Friday 26 August 2016

Computer Graphics- Course Contents

Computer Graphics - COURSE SPECIFICATION

Course Title: Computer Graphics
Course Code: ITEC 612-613
Degree Program: BS (Information Technology) P-IV (7th Semester)
Course rating: 2 credit hours (Theory) and 1 credit hour (Practical)
Pre-requisites: Programming Fundamentals

Lecturer: Dr. Zeeshan Bhatti 

Course Objectives:
Introduction to Computer Graphics; display memory; generation of points, vectors, shapes,
objects, etc.; raster and geometric graphics; interactive and passive graphics; graphics
peripherals; analog and digital images and analog/digital conversion; mathematics of 2-D and
3-D transformations; applications in animation, computer aided design and instruction;
hypertext and multimedia; dialog design; user-interface.

Syllabus Outline:
Overview of the graphics process: Computer Graphics Basics, Applications of graphics,
Interactive graphics programming, graph plotting, windows and clipping, and segmentation.
Graphics hardware: Output Devices, Input Devices, Processing Devices
Fundamental algorithms: Line Drawing Algorithms, Programming raster display systems,
panning and zooming, Raster algorithms and software, scan-Converting lines, characters and
circles, Region filling and clipping, rendering, shading, colour and animation.
2D and 3D geometric transformations: Scaling, Rotation, other basic transformations
Two dimensional viewing: viewing pipeline, clipping, and windowing.
Three dimensional viewing: viewing pipeline, viewing parameters, projections, viewing
transformations, clipping, visible surface detection, 3D to 2D projections and camera
transformation
Parametric curves and surfaces: Bezier, B-Spline, Curve and surface design
Introduction to illumination models and surface rendering
Animation techniques: tweening, double buffering, scene graph manipulation.

Learning Material/References:

  •  Computer Graphics, Principles and Practice, J. D. Foley, A. van Dam, S. K. Feiner and J F. Hughes, Addison-Wesley
  •  Computer Graphics, F.S.Hill, Maxwell MacMillan
  •  Computer Graphics with OpenGL, 3rd Edition, Hearn and Baker, Pearson Prentice Hall
Textbook:  Computer Graphics: Principles and Practice in C by J. D. Foley, A. Van Dam, S. K. Feiner, J. F. Hughes Hardcover, 1200 pages, Addison-Wesley Pub Co; 2nd edition
ISBN: 0201848406.


OpenGL:  OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 1.2,
by M. Woo, J. Neider, T. Davis, D. Shreiner, OpenGL Architecture Review
Board. Paperback, 784 pages, Addison-Wesley Pub Co; 3rd edition,
ISBN: 0201604582.

Suggested: Mathematics for 3D Game Programming & Computer Graphics,
by Eric Lengyel.
Hardcover, 400 pages, Charles River Media,
ISBN: 1584500379.
Grading Criteria:
Grading criteria are prerogative of the instructor and are as follows, unless otherwise noted:
Percent Component
30% Assignment
20% Mid-Term Exam
25% Final Exam
25% Final Project

Saturday 20 August 2016

Courses at ZAcademy

Courses offered at

Zeeshan Academy
Zeeshan Academy is determined to provide and train students with professional courses in the field of Multimedia Animation and Graphics. 

Java application Development at Zeeshan Academy
Graphics Designing at Zeeshan Academy 

Addmision are open


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Wednesday 17 August 2016

Multimedia Technology - Chapter 1- Introduction to Multimedia

Course: Multimedia Technology

Chapter: 1 

Chapter Title: Introduction to Multimedia

WHAT IS IT?
Oxford English Dictionary:
“A. adj. Using more than one medium of communication, artistic expression, etc.;
( Computing ) designating or relating to applications which incorporate a number of media, such as text, audio, video, and animation, esp. interactively.

Multimedia means that computer information can be represented through audio, video, and animation in addition to traditional media (i.e., text, graphics drawings, images).”

A good general definition is:
Multimedia is the field concerned with the computer-controlled integration of text, graphics, drawings, still and moving images (Video), animation, sound, audio, and any other media where every type of information can be represented, stored, transmitted and processed digitally.”

“A Multimedia Application is an Application which uses a collection of multiple media sources e.g. text, graphics, images, sound/audio, animation and/or video.”

Elements of Multimedia:

  • Graphics (Images/Pictures)
  • Audio
  • Video
  • Text
  • Animation

COMPONENTS OF MULTIMEDIA


Multimedia involves multiple modalities of text, audio, images, drawings, animation, and video.

Examples of how these modalities are put to use:
1. Video teleconferencing.
2. Distributed lectures for higher education.
3. Tele-medicine.
4. Co-operative work environments.
5. Searching in (very) large video and image
databases for target visual objects.
6. “Augmented” reality: placing real-appearing computer graphics and video objects into scenes.
7. Including audio cues for where video-conference participants are located.
8. Building searchable features into new video, and enabling very high- to very low-bit-rate use of new, scalable multimedia products.
9. Making multimedia components editable.
10. Building \inverse-Hollywood" applications that can recreate the process by which a video was made.
11. Using voice-recognition to build an interactive environment, say a kitchen-wall web browser.

CHARACTERISTICS OF A MULTIMEDIA SYSTEM

A Multimedia system has four basic characteristics:
• Multimedia systems must be computer controlled.
• Multimedia systems are integrated.
• The information they handle must be represented digitally.
• The interface to the final presentation of media is usually interactive.


APPLICATIONS OF MULTIMEDIA

Games, Video-on-demand, Education, Interactive TV, Promotional material , Home shopping, Visualization applications,  Virtual reality, Traditional mediums e.g. TV Digital video editing and production systems.  Hypermedia course-ware, Video conferencing, Multimedia Database systems, etc.

Mirror Download Link:
 https://sites.google.com/site/drzeeshanacademy/multimedia-technology


Multimedia Technology Chapter 1 Introduction

Tuesday 16 August 2016

Chapter 2 _ Graphics and Images

Course: Multimedia Technology

Chapter: 2

Chapter Title: Graphics and Images


Contents:

  • Introduction
  • Bitmap Images
  • Vector Images
  • Image Resolution  & Aspect Ratio
  • Image Data Types
    • 1.Monochrome/ 1-Bit Images
      2.8-bit Gray-scale Images
      3.8-bit Colour Images
      4.24-bit Colour Images
      5.32-bit Colour Images

GRAPHICAL IMAGES

Graphical images obviously play a very important role in multimedia piece. Images may be photograph-like bitmaps, vector-based drawings, or 3D rendering. Tools for image management focus on different kinds of images and converting between formats peculiar to different tools and platforms

Bitmap Images

A bitmap is a matrix describing the individual dots that are the smallest elements (pixels) of resolution on a computer screen or printer or we can say a bitmap image is an array of logical pixels.

monochrome just requires one bit per pixel, representing black or white
8 bits per pixel allows 256 distinct colors, 16 bits per pixel represents 32K distinct colors, 24 bits per pixel allows millions of colors

VECTOR IMAGES

A vector-drawn image is created from geometric objects such as lines, rectangles, ovals, polygons using mathematical formulas
Mathematical description of lines, curves and shapes. Requires computation to determine logical pixels Compact, scalable, resolution independent and easy to edit. Based on co-ordinates and algorithms. Description is infinitely thin Computation chooses logical pixels. Anti-aliasing to fix jaggies Basic blocks
Squares, polygons, ellipses, lines, bézier curves…
Easy to manipulate Scale, skew, rotate…

IMAGE RESOLUTION: 

Image resolution refers to the number of pixels per inch area of an image. Higher the resolution, means higher the number of pixels in that image hence better the quality but also with increase in file size. Lower  the resolution means less amount of pixels in an image and hence having poor quality with less file size.

Mirror Download Link:
 https://sites.google.com/site/drzeeshanacademy/multimedia-technology

Sunday 7 August 2016

What Goes in Research Paper?

What Goes into a Research Paper?

Research Paper

Usually lots of students ask me what to write in a Research paper. They bring forwards data, some method and even results, yet they fail to put their efforts in a written form converting their paper into a research article. in this short article I have tried to explain in a simple, easy and short way, what to write and put inside an research paper. Using this quick guide, you can convert your Student Assignment , Lecture Assignment or FYP report into an Research article and submit for publication. 

A general rule to remember and always follow that each Research article must answer these simple 5 questions. 
  1. What was done?
  2. Why was it done?
  3. How was it done?
  4. What was found?
  5. What is the significance of the findings?
If you understand your research work and then put your understanding into words by answering above mentioned questions, then you should be successful in writing a good research paper.

1.      Abstract: 

Abstract are usually the synopsis of your entire research paper, and thus usually written in the end. Each abstract needs to include following four points define these four points
a.      One Line about the Subject/Field/Topic
b.      The Problem addressed in this paper
c.       The Proposed Solution, Technique used / Algorithm
d.      Final Results achieved

2.      Introduction

a.      Paragraph One: Introduction/brief overview of the subject area/ Topic/ field of this paper.
b.      Para Two: Current problem that exist, why it’s important, why the problem should be solved?
c.       Para Three: How solving the problem will be beneficial? What methodology and technique you will be using.

3.      Literature Review

a.      Read and write a short summary of previously published paper in the same topic/field/area of your current research Article.

Search : Project Management Techniques for Water Supply system, Project Model for Water Supply System, Project Design for Water Transport, Business Model for Private Water Transportation system, Water Transportation System, etc, Project Management techniques ….

4.      System Details/overview/design / Project Plan / Project Process Model

a.      Design / System Architecture / System Design / Work Plan
b.      Project Organization / Schedule
c.       Project Estimation/ Cost/ Strategy /
d.      Project Networks, Schedule Tasks, Costs, Gantt Charts,

5.      Methodology / Implementation/ Algorithms /Techniques

a.      How you solved the problem
b.      What Method, Technique, Algorithms, and procedures you used to solve the problem
c.       How the System will be Developed / Tools/ Techniques / Algorithms / Procedure / Steps / Process
d.      You can include, Diagrams, flowcharts, Activity diagrams, Use Case Diagrams, ER Models,
e.      Project Networks, Schedule Tasks, Costs, Gantt Charts,
f.        Project Implementation Details, Monitoring Progress,
g.      Work Breakdown Structure (WBS), Product breakdown structure (PBS)
h.      Risk Management, What are Risks, How will you handle Risks, Your Plan-B

6.      Results and Discussions

a.      Final Output, Results achieved
b.      Project Deliverables /  Final product
c.        

7.      Conclusions & Future Work

a.      Must reflect your abstract discussing the subject area and what was the problem, how you solved the problem, through what techniques and algorithms, and methodologies. Finally the results achieved, their accuracy/ evaluation/ how was testing done.

8.      References.


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