Saturday, April 25, 2015

CG Seminar

Seminar was given to students on the following topics:
  1. What is GPU? CPU vs GPU
  2. How Touch Screen works?
  3. Texture Mapping in OpenGL
  4. How z-buffer Algorithm works?
  5. How Ball Mouse and Optical Mouse work?
  6. Interfaces to Three Dimensional Applications
  7. Projections and Shadows
  8. How to display Text in OpenGL?
Students actively participated in the seminar and the content delivered in the seminar was satisfactory.

I would like to thank each of the students who presented the seminar topics and also to the students who attended the seminar with enthusiasm. 

Following are the PPT links of seminar topics:
  1. What is GPU? CPU vs GPU - by Nithin Santhosh [USN: 2SD12CS063] + A video that demonstrates difference between CPU vs GPU
  2. Texture Mapping in OpenGL - by Manas Nayak [USN: 2SD12CS049] 
  3. How Touch Screen Works? - by Varun Parwatikar [USN: 2SD12CS133]
  4. Interfaces to Three Dimensional Applications - by Deepa Sangati [USN: 2SD12CS030]
  5. How to Display Text in OpenGL? - by Pooja Naik [USN: 2SD12CS065] + OpenGL code to demonstrate display of Texts in OpenGL
  6. Projections and Shadows - by Himaja Byale [USN: 2SD12CS041]
  7. How z-buffer Algorithm Works? - by Pooja Kesari [USN: 2SD12CS069]
  8. How Ball Mouse and Optical Mouse Work? - by Ankit Kaneri [USN: 2SD12CS014]

Friday, April 17, 2015

Notes on Basic Raster Graphics Algorithms for drawing 2D primitives

Contents in the notes are taken from the following resources:

Refer the following notes:

Thursday, April 9, 2015

CG Lab Termworks


Following link contains list of CG Lab termworks, based on which, final lab evaluation would be conducted during last week of April

Go through these termworks and implement the same on your own.

In-case of any doubts/clarifications, feel free to approach me during college hours.


These termworks cover the following CG Concepts:
  • Input interaction and menus
  • Generating Fractals
  • 2D and 3D Object Transformations
  • Specification of Projections
  • Positioning and Orienting the Camera
  • Lighting and material specifications