.2 Convex Combinations
      2. 7.4 Convexity and the Convex Hull
    2. Chapter 8 Triangulation
    3. Chapter 9 Orientation
      1. 9.2 OpenGL Procedure to Determine Front and Back Faces
      2. 9.3 Consistently Oriented Triangulation
  6. Part V Making Things Up
    1. Chapter 10 Modeling in 3D Space
      1. 10.1 Curves
        1. 10.1.1 Specifying Plane Curves
        2. 10.1.2 Specifying Space Curves
        3. 10.1.3 Drawing Curves
        4. 10.1.5 Conic Sections
      2. 10.2 Surfaces
        1. 10.2.5 Drawing General Surfaces
        2. 10.2.6 Swept Surfaces
        3. 10.2.8 Ruled Surfaces
        4. 10.2.11 Regular Polyhedra
      3. 10.3 Bézier Phrase Book
        1. 10.3.1 Curves
        2. 10.3.2 Surfaces
  7. Part VI Lights, Camera, Equation
    1. Chapter 11 Color and Light
      1. 11.1 Vision and Color Models
        1. 11.1.1 RGB Color Model
      2. 11.2 Phong’s Lighting Model
        1. 11.2.3 Calculating the Reflected Light
      3. 11.3 OpenGL Light and Material Properties
      4. 11.5 Directional Lights, Positional Lights and Attenuation of Intensity
      5. 11.10 Partial Derivatives, Tangent Planes and Normal Vectors 101
      6. 11.11 Computing Normals and Lighting Surfaces
        1. 11.11.3 General Surfaces
        2. 11.11.4 Bézier and Quadric Surfaces
    2. Chapter 12 Texture
      1. 12.1 Texture Basics and the Texture Map
      2. 12.4 Specifying Texture Coordinates
    3. Chapter 13 Special Visual Techniques
      1. 13.1 Blending
        1. 13.1.1 Theory
      2. 13.4 Antialiasing Points and Lines, Multisampling Polygons
        1. 13.4.1 Antialiasing
      3. 13.6 Environment Mapping
        1. 13.6.1 Sphere Mapping
      4. 13.7 Stencil Buffer Techniques
        1. 13.7.2 Using the Stencil Buffer
      5. 13.8 Image and Pixel Data Manipulation
  8. Part VII Pixels, Pixels, Everywhere
    1. Chapter 14 Raster Algorithms
      1. 14.1 Cohen-Sutherland Line Clipper
      2. 14.2 Sutherland-Hodgeman Polygon Clipper
      3. 14.3 DDA and Bresenham’s Line Rasterizers
      4. 14.4 Scan-Based Polygon Rasterizer
        1. 14.4.2 Optimizing Using Edge Coherence – Active Edge List
  9. Part VIII Anatomy of Curves and Surfaces
    1. Chapter 15 Bézier
      1. 15.1 Bézier Curves
        1. 15.1.4 General Bézier Curves
    2. Chapter 16 B-Spline
      1. 16.2 B-Spline Curves
        1. 16.2.1 First-Order B-Splines
        2. 16.2.2 Linear B-Splines
        3. 16.2.3 Quadratic B-Splines
        4. 16.2.4 Cubic B-Splines
        5. 16.2.5 General B-Splines and Non-uniform Knot Vectors
      2. 16.4 Drawing B-Spline Curves and Surfaces
    3. Chapter 17 Hermite
      1. 17.4 Hermite Surface Patches
  10. Part IX Well Projected
    1. Chapter 18 Applications of Projective Spaces
      1. 18.1 OpenGL Projection Transformations
        1. 18.1.2 Viewing Frustum to Canonical Viewing Box
      2. 18.3 Rational Bézier and NURBS Curves and Surfaces
        1. 18.3.7 Rational Bézier Surfaces
        2. 18.3.8 The ‘R’ in NURBS
  11. Part X The Time is Pipe
    1. Chapter 19 Fixed-Functionality Pipelines
      1. 19.1 Synthetic-Camera Pipeline
      2. 19.2 Ray Tracing Pipeline
      3. 19.3 Radiosity
  12. Part XI Rendering Pipe Dreams
    1. Chapter 20 OpenGL 4.3, Shaders and the Programmable Pipeline: Liftoff
      1. 20.1 New Pipeline for OpenGL
        1. 20.1.2 New OpenGL
      2. 20.3 First Core GL 4.3 Program (Dissected)
      3. 20.4 Animation
      4. 20.5 Lighting
    2. Chapter 21 OpenGL 4.3, Shaders and the Programmable Pipeline: Escape Velocity
      1. 21.1 Toolbox
        1. 21.1.1 VAOs and Instanced Rendering Instead of Display Lists
        2. 21.1.2 Do-It-Yourself Line Stipples
        3. 21.1.3 Clipping Planes
      2. 21.3 More Animation
      3. 21.4 Special Visual Techniques
        1. 21.4.1 Points
      4. 21.5 Tessellation Shaders
        1. 21.5.3 TPG (Tessellation Primitive Generator)
      5. 21.6 Geometry Shaders
  13. Appendices
    1. Appendix A Projective Spaces and Transformations
      1. A.4 Structure of the Projective Plane
      2. A.6 Homogeneous Polynomial Equations
      3. A.10 Relating Projective, Snapshot and Affine Transformations
        1. A.10.2 Affine Transformations via Projective Transformations