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 

Circlegenerating 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 A2, A3, A4, A5 
Secs A2, A3, A4, A5 

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 A7, 5.11 
Secs A7, 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 
