## Computer Graphics | Arthur's Index
of Computing

Arthur's
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# Introduction

Notes on computer graphics, an early love of mine since I
played with the HP9830 Plotter ROM and flatbed plotter in 1975 doing 2D and 3D
graphics.

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### @@3D Graphics

Summary: The "holy grail" of computer graphics has
been realistic portrayal of 3D objects.

In increasing order of complexity:

- 2D graphics
- Parallel Projection - x goes across, z goes up, y goes up
in a diagonal
- Orthographic Projection - project object straight onto
viewing plane. All you have to do is rotate the object to get different
views. Compute sin and cos for rotations once, and do a matrix multiply,
or sometimes faster to just write out all computations
- Perspective Projection - Use the same rotation as
orthographics, but divide by the Z distance to get distance shrinking.
- Wire frame - Connect points with straight lines. No lines
are hidden, things appear as if they are made of hollow wires.
- Polygon - Fill in spaces between polygon vertex. If
rendered from back-to-front, this will hide the "hidden" faces.
- Curve
- Texture Mapping

Articles

·
3D
Software Rendering Engine - Part I By **darkoman** | *

·

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