An object displayed on any screen involves multiple processes. This course will teach you the core concepts behind representing an object on a screen. At first, we introduce you to the method of rendering static images on the screen using the graphics pipeline and the hardware and software components involved in the process. Rendering generally involves two components: the graphics pipeline and the implementation of the graphics pipeline. Next, you will learn how to display an image on the screen. An object representation is the first stage of image synthesis, followed by the five stages of the graphics pipeline. These stages convert object definitions into a representation on the pixel grid. Finally, we implement that representation on the physical screen using graphics hardware and software. We use multiple algorithms and examples to give you a fundamental understanding of these core ideas.
The course begins with a brief history and evolution of computer graphics and an overview of the problems that professionals face. We outline the general architecture of a graphics system and the concept of a graphics pipeline. Discover point sample rendering, boundary representation, the space representation method and their sub-processes from this first stage of the graphics pipeline known as ‘object representation’. The second stage of the graphics pipeline, known as ‘modelling transformation’, follows. Matrix representations of both the 2D and 3D transformations are clarified in detail. We will also cover the series of steps involved in mapping colours to objects, along with the various lapses of the lighting model and how they can be corrected using multiple shading models. Next, we investigate colour models and create texture patterns for an object. Observe how to map these textures along the object surfaces. The three sub-stages of the viewing pipeline, including view transformation, projection transformation and viewport transformation, will also be highlighted. Different algorithms and worked-out examples of clipping concerning 2D and 3D objects, along with the two types of hidden surface removal methods, will be discussed. The final step of the graphics pipeline involves scan conversion. We will provide a step-by-step explanation of scan conversion techniques for basic shapes like lines, circles and polygons, along with fill-area scan conversion, character rendering and an introduction to anti-aliasing techniques in this section of the course.
Finally, you will study the various input and output devices involved in the process of rendering an image and we’ll introduce you to the graphics libraries. This computer graphics course will give you a strong foundation on the core concepts of graphics. The wide use of computer graphics in almost every field, whether it be engineering, medical imaging, aviation, education or art and entertainment, has made it crucial for any professional to be aware of the basic concepts encompassed in the field. Computer graphics is becoming the centre of almost every occupation with the advancement in information technology. Whether you are just getting started or have been in this field for years, this in-depth course will be of great benefit. Look no further. Enrol now to take advantage of this immersive experience. Start this course today!
In This Free Course, You Will Learn How To
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