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Computer Science
Computer Graphics and Visualization
Computer Graphics
1. Introduction to Computer Graphics
2. Mathematical Foundations
3. 2D Graphics Fundamentals
4. 3D Graphics Pipeline
5. Lighting and Shading Models
6. Texture Mapping
7. Rasterization and Visibility
8. Advanced Rendering Techniques
9. Real-Time Rendering and Graphics APIs
10. Animation and Simulation
11. Specialized Graphics Topics
3D Graphics Pipeline
3D Coordinate Systems and Spaces
Object Space
Local Coordinate System
Model Coordinates
World Space
Global Coordinate System
World Transformation
View Space
Camera Coordinate System
View Transformation
Clip Space
Projection Transformation
Homogeneous Clip Coordinates
Normalized Device Coordinates
Perspective Division
NDC Range
Screen Space
Viewport Transformation
Window Coordinates
3D Modeling Representations
Polygon Meshes
Vertices and Edges
Faces and Polygons
Mesh Topology
Mesh Data Structures
Face-Vertex Lists
Winged-Edge Structure
Half-Edge Structure
Vertex-Vertex Lists
Parametric Surfaces
Bezier Surfaces
Tensor Product Surfaces
Control Point Grids
B-Spline Surfaces
Knot Vectors
Surface Continuity
NURBS Surfaces
Rational Basis Functions
Weight Points
Implicit Surfaces
Level Sets
Signed Distance Functions
Metaballs and Blobby Objects
Subdivision Surfaces
Catmull-Clark Subdivision
Loop Subdivision
Doo-Sabin Subdivision
Volumetric Representations
Voxel Grids
Octrees
Distance Fields
Procedural Modeling
Fractal Geometry
L-Systems
Grammar-Based Modeling
Noise-Based Modeling
3D Transformations
Transformation Matrices in 3D
4x4 Transformation Matrices
Homogeneous Coordinates in 3D
Basic 3D Transformations
3D Translation
3D Scaling
3D Rotation
Rotation about X-axis
Rotation about Y-axis
Rotation about Z-axis
Rotation about Arbitrary Axis
3D Shearing
Composite Transformations
Transformation Concatenation
Transformation Order
Inverse Transformations
Rotation Representations
Euler Angles
Axis-Angle Representation
Quaternions
Quaternion Mathematics
Quaternion Rotation
Quaternion Interpolation
Camera and Viewing
Camera Models
Pinhole Camera Model
Camera Parameters
Camera Positioning
View Matrix Construction
Look-At Matrix
Camera Orientation
Up Vector Calculation
Projection Transformations
Orthographic Projection
Parallel Projection
Orthographic Matrix
Perspective Projection
Perspective Matrix
Field of View
Aspect Ratio
Near and Far Planes
View Frustum
Frustum Definition
Frustum Culling
Clipping Planes
3D Clipping
View Frustum Clipping
Plane Equations
Point-Plane Distance
Clipping Algorithms
Sutherland-Hodgman 3D Clipping
Cohen-Sutherland 3D Extension
Homogeneous Clipping
Clipping in Homogeneous Space
Guard Band Clipping
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3. 2D Graphics Fundamentals
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5. Lighting and Shading Models