Topic 3rd Edition 4th Edition
Scan conversion of graphics primitives    
Raster scan systems Sec. 2.2 Sec 2.2
Line drawing algorithms Secs. 3.5, 3.6 Secs. 6.1, 6.2
Circle-generating algorithms Sec. 3.9 Sec. 6.4
Attributes for lines and curves Sec. 4.5, 4.6 Sec. 6.9
General scanfill of polygon Sec. 4.10 Sec. 6.10
Triangle fill see Piazza see Piazza
Flood fill, boundary fill Sec 4.13 Sec. 6.13
Fill styles Sec 4.9 Sec 6.14
Antialiasing Sec 4.17 Sec 6.15
polygon inside/outside tests Sec 3.15 Sec 4.6
concave/convex polygons Sec 3.15 Sec 4.6
texture mapping covered in class covered in class
linear and bilinear interpolation covered in class covered in class
Graphics transformations      
Points, vectors, matrices Secs A-2, A-3, A-4, A-5 Secs A-2, A-3, A-4, A-5
2D viewing pipeline Secs 6.1, 6.3, 6.3 Secs 8.1, 8.2, 8.3
2D and 3D transforms Chapter 5, except OpenGL Chapters 7 and 9, except OpenGL
Quaternions Secs A-7, 5.11 Secs A-7, 9.2
Algorithms for clipping graphics primitives    
line clipping algorithms Sec 6.5, 6.6, 6.7 Secs 8.5, 8.6, 8.7
bounding boxes covered in class covered in class
polygon clipping algorithms Sec 6.8 Sec 8.8
text clipping Sec 6.10 Sec 8.1
3D clipping Sec 7.11 Sec 10.11
3D viewing      
3D viewing pipeline Secs 7.1, 7.2 Secs 10.1, 10.2
3D camera transforms Sec 7.3, 7.4, 7.9 Secs 10.3, 10.4, 10.9
Parallel projection Secs 7.5, 7.6, 7.7 Secs 10.5, 10.6, 10,7
Perspective projection Sec 7.8 Secs 10.8