Hello future graphics pioneers! Welcome to ITEC 612-613, your gateway to the fascinating world of Computer Graphics. Ever wondered how the stunning visuals in your favorite video games are created? Or how animated movies bring characters to life? This course is your first step toward answering those questions and building the skills to create your own digital worlds.
Friday, 26 August 2016
Welcome to ITEC 612-613: Your Journey into Computer Graphics Begins!
Wednesday, 17 August 2016
Multimedia Technology - Chapter 1- Introduction to Multimedia
Multimedia Technology: Your Gateway to the Digital World
Chapter: 1
Chapter Title: Introduction to Multimedia
Hey everyone, and welcome to the first lecture of our Multimedia Technology course! I'm Dr. Zeeshan Bhatti, and I'm thrilled to be your guide on this journey. If you've ever been mesmerized by a video game's cutscene, binge-watched a series on a streaming platform, or learned a complex skill through an interactive online tutorial, then you've already experienced the power of what we're about to study. Over the next few weeks, we're going to pull back the curtain on the digital magic. We'll move from being passive consumers to informed creators, understanding the very DNA of the digital experiences that shape our world.
Tuesday, 16 August 2016
Multimedia Technology : Chapter 2 - Graphics and Images
Multimedia Technology: Chapter: 2
Graphics and Images
Welcome back, future multimedia masters, to another session at Zeeshan Academy! I'm Prof. Dr. Zeeshan Bhatti, and I hope you've been observing the digital world with a more critical eye since our first lecture.
Sunday, 7 August 2016
What Goes in a Research Paper? Your Blueprint for Writing a High-Impact Article
What Goes in a Research Paper? Your Blueprint for Writing a High-Impact Article
Hello, future researchers and scholars! Professor Dr. Zeeshan Bhatti here from Zeeshan Academy.
In my years of mentoring students, one question pops up more than any other: "Professor, I have all this data and I've done the work, but I just don't know how to write the paper!"
Saturday, 14 May 2016
IT Project Management Chapter 6 Project Implementation
IT Project Management Chapter 6 Project Implementation
Tuesday, 10 May 2016
Computer Graphics Problem Solution: A Deep Dive into 2D Transformation
Computer Graphics Problem Solution: A Deep Dive into 2D Transformation
Hello and welcome, future graphics programmers! Professor Dr. Zeeshan Bhatti here from Zeeshan Academy. Today, we're rolling up our sleeves and tackling a problem that beautifully combines three fundamental pillars of 2D transformation: Shearing, Translation, and Rotation.
If you've ever wondered how objects move, twist, and reshape in digital space, you're in the right place. This isn't just about memorizing formulas; it's about understanding the journey a simple object takes through the magical world of linear algebra. So, grab a coffee, and let's get started!
Saturday, 23 April 2016
IT Project Management: Chapter 5 Risk Management
IT Project Management: Chapter 5
Risk Management
Uncertain or chance events that planning can not overcome or control.
Risk Management
What can go wrong (risk event).
How to minimize the risk event’s impact (consequences).
What can be done before an event occurs (anticipation).
What to do when an event occurs (contingency plans).
Risk Management’s Benefits
Reduces surprises and negative consequences.
Prepares the project manager to take advantage of appropriate risks.
Provides better control over the future.
Improves chances of reaching project performance objectives within budget and on time.
Managing Risk
Generate a list of possible risks through brainstorming, problem identification and risk profiling.
Macro risks first, then specific events
Step 2: Risk Assessment
Scenario analysis for event probability and impact
Risk assessment matrix
Failure Mode and Effects Analysis (FMEA)
Probability analysis
Decision trees, NPV, and PERT
Semiquantitative scenario analysis
Step 3: Risk Response Development
Mitigating Risk
Reducing the likelihood an adverse event will occur.
Reducing impact of adverse event.
Avoiding Risk
Changing the project plan to eliminate the risk or condition.
Transferring Risk
Paying a premium to pass the risk to another party.
Requiring Build-Own-Operate-Transfer (BOOT) provisions.
Retaining Risk
Making a conscious decision to accept the risk.
Download: https://www.scribd.com/doc/310174502/IT-Project-Management-Chapter-5-Risk-Managemnt
IT Project Management: Chapter 4 Resource Plan and Cost Estimation
IT Project Management: Chapter 4 Resource Plan and Cost Estimation
Assigning Resources
A schedule is not complete until all the resources necessary to complete the project have been committed or assigned.- Non-Labor Resources
- Lab time
- Facilities
- Prototype parts/systems
- Equipment
- Materials
The Resource Problem
Resources and Priorities, Project network times are not a schedule until resources have been assigned.The implicit assumption is that resources will be available in the required amounts when needed. Adding new projects requires making realistic judgments of resource availability and project durations.Cost estimates are not a budget until they have been time-phased.Resource Smoothing (or Leveling)
Involves attempting to even out varying demands on resources by using slack (delaying noncritical activities) to manage resource utilization when resources are adequate over the life of the project.
Resource-Constrained Scheduling
The duration of a project may be increased by delaying the late start of some of its activities if resources are not adequate to meet peak demands.
Types of Project Constraints
Technical or Logic ConstraintsConstraints related to the networked sequence in which project activities must occur.
Physical Constraints
Activities that cannot occur in parallel or are affected by contractual or environmental conditions.
Resource Constraints
The absence, shortage, or unique interrelationship and interaction characteristics of resources that require a particular sequencing of project activities
Kinds of Resource Constraints
People, materials, equipment
Download: https://www.scribd.com/doc/310174497/IT-Project-Management-Chapter-4-Resource-Plan-and-Cost-Estimation
Tuesday, 19 April 2016
Computer Graphics Hands-On Lab: Implementing 2D Transformations in C++
Computer Graphics Hands-On Lab: Implementing 2D Transformations in C++
Artificial Intelligence: Chapter 5 - Machine Learning
Artificial Intelligence: Chapter 5 -
Machine Learning
Definition:
A computer program is said to learn from experience E with respect to some class of tasks T and performance measure P, if its performance at tasks in T, as measured by P, improves with experience E.
Why is Machine Learning Important?
Some tasks cannot be defined well, except by examples (e.g., recognizing people). Relationships and correlations can be hidden within large amounts of data. Machine Learning/Data Mining may be able to find these relationships. Human designers often produce machines that do not work as well as desired in the environments in which they are used.
The amount of knowledge available about certain tasks might be too large for explicit encoding by humans (e.g., medical diagnostic). Environments change over time. New knowledge about tasks is constantly being discovered by humans. It may be difficult to continuously re-design systems “by hand”.
Why “Learn”?
Machine learning is programming computers to optimize a performance criterion using example data or past experience. There is no need to “learn” to calculate payroll
Learning is used when:
- Human expertise does not exist (navigating on Mars),
- Humans are unable to explain their expertise (speech recognition)
- Solution changes in time (routing on a computer network)
- Solution needs to be adapted to particular cases (user biometrics)

Machine learning is primarily concerned with the accuracy and effectiveness of the computer system.
Download Direct Link: https://www.scribd.com/doc/309734588/Artificial-Intelligence-Chapter-5-Machine-Learning
Artificial Intelligence: Chapter 4 Introduction to Knowledge Base Systems
Artificial Intelligence: Chapter 4
Introduction to Knowledge Base Systems
What is a knowledge-based system?
A system which is built around a knowledge base. i.e. a collection of knowledge, taken from a human, and stored in such a way that the system can reason with it.
What is knowledge?
Knowledge is the sort of information that people use to solve problems.
A knowledge-based agent
A knowledge-based agent includes a knowledge base and an inference system.A knowledge base is a set of representations of facts of the world. Each individual representation is called a sentence. The sentences are expressed in a knowledge representation language.
The agent operates as follows:
1. It TELLs the knowledge base what it perceives.
2. It ASKs the knowledge base what action it should perform.
3. It performs the chosen action.
Architecture of a knowledge-based agent
Knowledge Level.
The most abstract level: describe agent by saying what it knows.
Example: A taxi agent might know that the Golden Gate Bridge connects San Francisco with the Marin County.
Logical Level.
The level at which the knowledge is encoded into sentences.
Example: Links(GoldenGateBridge, SanFrancisco, MarinCounty).
Implementation Level.
The physical representation of the sentences in the logical level.
Example: ‘(links goldengatebridge sanfrancisco marincounty)
Expert systems
What is an expert system?
A particular kind of knowledge-based system. One in which the knowledge, stored in the knowledge base, has been taken from an expert in some particular field.
Therefore, an expert system can, to a certain extent, act as a substitute for the expert from whom the knowledge was taken.
https://www.scribd.com/doc/309734579/Artificial-Intelligence-Chapter-4-Introduction-to-Knowledge-Base-Systems
Sunday, 17 April 2016
Computer Graphics, Chapter 4: The Magic of 2D Geometrical Transformations
Computer Graphics, Chapter 4: The Magic of 2D Geometrical Transformations
Welcome back, digital creators! Professor Dr. Zeeshan Bhatti here from Zeeshan Academy. Today, we're unlocking one of the most fundamental and visually intuitive concepts in computer graphics: 2D Geometrical Transformations.
Saturday, 16 April 2016
Artificial Intelligence Chapter 3: Problem Solving and Searching
Artificial Intelligence Chapter 3: Problem Solving and Searching
Our discussion of problem solving begins with precise definitions of problems and their solutions and give several examples to illustrate these definitions. We then describe several
general-purpose search algorithms that can be used to solve these problems. We will see
several uninformed search algorithms—algorithms that are given no information about the
problem other than its definition. Although some of these algorithms can solve any solvable
problem, none of them can do so efficiently. Informed search algorithms, on the other hand,
can do quite well given some guidance on where to look for solutions.
in Chapter 2, achieving this is sometimes simplified if the agent can adopt a goal and aim at
satisfying it. Let us first look at why and how an agent might do this.
performance measure contains many factors: it wants to improve its suntan, improve its Romanian, take in the sights, enjoy the nightlife (such as it is), avoid hangovers, and so on. The decision problem is a complex one involving many tradeoffs and careful reading of guidebooks. Now, suppose the agent has a nonrefundable ticket to fly out of Bucharest the following day. In that case, it makes sense for the agent to adopt the goalof getting to Bucharest. Courses of action that don’t reach Bucharest on time can be rejected without further consideration and the agent’s decision problem is greatly simplified. Goals help organize behavior by limiting the objectives that the agent is trying to achieve and hence the actions it needs to consider. Goal formulation, based on the current situation and the agent’s performance measure, is the first step in problem solving.
Outline: Problem solving and search
Download Full chapter From
https://www.scribd.com/doc/309049639/Artificial-Intelligence-Chapter-3-Problem-Solving-and-Searching
Sunday, 10 April 2016
IT PROJECT MANAGEMENT: Chapter 3_ Project Estimating Techniques and Tools
IT PROJECT MANAGEMENT
Project Estimating Techniques and Tools
Chapter 3

PROJECT PLAN CONTENTS
PROJECT NOTEBOOK
- Project Pre-plan
- Background information
- Customer data
- Third-party data (vendors, suppliers, etc.)
- Project Plan
- Statement of Work (SOW)
- Work Breakdown Structure (WBS)
- Organization/responsibility charts
- Schedule data
- Budget/capital plan
- Risk management
- Project Implementation
- Meetings (agenda/minutes)
- Team/management/customer/third party progress reports
- Customer change requests/decision matrix issue resolution forms/reports
- Project Close-out
- Final evaluation of measurable success indicators
- Close-out meeting (agenda/minutes)
- Final project report
- Reference letters
- Lessons learned
- Project Administration
- Contractual documents
- Invoices
- Expenses
- Correspondence
- Contact logFurther in this chapter we will be discussing each of the components regarding a project planning and management. All these are necessary features to design a successful project.
IT Project Management - Chapter 3 Project Estimating Techniques and Tools
Computer Graphics, Chapter 3: Solid Area (Polygon) Filling
Computer Graphics Demystified: Solid Area Polygon Filling and the Inside-Outside Test (Chapter-3)
- By: Prod. Dr. Zeeshan Bhatti
Monday, 28 March 2016
Computer Graphics Hands-On Lab: Mastering Circle Drawing Algorithms in C++
Computer Graphics Hands-On Lab-2: Mastering Circle Drawing Algorithms in C++By: Dr. Zeeshan Bhatti
Focus Keyword: Circle Drawing Algorithms
Master the art of drawing perfect circles in computer graphics! This lab project by Dr. Zeeshan Bhatti guides you through Polynomial and Bresenham's Circle Algorithms in C++, with 7 practical tasks to build your skills.
Bresenham Circle Drawing Algorithm in Computer Graphics | Circle Drawing using Algorithm 🎮07 Part-1Computer Graphics Hands-On Lab: Mastering Line Drawing Algorithms in C++ - DDA vs. Bresenham
Computer Graphics Hands-On Lab-1 : Mastering Line Drawing Algorithms in C++ - DDA vs. Bresenham
Focus Keyword: Line Drawing Algorithms
Instructor: Dr. Zeeshan Bhatti
Lab Objectives
Welcome to your first computer graphics lab! This foundational session introduces you to the core problem of raster graphics: how to draw a straight line on a pixel-based display. By the end of this lab, you will:
Sunday, 27 March 2016
Computer Graphics using Java: Java Graphics Programming Lab: Mastering 2D Shapes and Geometric Primitives
Computer Graphics using Java: Java Graphics Programming: Mastering 2D Shapes and Geometric Primitives using JAva
java.awt.geom
package.Saturday, 19 March 2016
Maya Tutorial: SET DRIVEN KEY IN MAYA
Following are few quick scipts to create MEL GUI components:
create a window window; // define the layout of controls added // to the window. columnLayout; // create some text text -label "hello world"; // show the window we last created showWindow;
Slider:
attrFieldSliderGrp -min -10 -max 10 -cw 1 20 -cw 2 1 -cw 3 70
-at RightLeg_CTRL.AnkelRotate
-l aud AFD1;
Button:
button -w 70 -h 20 -label "Select All" -ann "Select all Controls" -c selAll
Symbol Button
// create window window; columnLayout; // create three symbol buttons with related mel command symbolButton -image "circle.xpm" -command "circle"; symbolButton -image "sphere.xpm" -command "sphere"; symbolButton -image "cube.xpm" -command "polyCube"; showWindow;
Checkbox:
checkBox -label "IK_FK" -w 30 -h 19 -ann "Switch IK FK control"
-onc "l_showIKFK(\"1\")"
-ofc "l_showIKFK(\"0\")"
ik_fk_switch;
example:
// create a checkbox
$c = `checkBox -label "thingy" -onCommand "on_func" -offCommand "off_func"`;
// to get the current value of the checkBox, use the -query flag $value = `checkBox -query -value $c`; print("check_box value = "+ $value +"\n");
Button with IMAGE:
iconTextButton -style "iconOnly" -mw 0 -mh 0 -ann "Select Hand CTRL"
-image1 "bbutton.bmp" -w 20 -h 20
-command "SelectHandCTRL(\"Left\")"
selHand_Ctrl;
Friday, 18 March 2016
Computer Graphcis using C/C++ - Lab Handout
Computer Graphics using C/C++ - Lab Handout
Computer Graphics (ITEC-613 & SENG-613)
BS(IT) P-IV & BS(SW) P-IV First Semester 2016
Lab Handout: 1
By: Dr. Zeeshan Bhatti

initgraph function:
closegraph() function:
Basic Shapes and Colors:
Colors :
Names
|
Value
|
Means Fill With...
|
EMPTY_FILL
|
0
|
Background color
|
SOLID_FILL
|
1
|
Solid fill
|
LINE_FILL
|
2
|
---
|
LTSLASH_FILL
|
3
|
///
|
SLASH_FILL
|
4
|
///, thick lines
|
BKSLASH_FILL
|
5
|
\\\, thick lines
|
LTBKSLASH_FILL
|
6
|
\\\
|
HATCH_FILL
|
7
|
Light hatch
|
XHATCH_FILL
|
8
|
Heavy crosshatch
|
INTERLEAVE_FILL
|
9
|
Interleaving lines
|
WIDE_DOT_FILL
|
10
|
Widely spaced dots
|
CLOSE_DOT_FILL
|
11
|
Closely spaced dots
|
USER_FILL
|
12
|
User-defin
|
Summary List of Graphics Functions
- rectangle(x1, y1, x2 , y2);
- line(x1, y1, x2 , y2);
- bar (x1, y1, x2 , y2);
- 3dbar(x1, y1, x2 , y2 , depth, topFlag);
- circle(x, y, radius);
- putpixel(x, y);
- ellipse(x, y, start, end, xRadius, yRadius);
- arc(x1, y1, x2, y2, radius);
- outtext(“Text”);
- outtextxy(x, y, “Text”);
- settextstyle(fontStyle, Direction, CharSize); // Direction = 0 or 1
- setfillstyle(pattern, color);
- floodfill(x, y, boarderColor);
- setbkcolor(colorNo); // Cgange the background color of the dos window
- setColor(colorNo); // set the color of the text or objects
- setlinestyle(type, pattern, thickness); // type = 1 – 5, thickness= 1-3
- kbhit(); // keyboard hit: any key pressed from the keyboard, like getche();
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