Friday, 26 August 2016

Welcome to ITEC 612-613: Your Journey into Computer Graphics Begins!

Computer Graphics - COURSE SPECIFICATION

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.

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

Multimedia Technology Lecture 1 | Introduction to Multimedia | Elements of Multimedia | 2D 3D


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

Multimedia Technology Lecture 2 | Introduction to Multimedia | Graphic Designing Tools

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

Research Paper

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 Project Implementation Explained (Chapter-6)

IT Project Management -  Project Implementation


Project Implementation Model

Project implementation is the moment every IT project team prepares for from day one. After months of planning, designing, developing, and revising, the project finally reaches the point where the solution moves into the client’s “live” production environment. Because this phase determines whether the project succeeds or fails, project managers must handle it with precision, coordination, and clear communication. Although implementation may sound simple, it is often one of the most complex phases in the entire project life cycle.

Tuesday, 10 May 2016

Computer Graphics Problem Solution: A Deep Dive into 2D Transformation

Computer Graphics Problem Solution: A Deep Dive into 2D Transformation

2D Transformation in Computer Graphics | 2D Translate Rotate object in Computer Graphics 🎮09

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

Risk Management in IT Project Management: Concepts, Steps, and Strategies (Chapter-5)

Understanding Risk Management in IT Projects: A Complete Chapter 5 Guide

Risk Management sits at the heart of IT Project Management because every project carries uncertainty. While planning gives us structure, reality always brings surprises. Some events help the project, others derail it, and many arrive without warning. This chapter breaks down how to recognize, assess, and manage risks so your project stays controlled, predictable, and aligned with its goals. Since risk management is proactive by design, understanding it deeply allows you to lead IT projects with confidence and far fewer surprises.

IT Project Management - Resource Plan and Cost Estimation (Chapter-4)

IT Project Management: Chapter 4 Resource Plan and Cost Estimation

A project schedule becomes meaningful only when the required resources are identified, committed, and aligned with the planned activities. Chapter 4 of IT Project Management focuses on creating a Resource Plan and developing accurate Cost Estimates—two pillars that transform a simple activity list into a realistic, executable project strategy.

Tuesday, 19 April 2016

Computer Graphics Hands-On Lab: Implementing 2D Transformations in C++


Computer Graphics Hands-On Lab: Implementing 2D Transformations in C++ 

By: Dr. Zeeshan Bhatti


Solving 2D Transformation problem in Computer Graphics | 2D Translate Rotate Matrices Problem 🎮10

Artificial Intelligence: Chapter 5 - Machine Learning - The Art of Learning from Experience

Artificial Intelligence: Chapter 5 - Machine Learning - The Art of Learning from Experience


Hello and welcome back, everyone! Professor Zeeshan Bhatti here from Zeeshan Academy. We've come a long way. We've built agents that can search for solutions and reason with knowledge. But until now, their intelligence was largely hand-crafted. We, the programmers, had to provide the rules, the facts, and the heuristics.

Artificial Intelligence: Chapter 4 - Introduction to Knowledge Base Systems

Artificial Intelligence: Chapter 4 

Introduction to Knowledge Base Systems

Welcome back, class! Professor Zeeshan Bhatti here from Zeeshan Academy. In our last chapter, we equipped our agents with the power of problem-solving and search, allowing them to navigate state spaces and find paths to their goals. But those agents were a bit... naive. They viewed the world in simple, atomic chunks without any real understanding.

Sunday, 17 April 2016

Computer Graphics, Chapter 4: The Magic of 2D Geometrical Transformations

Computer Graphics, Chapter 4: The Magic of 2D Geometrical Transformations

By: Prof. Dr. Zeeshan Bhatti

2D Transformation in Computer Graphics | 2D Translate Rotate object in Computer Graphics 🎮09

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 - The Agent's Roadmap

Artificial Intelligence Chapter 3: Problem Solving and Searching - The Agent's Roadmap

Meta Description: Master AI Problem Solving and Search in Chapter 3 with Prof. Dr. Zeeshan Bhatti. Understand state space, uninformed search (BFS, DFS), and informed search (A*) to build intelligent, goal-driven agents.
state space graph

Sunday, 10 April 2016

IT Project Management: Project Estimating Techniques and Tools (Chapter-3)

Successful IT projects don’t happen by chance; they emerge from structured planning, precise estimating, and disciplined management. Chapter 3 focuses on the core estimating techniques and essential tools that shape a project from early conception to final implementation. This chapter also explores the contents of a comprehensive project plan and the purpose of maintaining a well-organized project notebook—two indispensable components of professional project management.

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

Bresenham Circle Drawing Algorithm in Computer Graphics | Circle Drawing using Algorithm 🎮07 Part-1

Hello and welcome back, future graphics experts! Professor Dr. Zeeshan Bhatti here from 
Zeeshan Academy. Today, we're tackling a fundamental question that sits at the heart of every digital image: How does a computer know which pixels to color inside a shape?

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-1

Computer 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

Polynomial Method Line Drawing in Computer Graphics | How to Draw Line using DDA algorithm in CG 🎮04

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 

By: Dr. Zeeshan Bhatti

Basics of Computer Graphics | What is Computer Graphics | Computer Graphics full Course Urdu  🎮02

The Java 2D™ API provides several classes that define common geometric objects such as points, lines, curves, and rectangles. These geometry classes are part of the java.awt.geom package.

Saturday, 19 March 2016

Autodesk Maya Tutorial: Mastering Set Driven Key for Advanced Rigging

Autodesk Maya Tutorial: Mastering Set Driven Key for Advanced Rigging


Welcome back, animators and riggers! I'm Prof. Dr. Zeeshan Bhatti, and today on Zeeshan Academy, we're diving into one of the most powerful and versatile tools in the Maya rigging artist's toolkit: Set Driven Key (SDK)

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

Turbo C/C++ has a good collection of graphics libraries. If you know the basics of C/C++, you can easily learn graphics programming. To start programming, let us write a small program that displays a circle on the screen.

Simple Graphics Program 1:
/* simple.c
*/
#include<graphics.h>
#include<conio.h>

void main()
{
int gd=DETECT, gm;
clrscr();
initgraph(&gd, &gm, "c:\\tc\\bgi " );
circle(200,100,150);

getch();
closegraph();
}

To run this program, you need graphics.h header file, graphics.lib library file and Graphics driver (BGI file) in the program folder. These files are part of Turbo C package. In all our programs we used 640x480 VGA monitor. So all the programs are according to that specification. For VGA monitor, graphics driver used is EGAVGA.BGI.

Here, initgraph() function initializes the graphics mode and clears the screen.

initgraph function:


Initializes the graphics system.

Declaration:
initgraph(int far *graphdriver, int far *graphmode, char far *pathtodriver);

Remarks: To start the graphics system, you must first call initgraph.

initgraph initializes the graphics system by loading a graphics driver from disk (or validating a registered driver) then putting the system into graphics mode.

initgraph also resets all graphics settings (color, palette, current position, viewport, etc.) to their defaults, then resets graphresult to 0.
Arguments:

*graphdriver: Integer that specifies the graphics driver to be used. You can give graphdriver a value using a constant of the graphics drivers enumeration type.

*graphmode : Integer that specifies the initial graphics mode (unless *graphdriver = DETECT). If *graphdriver = DETECT, initgraph sets *graphmode to the highest resolution available for the detected driver. You can give *graphmode a value using a constant of the graphics_modes enumeration type.

pathtodriver : Specifies the directory path where initgraph looks for graphics drivers (*.BGI) first. If they're not there, initgraph looks in the current directory. If pathtodriver is null, the driver files must be in the current directory. This is also the path settextstyle searches for the stroked character font files (*.CHR).

closegraph() function:

closegraph() function switches back the screen from graphcs mode to text mode. It clears the screen also. A graphics program should have a closegraph function at the end of graphics. Otherwise DOS screen will not go to text mode after running the program. Here, closegraph() is called after getch() since screen should not clear until user hits a key.

If you have the BGI file in the same folder of your program, you can just leave it as "" only. you need not mention *graphmode if you give *graphdriver as DETECT.

To get details of different graphics modes and graphics drivers, view appendix.

In graphics mode, all the screen co-ordinates are mentioned in terms of pixels. Number of pixels in the screen decides resolution of the screen. In the example 1.0, circle is drawn with x-coordinate of the center 200, y-coordinate 100 and radius 150 pixels. All the coordinates are mentioned with respect to top-left corner of the screen.

Basic Shapes and Colors:


Now let us write a program to draw some basic shapes.
Simple Graphics Program 2:

/*
shapes.c
*/

#include<graphics.h>
#include<conio.h>

void main()
{
int gd=DETECT, gm;
int poly[12]={350,450, 350,410, 430,400, 350,350, 300,430, 350,450 };
initgraph(&gd, &gm, "");
circle(100,100,50);
outtextxy(75,170, "Circle");
rectangle(200,50,350,150);
outtextxy(240, 170, "Rectangle");
ellipse(500, 100,0,360, 100,50);
outtextxy(480, 170, "Ellipse");
line(100,250,540,250);
outtextxy(300,260,"Line");

sector(150, 400, 30, 300, 100,50);
outtextxy(120, 460, "Sector");
drawpoly(6, poly);
outtextxy(340, 460, "Polygon");
getch();
closegraph();
}


Figure 1: Here is the screenshot of output.


Here, circle() function takes x, y coordinates of the circle with respect to left top of the screen and radius of the circle in terms of pixels as arguments. Not that, in graphics, almost all the screen parameters are measured in terms of pixels.

Function outtextxy() displays a string in graphical mode. You can use different fonts, text sizes, alignments, colors and directions of the text that we will study later. Parameters passed are x and y coordinates of the position on the screen where text is to be displayed. There is another function outtext() that displayes a text in the current position. Current position is the place where last drawing is ended. These functions are declared as follows:

void far outtextxy(int x, int y, char *text);
void far outtext(char *text);

Another basic shape that we come across is a rectangle. To draw a border, use rectangle with the coordinates of outline, to draw a square use rectangle with same height and width. drawpoly() and fillpoly() are two functions useful to draw any polygons. To use these functions, store coordinates of the shape in an array and pass the address of array as an argument to the function. By looking at the output of the previous program, you can understand what drawpoly is. fillpoly is similar except that it fills in the shape with current fill color.

Declaration:

void far rectangle(int x1, int y1, int x2, int y2);

void far drawpoly(int numpoints, int far *polypoints);

void far fillpoly(int numpoints, int far *polypoints);

Remarks:

rectangle draws a rectangle in the current line style, thickness, and drawing color.

drawpoly draws a polygon using the current line style and color.

fillpoly draws the outline of a polygon using the current line style and color, then fills the polygon using the current fill pattern and fill color.

Arguments:

(x1,y1) is the upper left corner of the rectangle, and (x2,y2) is its lower right corner.

numpoints: Specifies number of points

*polypoints: Points to a sequence of (numpoints x 2) integers. Each pair of integers gives the x and y coordinates of a point on the polygon.

To draw a closed polygon with N points, numpoints should be N+1 and the array polypoints[] should contain 2(N+1) integers with first 2 integers equal to last 2 integers.

Colors :

Here is some idea about colors. There are 16 colors declared in graphics.h as listed bellow.

CPP ObjectsCPP Basic ShapesBLACK: 0
BLUE: 1
GREEN: 2
CYAN: 3
RED: 4
MAGENTA: 5
BROWN: 6
LIGHTGRAY: 7
DARKGRAY: 8
LIGHTBLUE: 9
LIGHTGREEN: 10
LIGHTCYAN: 11
LIGHTRED: 12
LIGHTMAGENTA: 13
YELLOW: 14
WHITE: 15

To use these colors, use functions setcolor(), setbkcolor() and setfillstyle(). setcolor() function sets the current drawing color. If we use setcolor(RED); and draw any shape, line or text after that, the drawing will be in red color. You can either use color as defined above or number like setcolor(4);. setbkcolor() sets background color for drawing. Setfillstyle sets fill pattern and fill colors. After calling setfillstyle, if we use functions like floodfill, fillpoly, bar etc, shpes will be filled with fill color and pattern set using setfillstyle. These function declarations are as follows

Declaration:
void far setfillstyle(int pattern, int color);
void far setcolor(int color);
void far setbkcolor(int color);

Remarks:
setfillstyle sets the current fill pattern and fill color.
setcolor sets the current drawing color to color, which can range from 0 to getmaxcolor.
setbkcolor sets the background to the color specified by color.

The parameter pattern in setfillstyle is as follows:
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


Here is an example program with colors, pixels, bar,
Simple Graphics Program 3:

/*
random.c
some graphics effects using random numbers.
*/

#include "graphics.h"
#include "conio.h"
#include "stdlib.h"

void main()
{
int gd,gm;
gd=DETECT;

initgraph(&gd, &gm, "");
setcolor(3);
setfillstyle(SOLID_FILL,RED);
bar(50, 50, 590, 430);
setfillstyle(1, 14);
bar(100, 100, 540, 380);

while(!kbhit())
{
putpixel(random(439)+101, random(279)+101,random(16));
setcolor(random(16));
circle(320,240,random(100));
}
getch();
closegraph();
}

Summary List of Graphics Functions

  1. rectangle(x1, y1, x2 , y2);
  2. line(x1, y1, x2 , y2);
  3. bar (x1, y1, x2 , y2);
  4. 3dbar(x1, y1, x2 , y2 , depth, topFlag);
  5. circle(x, y, radius);
  6. putpixel(x, y);
  7. ellipse(x, y, start, end, xRadius, yRadius);
  8. arc(x1, y1, x2, y2, radius);
  9. outtext(“Text”);
  10. outtextxy(x, y, “Text”);
  11. settextstyle(fontStyle, Direction, CharSize); // Direction = 0 or 1
ie: settextstyle(1,0,7);
  1. setfillstyle(pattern, color);
  2. floodfill(x, y, boarderColor);
  3. setbkcolor(colorNo); // Cgange the background color of the dos window
  4. setColor(colorNo); // set the color of the text or objects
  5. setlinestyle(type, pattern, thickness); // type = 1 – 5, thickness= 1-3
  6. kbhit(); // keyboard hit: any key pressed from the keyboard, like getche();

Wednesday, 16 March 2016

How to write a Research Proposal? What to write in a Research Proposal?

How to write a Research Proposal?
What to write in a Research Proposal?


Research Proposal Writing

First, let’s define what research is? According to my understanding and knowledge of the subjectresearch can be defined as

It is a process involving systematic and controlled investigation of a problem, using multiple materials, resources, references and experiments, with aim to better understand and provide an agreeably valid and relevant new solution to that problem, with new or better outcomesand improved results reaching to an exclusive novel conclusion.” {Dr. Zeeshan Bhatti}

Friday, 11 March 2016

IT Project Management - Assignment

Information Technology Project Management 

MPhil (IT) - Course Assignment

By: Dr. Zeeshan Bhatti
IT Project Management - Assignment


Course: MPhil (IT)
Instructor: Dr. Zeeshan Bhatti
Blog: zeeshanAcademy.blogspot.com


How This Assignment Works

Welcome, everyone! This is your official course assignment for IT Project Management. This assignment will span several weeks—progress is expected weekly during class. Don’t rush; this is an ongoing project, and final submission will happen at semester’s end as a complete PC-1 document. For now, just follow these three steps!

Tips for Writing Your Research Proposal

Tips for Writing Your Research Proposal

(Source By: John Micheal)
1. Know yourself: Know your area of expertise, what are your strengths and what are your weaknesses. Play to your strengths, not to your weaknesses. If you want to get into a new area of research, learn something about the area before you write a proposal. Research previous work. Be a scholar.

2. Know the program from which you seek support: You are responsible for finding the appropriate program for support of your research. 

Thursday, 10 March 2016

Artificial Intelligence - Chapter 2 Agents and Rational Agents Part II

Artificial Intelligence - Chapter 2 (Part II) - Deconstructing Agent Architectures: From Simple Reflex to Utility-Based Minds


Meta Description: Master the structure of Intelligent Agents in AI Part II with Prof. Dr. Zeeshan Bhatti. Dive deep into Simple Reflex, Model-Based, Goal-Based, and Utility-Based agents. Understand how their internal architecture dictates their intelligence.

Artificial Intelligence Agents and Rational Agents | Agents in AI | Lecture 4

Welcome back, everyone! Professor Zeeshan Bhatti here from Zeeshan Academy. In the first part of this chapter, we laid the groundwork. We defined an Intelligent Agent as anything that perceives and acts, and we explored the vast landscape of task environments they can inhabit.

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