Introduction to Computer Graphics - Computer Graphics | Lecture Notes - YNetStudyHub
Computer Graphics

Introduction to Computer Graphics

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An overview of computer graphics, including its history, applications, and the basic concepts and principles involved in creating visual images on a computer screen.

Introduction to Computer Graphics
Key concepts, terminology, and foundational techniques


1. What Is Computer Graphics?

Aspect Description
Definition The creation, manipulation, and representation of visual content using computers.
Goal Transform data (geometric, textual, or procedural) into images that can be displayed on screens, printed, or used in virtual environments.
Fields of Application Video games, scientific visualization, animation, UI design, CAD, medical imaging, virtual/augmented reality, film production, data analytics.

2. Core Components

  1. Geometry – The mathematical description of shapes (points, lines, polygons, curves, surfaces).
  2. Rendering – Converting geometry + material data into a 2‑D image (rasterization, ray tracing, etc.).
  3. Shading & Lighting – Simulating how light interacts with surfaces (Phong, Blinn‑Phong, Physically‑Based Rendering).
  4. Animation – Changing geometry or camera parameters over time (key‑frame, skeletal, procedural).
  5. Image Processing – Post‑render operations (anti‑aliasing, tone mapping, filters).

3. Graphics Pipeline Overview

Stage Primary Tasks Typical Data Structures
Application Scene setup, input handling, physics, animation Scene graph, object hierarchies
Geometry Processing Transform vertices (model → world → view → projection), clipping Vertex buffers, index buffers
Rasterization Convert primitives to fragments (pixels) Framebuffer, depth buffer
Fragment Processing Apply textures, lighting, per‑pixel operations Shader programs, samplers
Output Merging Blend fragments, write final color/depth Color buffer, stencil buffer

Modern GPUs use a highly parallel version of this pipeline, with programmable shaders at the geometry and fragment stages.


4. Fundamental Mathematics

Topic Relevance
Vectors & Matrices Represent points, directions, transformations (translation, rotation, scaling).
Homogeneous Coordinates Enable perspective projection and concatenation of transforms.
Linear Algebra Basis for vertex shading, normal transformations, skinning.
Coordinate Spaces Model, World, View (Camera), Clip, Normalized Device Coordinates (NDC), Screen.
Interpolation Barycentric coordinates for per‑pixel attribute interpolation.
Geometry Dot product (angles, lighting), cross product (normals), plane equations.

5. Rendering Techniques

5.1 Rasterization (Real‑time)

  • Pipeline‑based – Fast, works well for interactive rates.
  • Key steps: Vertex shading → Primitive assembly → Scan conversion → Fragment shading.
  • Common APIs: OpenGL, Direct3D, Vulkan, Metal.

5.2 Ray Tracing (Offline & Real‑time)

  • Principle: Cast rays from the eye (or light) and compute intersections with geometry.
  • Advantages: Accurate reflections, refractions, soft shadows, global illumination.
  • Implementations: Path tracing, photon mapping, RTX hardware acceleration.

5.3 Hybrid Approaches

  • Deferred Shading – First store geometry data in G‑buffers, then compute lighting in a separate pass.
  • Tile‑based Rendering – Divide screen into tiles to reduce memory bandwidth (common in mobile GPUs).
  • Screen‑Space Effects – Ambient occlusion, reflections,
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Unit Syllabus 9 Topics
Introduction to Computer Graphics
Graphics Hardware and Software
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2D Graphics and Vector Graphics
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3D Graphics and Rendering
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Computer Animation
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Rendering Techniques
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Virtual Reality and Augmented Reality
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Graphics Programming
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Graphics in Web Design
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