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intermediate~11h
Fundamentals of Computer Graphics & Rendering Algorithms
An in-depth 11-part engineering curriculum covering display hardware, raster scan framebuffers, DDA and Bresenham line/circle/ellipse generation, polygon filling, 2D affine transformations, viewing pipelines, Cohen-Sutherland clipping, animation, and 3D Z-buffer visibility.
Start readingPosts in this series
- 1Part 1: Display Devices: Raster Scan vs. Random Scan Display Architecture
- 2Part 2: Scan Conversion & Line Generation: DDA vs Bresenham's Integer Algorithm
- 3Part 3: Circle Generation: Cartesian, Polar Coordinates & 8-Way Symmetry
- 4Part 4: Bresenham's and Midpoint Circle Generation Algorithm
- 5Part 5: Midpoint Ellipse Generation Algorithm: Two-Region Scan Conversion
- 6Part 6: Polygon Filling: Boundary-Fill, Flood-Fill & Scan-Line Algorithms
- 7Part 7: 2D Geometric Transformations: Translation, Scaling, Rotation & Matrices
- 8Part 8: 2D Viewing Pipeline: Window-to-Viewport Transformation Coordinates
- 9Part 9: Clipping Algorithms: Cohen-Sutherland Line & Sutherland-Hodgman Polygon
- 10Part 10: Interactive Graphics & Computer Animation: Input Devices & Keyframes
- 11Part 11: 3D Graphics: Parallel & Perspective Projections & Hidden Surface Removal