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Computer Graphics - CS602 - VU Video Lectures

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Introduction To Computer Graphics, Visualization, Entertainment, Graphics Applications, User Interfaces, Scientific Visualization And Analysis, Art And Design, Medicine And Virtual Surgery, Room Layout Design And Architectural Simulations, Layout Design & Architectural Simulations, History And Cultural Heritage, Simulations, Game, Related Disciplines, Interdisciplinary.
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Graphics Systems, Introduction Of Graphics Systems, Video Display Devices, Raster-Scan Systems, Random-Scan Displays, Virtual Reality Devices.
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Graphics Systems II, Raster-Scan Systems, Video Controller, Raster Scan Display Processor, Raster-Scan Characters, Random-Scan Systems, Graphics Card Or Display Adapters, Monochrome Adapter, Hercules Adapter, Color Graphics Adapter, Enhanced Graphics Adapter, Multicolor Graphics Adapter, Video Graphics Adapter, Super Video Graphics Adapter, Extended Graphics Adapter, Video Card Supports The CPU, RAM On The Video Card, 3D - Lots Of RAM, VRAM, The RAMDAC, Heavy Data Transport, Accelerator Cards, Graphics Libraries, Advantages Of Graphics Libraries.
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Text and Graphics Modes, Text and Graphics, How text displays, Text mode colors, Graphics Mode colors, Colors in VGA, Practical approach to write pixel on screen, Source code for writing pixel, Writing pixel by accessing memory directly, Direct Graphics Memory Access Code, Using Library functions, Steps in C language, pixel drawing methods, Drawing pixel in Microsoft Windows, Windows GDI functions.
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Line Drawing Techniques, Line, Bresenham's Line Algorithm, Improving Performance.
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Circle Drawing Techniques, Circle Drawing Techniques, Circle Drawing Using Cartesian Coordinates, Midpoint Circle Algorithm.
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Ellipse, Ellipse Drawing Techniques, Midpoint Ellipse Algorithm, Hyperbola, Animated Applications, Whispering Galleries.
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Filled-Area Primitives-I, Scan-Line Polygon Fill, Algorithm, Special Cases.
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Filled-Area Primitives-Ii, Boundary Fill, Boundary Fill Algorithm, Flood Fill.
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Mathematics Fundamentals, Matrices And Simple Matrix Operations.
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2D Transformations , Basic Transformations, Rotation, Scaling.
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2D Transformations II, Homogeneous Coordinates, Translation with Homogeneous Coordinates, Rotation with Homogeneous Coordinates, Scaling with Homogeneous Coordinates, Composite Transformations, Translations, Composite Rotations, Composite Scaling, General Pivot Point Rotation, General Fixed Point Scaling, Concatenation Properties.
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Computer Graphics
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Clipping-I, Point Clipping, Line Clipping, Solve Simultaneous Equations, The Cohen-Sutherland Line-Clipping Algorithm, Liang-Barsky Algorithm.
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Polygon Clipping, Sutherland And Hodgman's Polygon-Clipping Algorithm, Four Cases Of Polygon Clipping Against One Edge, Pipeline Clipping Approach, Shortcoming Of Sutherlands -Hodgeman Algorithm, Weiler-Atherton Polygon Clipping.
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3D Concepts, Coordinate Systems, The Polar Coordinate System, Using Multiple Coordinate Systems, Defining Geometry In 3-D, Points & Polygons, Polygons And Rendering, Surface Models, Metaballs, Lighting Effects.
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3D Transformations I, Definition Of A 3D Point, Distance Between Two 3D Points, Unit Vector, Translation, Vector Addition, Scalar Multiplication, Vector Multiplication, Dot Product, Use Of Dot Product, Cross Product, Transformations, Types Of Transformation.
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3D Transformations II, Using Matrices To Create 3D, Using Matrices For Rotation, Rotation W.R.T. Arbitrary Axis.
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Projections, Parallel Projection, Mathematical Description Of A Parallel Projection, Two Special Cases Of Oblique Projection.
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Perspective Projection.
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Triangles And Planes, Strips And Fans, Constructing A Plane From Three Points On The Plane, Constructing A Plane From A Normal And A Point On The Plane, Clipping Lines.
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Triangle Rasterization, Solid Fill Triangle Rendering, Sub-Pixel Accuracy, Smooth Shaded Triangle Rasterization, Texture Mapped Triangle Rasterization, Sub-Texel Accuracy, Flat Filling Triangles, Gouraud Shading, Textured Triangles, Environmental Mapping.
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Lighting I, Mathematics Of Color In Computer Graphics, Representing Color, Multiplying Color Values, Dealing With Saturated Colors.
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Lighting II, Clamping Color Values, Scaling Color Values By Intensity, Shifting Color Values To Maintain Saturation, Colorspace Tool, Negative Colors And Darklights, Alpha Blending.
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Mathematics Of Lighting And Shading, Lights And Materials.
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Mathematics Of Lighting And Shading Part II Light, Types And Shading Models, Light Types.
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Point Clipping, Line Clipping, Cohen-Sutherland Algorithm, Liang-Barsky Algorithm, Polygon Clipping, Sutherland And Hodgman's Polygon-Clipping Algorithm, Steps Of Sutherland-Hodgman's Polygon-Clipping Algorithm, Shortcoming Of Sutherlands -Hodgeman Algorithm, Weiler-Atherton Polygon Clipping, Coordinate Systems, Left-Handed Versus Right-Handed, The Polar Coordinate System, Geometry In 3-D, Level Of Detail (LOD), Transformations, Types Of Transformation, Homogeneous Coordinates, Rotation, PROJECTION, Methods Of Projection.
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Perspective Projection, Triangles, Strips And Fans, Planes, Back-Face Culling, Intersection Between A Line And A Plane, Triangle Rasterization, Flat Filling Triangles, Gouraud Shading, Textured Triangles, Color, Why We Might Want 128-Bit Color?, Multiplying Color Values, Dealing With Saturated Colors.
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Mathematics Of Lighting And Shading Part III, Traditional 3D Hardware-Accelerated Lighting Models, Ambient Light, Diffuse Light, Specular Light, Phong's Specular Light Equation, Opengl And Directx Lighting.
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Mathematics Of Lighting And Shading Part IV, Light Attenuation, Schlick's Simplification For The Specular Exponential Term, Oren — Nayar Diffuse Reflection.
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Mathematics Of Lighting And Shading Part V, Physically Based Illumination, Reflection, Refraction.
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Introduction To Opengl, Most Widely Adopted Graphics Standard, High Visual Quality And Performance, Developer-Driven Advantages, Simplifies Software Development, Speeds Time-To-Market, Available Everywhere, Architected For Flexibility And Differentiation!, Opengl Graphic Control, Execution Model, The Opengl Visualization Programming Pipeline.
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Opengl Programming - I, X Implementation Notes, GLUT_LUMINANCE Implementation Notes.
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OpenGL Programming - II, Parameters, GL_INVALID_OPERATION.
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Space Curves.
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The Tangent Vector.
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Bezier Curves, A Geometric Construction.
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Building Polygonal Models Of Surfaces, Building An Icosahedron, Calculating Normal Vectors For A Surface, Improving The Model, Generalized Subdivision.
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Fractals, Hausdorff-Besicovitch (Fractal Dimension), Self Similarity, Fractal Geometry, L-Systems, Simpleminded, IFS - Iterated Function Systems, Hop-Along Or "The Chaos Game".
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The Camera Analogy, Drawing A Cube, The Viewing Transformation, The Modeling Transformation, The Projection Transformation, Fixed Coordinate System, Moving A Local Coordinate System Modeling Transformations, A Modeling Transformation Code Example, Viewing Transformations, Using Gltranslate*() And Glrotate*(), Using The Glulookat() Utility Routine, Creating A Custom Utility Routine, Manipulating The Matrix Stacks.
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Composing Several Transformations, Building An Articulated Robot Arm.
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Real World And Opengl Lighting, Rendering A Lit Sphere, Select A Lighting Model, Define Material Properties, Creating Light Sources, Position And Attenuation, Spotlights, Multiple Lights, Controlling A Light's Position And Direction, Keeping The Light Stationary, Independently Moving The Light, Selecting A Lighting Model, Global Ambient Light, Enabling Lighting, Defining Material Properties, Diffuse And Ambient Reflection, Specular Reflection, Changing Material Properties.
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Curves And Surfaces, Evaluators, One-Dimensional Evaluators, A Simple Bézier Curve, Defining And Evaluating A One-Dimensional Evaluator, Defining Evenly Spaced Coordinate Values In One Dimension, Defining Evenly Spaced Coordinate Values In Two Dimensions.
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Animations, Timing For TV Series, Limited Animation, Full Animation, Timing For Animation In General, The Storyboard, The Basic Unit Of Time In Animation, Animation And Properties Of Matter, Movement And Caricature, Cause And Effect, Figs A And B, Newton's Laws Of Motion, Fast Run Cycles, Timing And Music, Camera Movements.