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Computer graphics topics for presentation

Presentation topics related to computer graphics.

1. PRINCIPLE OF TEACHING DRAFT GEOMETRY AND COMPUTER GRAPHICS 2. Physical validation of simulators in Computer Graphics: A new framework dedicated to slender elastic structures and frictional contact 3. Development of Innovative Neurosurgical Operation Support Method Using Mixed-Reality Computer Graphics 4. Computer Graphics and Animation at The Ohio State University 5. Computer Graphics teaching challenges: Guidelines for balancing depth, complexity and mentoring in a confinement context 6. Single-shot fringe projection profilometry based on Deep Learning and Computer Graphics 7. A Computer Graphics-Based Framework for 3D Pose Estimation of Pedestrians 8. TYPES OF COMPUTER GRAPHICS AND THEIR PRACTICAL IMPORTANCE IN HUMAN LIFE 9. Cross-sectional design: A tool for computer graphics and computer-aided design courses 10. A Complete Bibliography of Publications in IEEE Transactions on Visualization and Computer Graphics (2020–2029) 11. Novel Parallelization Techniques for Computer Graphics Applications 12. Deep Graphics Encoder for Real-Time Video Makeup Synthesis from Example 13. New perspectives for computer graphics 14. A Computer Graphics Simulation of Fire 15. Computer graphics (IInd Year of study, IIIth Semester) 16. Analysis on Development Tendency of Computer Vision and Graphics based on Bibliometrics 17. Film Directing for Computer Games and Animation 18. Computer Aided Foundry Mold Design.(Dept. M) 19. Advances in Engineering Graphics: Improvements and New Proposals 20. Thinking on the Teaching Methods and Contents of Engineering Graphics Courses Under the New Engineering Construction 21. Use Of 3d Computer Modeling In Learning Engineering Graphics 22. Real-time Subsurface Control Variates: Temporally Stable Adaptive Sampling 23. Analysis of recent re-identification architectures for tracking-by-detection paradigm in multi-object tracking 24. Data animator: Authoring expressive animated data graphics 25. Real-Time Simulation of a Cerebellar Scaffold Model on Graphics Processing Units 26. CHOPIN: Scalable Graphics Rendering in Multi-GPU Systems via Parallel Image Composition 27. HeterSkinNet: A Heterogeneous Network for Skin Weights Prediction 28. Recent Challenges in Computer Animation of Characters 29. Computer aided art design Ps course teaching based on FPGA and embedded system graphics processing 30. SREC-RT: A Structure for Ray Tracing Rounded Edges and Corners 31. Efficient Rendering of Ocular Wavefront Aberrations using Tiled Point-Spread Function Splatting 32. Design and Visualization for Exploring Real-World Data 33. Identification and Classification of Off-Vertex Critical Points for Contour Tree Construction on Unstructured Meshes of Hexahedra 34. A Perceptual Model for Eccentricity-dependent Spatio-temporal Flicker Fusion and its Applications to Foveated Graphics 35. Implementation and evaluation of 3D graphics compression for optimizing the quality of user experience in networked virtual reality 36. Action Unit Driven Facial Expression Synthesis from a Single Image with Patch Attentive GAN 37. Skeleton Based Parametric 2D Region Representation: Disk B-Spline Curves 38. Virtual Creature Morphology-A Review 39. Parametric Skeletons with Reduced Soft-Tissue Deformations 40. Visualization of Tensor Fields in Mechanics 41. Towards Finding the Optimum Position in the Visual Field for a Head Worn Display Used for Task Guidance with Non-registered Graphics 42. SimBaTex: Similarity-based Text Exploration 43. PolyCover: Shape Approximating with Discrete Surface Orientation 44. Project-based learning in a computer modelling course 45. Graphics Designer 46. Stopping Criterion during Rendering of Computer-Generated Images Based on SVD-Entropy 47. Data Streaming Processing Window Joined With Graphics Processing Units (GPUs) 48. Tactile Fixations: A Behavioral Marker on How People with Visual Impairments Explore Raised-line Graphics 49. Data Redesign 50. Curve Complexity Heuristic KD-trees for Neighborhood-based Exploration of 3D Curves 51. Project in Visualization and Data Analysis: Experiences in Designing and Coordinating the Course 52. High Visual-Quality Scenes in Low-Cost Virtual Reality with Collisions and Irregular Surfaces 53. Enhancing Film Education Learning Outcomes With Virtual Experiences 54. Brad’s World 55. The Personal Computer of the Year 2000 56. Segmentation and Recognition of Offline Sketch Scenes Using Dynamic Programming 57. Conditions for injectivity of toric volumes with arbitrary positive weights 58. A Recipe of Capabilities for Pursuing Expertise in Data Visualization: A Practitioner’s Perspective 59. Visualization, Modeling, And Graphics For Engineering Design 60. DTexFusion: Dynamic Texture Fusion using a Consumer RGBD Sensor 61. Learning Part Generation and Assembly for Sketching Man-Made Objects 62. Visual Model Fit Estimation in Scatterplots: Influence of Amount and Decentering of Noise 63. Tac-Miner: Visual Tactic Mining for Multiple Table Tennis Matches 64. Influence of directional sound cues on users exploration across 360 movie cuts 65. Virtual Reality Application for Fostering Interest in Art 66. The 2020 Visualization Career Award 67. PowerNet: Learning-based Real-time Power-budget Rendering 68. A Curvature and Density-based Generative Representation of Shapes 69. The Potential of 360-Degree Virtual Reality Videos and Real VR for Education-A Literature Review 70. Education Quality Issues in Engineering Graphics Training 71. Smile or Scowl? Looking at Infographic Design Through the Affective Lens 72. Analyzing and Improving the Parametrization Quality of Catmull-Clark Solids for Isogeometric Analysis 73. Introducing the IEEE Virtual Reality 2021 Special Issue 74. The Influence of Avatar Representation on Interpersonal Communication in Virtual Social Environments 75. Interactive Optimization of Generative Image Modelling using Sequential Subspace Search and Content-based Guidance 76. GAN-based Multi-Style Photo Cartoonization 77. Optimizing LBVH-Construction and Hierarchy-Traversal to accelerate kNN Queries on Point Clouds using the GPU 78. EllSeg: An Ellipse Segmentation Framework for Robust Gaze Tracking 79. Deterministic linear time constrained triangulation using simplified earcut 80. Design of a Pupil-Matched Occlusion-Capable Optical See-Through Wearable Display 81. Inspecting the Running Process of Horizontal Federated Learning via Visual Analytics 82. Can visualization alleviate dichotomous thinking Effects of visual representations on the cliff effect 83. The 2020 VGTC Virtual Reality Best Dissertation Award 84. Interactive Visual Exploration of Longitudinal Historical Career Mobility Data 85. Geometric construction of auxetic metamaterials 86. Loci Generated by the Point of a Line Which Moves One End on a Circle and the Other on a Line 87. Comparing and Combining Virtual Hand and Virtual Ray Pointer Interactions for Data Manipulation in Immersive Analytics 88. The Effect of Alignment on Peoples Ability to Judge Event Sequence Similarity 89. A Class of “Basic Media Design” Based on 3D-CAD for Beginners of Digital Processing 90. Visualizing and Interacting with Geospatial Networks: A Survey and Design Space 91. Out-Tree Generation Using Controllable Field Space Colonization and Application to Modeling 92. GestOnHMD: Enabling Gesture-based Interaction on Low-cost VR Head-Mounted Display 93. Tracking Internal Frames of Reference for Consistent Molecular Distribution Functions 94. Development of the methods of kinematic analysis of elliptic drum of vertical-spindle cotton harvester 95. A first course in electrical and computer engineering 96. Real-time indirect illumination by virtual planar area lights 97. Image engineering 98. Foveated light culling 99. Adapted SIMPLE Algorithm for Incompressible SPH Fluids with a Broad Range Viscosity 100. CONVERSATION OF REAL IMAGES INTO CARTOONIZE IMAGE FORMAT USING GENERATIVE ADVERSARIAL NETWORK 101. Visual Cascade Analytics of Large-scale Spatiotemporal Data 102. Optimized Z-Buffer Using Divide and Conquer 103. Neural geometric level of detail: Real-time rendering with implicit 3D shapes 104. Synthesizing Indoor Scene Layouts in Complicated Architecture Using Dynamic Convolution Networks 105. MBKD: Acceleration Structure Designed for Moving Primitives 106. EMU: Efficient Muscle Simulation in Deformation Space 107. sonal communication, June 16, 1994. 108. Multi-Agent Reinforcement Learning of 3D Furniture Layout Simulation in Indoor Graphics Scenes 109. A Modified Double Gyre with Ground Truth Hyperbolic Trajectories for Flow Visualization 110. Modeling Soft Swimming Robots using Discrete Elastic Rod Method 111. FTK: A Simplicial Spacetime Meshing Framework for Robust and Scalable Feature Tracking 112. Wearable 3D Machine Knitting: Automatic Generation of Shaped Knit Sheets to Cover Real-World Objects 113. Adjustable Constrained Soft-Tissue Dynamics (vol 7, pg 69, 2020) 114. Non-uniform subdivision surfaces with sharp features (vol 39, pg 232, 2020)

115. Mask-aware photorealistic facial attribute manipulation 116. Three viewpoints on null-collision Monte Carlo algorithms 117. Source redundancy management and host intrusion detection in wireless sensor networks 118. Impact on the Virtual Learning Environment Due to COVID-19 119. Control Mechanisms for Computer Animated Agents 120. Ray tracing collision detection based on GPU pipeline reorganization 121. ECHO: Extended Convolution Histogram of Orientations for Local Surface Description 122. Research on Collision Avoidance Path Planning of Double SCARA Robot 123. Real-Time Geometric Glint Anti-Aliasing with Normal Map Filtering 124. Instanced model simplification using combined geometric and appearance-related metric 125. SCALE: Modeling clothed humans with a surface codec of articulated local elements 126. Calvin & Hobbes: An Interactive 3D Gallery 127. Volume Rendering with VTK 128. Photosensitive and Pattern-Sensitive Epilepsy: A Guide for Patients and Caregivers 129. Colorization transformer 130. Adapting Virtual Embodiment through Reinforcement Learning 131. Structural analogy from a single image pair 132. Fracture of geometric bone models. Multiscale simulation issues 133. Ibrnet: Learning multi-view image-based rendering 134. ADDITIONAL AND DIDACTIC GAME TECHNOLOGIES ON THE TOPIC OF LOCAL APPEARANCE 135. VTK-An Overview 136. Problems Of Developing The Most Important Didactic Tool For Activating The Learning Process Of Students In The Educational Process 137. SMPLicit: Topology-aware generative model for clothed people 138. Fast calculation of Laplace-Beltrami eigenproblems via subdivision linear subspace 139. 3D Shape Generation with Grid-based Implicit Functions 140. ? ? ? ? ? 141. A Framework for Data Visualization based on Particle Systems 142. WDR FACE: The First Database for Studying Face Detection in Wide Dynamic Range 143. Symmetric-constrained irregular structure inpainting for brain mri registration with tumor pathology 144. Perceptual Quality Assessment of Omnidirectional Images as Moving Camera Videos 145. Matrices, Transformations, and Perspective in WebGL 146. Incremental Triangulation of Trimmed Splines 147. Adaptive View Sampling for Efficient Synthesis of 3D View Using Calibrated Array Cameras 148. Novel View Synthesis via Depth-guided Skip Connections 149. Complexity and Concurrency for Behavioral Animation and Simulation 150. Adaptive View Sampling for Efficient Synthesis of 3D View Using Calibrated Array Cameras. Electronics 2021, 10, 82 151. Aerial perspective for shaded relief 152. Message from the VIS Paper Chairs and Guest Editors Preface 153. Deep texture cartoonization via unsupervised appearance regularization 154. A parallel construction method based on linear hierarchical bounding box without stack 155. Donut visualizations for network-level and regional-level overview of Spatial Social Networks 156. View Synthesis: LiDAR Camera versus Depth Estimation 157. Curriculum Vitae Stephen Kobourov 158. Progressive path tracing with bilateral-filtering-based denoising 159. Craniofacial reconstruction based on heat flow geodesic grid regression (HF-GGR) model 160. Decoration to Demonstration: A New Point Source for 3D Ray Tracing 161. Awareness of voluntary action, rather than body ownership, improves motor control 162. Slightly generalized regular space decompositions 163. Quantification of Railway Ballast Degradation by Abrasion Testing and Computer-Aided Morphology Analysis 164. Am I Playing Better Now? The Effects of G-SYNC in 60Hz Gameplay 165. Virtual reality, the new 3-D interface for geographical information systems 166. Technology training for teacher education in Jamaica: A case for needs assessment 167. TeraChem: A graphical processing unit-accelerated electronic structure package for large-scale ab initio molecular dynamics 168. Robust pencil drawing generation via fast Retinex decomposition 169. Subject Guided Eye Image Synthesis with Application to Gaze Redirection 170. A new approach to smooth surface polygonization with applications to 3d robust modelling 171. Accessible Visual Artworks for Blind and Visually Impaired People: Comparing a Multimodal Approach with Tactile Graphics 172. SparseTrajAnalytics: an Interactive Visual Analytics System for Sparse Trajectory Data 173. Facial Micro-expression Analysis via a High Speed Structured Light Sensing System 174. A hierarchical BRDF reconstruction using locally supported functions 175. The effect of technological development on the aesthetics of two-and three-dimensional animation 176. Stochastic-Depth Ambient Occlusion 177. Elevation models for reproducible evaluation of terrain representation 178. A training free technique for 3D object recognition using the concept of vibration, energy and frequency 179. A virtual alternative to molecular model sets: a beginners’ guide to constructing and visualizing molecules in open-source molecular graphics software 180. Learning to Automate Chart Layout Configurations Using Crowdsourced Paired Comparison 181. ? ? ? ? ? 182. Digital representation and quantification of discrete dislocation networks 183. A Comprehensive Analysis of Crowdsourcing for Subjective Evaluation of Tone Mapping Operators 184. Interacting with self-similarity 185. Automated 3D solid reconstruction from 2D CAD using OpenCV 186. BACHELOR DEGREE PROGRAMS IN BUILDING MATERIALS TECHNOLOGY 187. Image Inpainting Using Double Discriminator Generative Adversarial Networks 188. CG-SENSE revisited: Results from the first ISMRM reproducibility challenge 189. An XR rapid prototyping framework for interoperability across the reality spectrum 190. Learning to dance: A graph convolutional adversarial network to generate realistic dance motions from audio 191. Developments in Three-Dimensional Scanning Techniques and Scanners 192. Architectural Geometry and Graphics Education Some Retrospective Reflections from Italy Across Three Generations 193. The ‘Butterfly’Locus Type 194. On modified convex interval valued functions and related inclusions via the interval valued generalized fractional integrals in extended interval space 195. Design of Lingnan Cultural Gene Implantation Cultural and Creative Products Based on Virtual Reality Technology 196. Synthetic Vision Flight Guidance Application With Adaptive Realtime Terrain Triangulation 197. Proposal for a standard color space for the internet—sRGB 198. 3D Manipulations with 2D Devices 199. Twelfth International Conference on Graphics and Image Processing (ICGIP 2020) 200. Correlations in Joint Spectral and Polarization Imaging 201. Templates for writing PyMOL scripts 202. Practical Face Reconstruction via Differentiable Ray Tracing 203. Research on GMAW based non-supporting thin-wall structure manufacturing 204. Research on Graphics Teaching Mode 205. Efficient Algorithms for Rotation Averaging Problems 206. Efficiently classify synthesized facial images generated by different synthesis methods 207. Measuring presence in augmented reality environments: design and a first test of a questionnaire 208. Facilitating knowledge sharing from domain experts to data scientists for building nlp models 209. Volumetric grasping network: Real-time 6 dof grasp detection in clutter 210. Sketchopt: Sketch-based parametric model retrieval for generative design 211. ?: , ? 212. Memory-Efficient Modeling and Slicing of Large-Scale Adaptive Lattice Structures 213. The Related Technologies for the Pipeline Network Virtual Reality System 214. Vis Ex Machina: An Analysis of Trust in Human versus Algorithmically Generated Visualization Recommendations 215. Virtual Experiments of Light and Shock Wave Interaction Using Nonlinear Ray Tracing and Photon Mapping 216. Solving archaeological puzzles 217. Texture synthesis: a novel method for generating digital models with heterogeneous diversity of rock materials and its CGM verification 218. A Registration-free approach for Statistical Process Control of 3D scanned objects via FEM 219. EventAnchor: Reducing Human Interactions in Event Annotation of Racket Sports Videos 220. A Control Theory Approach for Real-time Animation of Artificial Agents 221. The accuracy of protein models automatically built into cryo-EM maps with ARP/wARP 222. A method for geometric tolerance annotation and position adjustment of engineering graphics 223. Part-Aware Product Design Agent Using Deep Generative Network and Local Linear Embedding 224. Real-time quantized image super-resolution on mobile npus, mobile ai 2021 challenge: Report 225. Neural light transport for relighting and view synthesis 226. Computational Graphics and Immersive Technologies Applied to a Ship Maneuvering Simulator 227. Styleflow: Attribute-conditioned exploration of stylegan-generated images using conditional continuous normalizing flows 228. Terrain generalization with line integral convolution 229. Provably Approximated ICP 230. Solid Modeling and Artistic Sticker of Sphere-Cone Tangential Combination in Equal Circle Views 231. ARC: Alignment-based Redirection Controller for Redirected Walking in Complex Environments 232. The joint role of geometry and illumination on material recognition 233. Efficient PSLG Triangulation for Surface Rendering 234. A Fiber Bundle Camera Model Based on Common View-Up Vectors 235. E ets et rendu artistiques d’images par des techniques num eriques 236. PaMIR: Parametric model-conditioned implicit representation for image-based human reconstruction 237. One detector to rule them all: Towards a general deepfake attack detection framework 238. Example-based Real-time Clothing Synthesis for Virtual Agents 239. Accelerating Haze Removal Algorithm Using CUDA 240. A conserving formulation of a simple shear-and torsion-free beam for multibody applications 241. Autotuning based on frequency scaling toward energy efficiency of blockchain algorithms on graphics processing units 242. A new dominant point detection technique for polygonal approximation of digital planar closed curves 243. A Multimodal Eye Movement Dataset and a Multimodal Eye Movement Segmentation Analysis 244. Development of Cellular Automata Software for Engineering Rockmass Fracturing Processes 245. Cyclographic Model of Automotive Road Surface Form Design 246. Generating Spectrum Images from Different Types—Visible, Thermal, and Infrared Based on Autoencoder Architecture (GVTI-AE) 247. Exponential parameterization to fit reduced data 248. ReliefNet: Fast Bas-relief Generation from 3D Scenes 249. The number of optimal matchings for Euclidean Assignment on the line 250. Simulation system for collisions and two-way coupling of non-Newtonian fluids and solids 251. Addressing students’ emotional needs during the COVID-19 pandemic: A perspective on text versus video feedback in online environments 252. An Interactive Specification Environment for Stream-Oriented Processing 253. Research on Large-scale Cable Intelligent Laying Technology Based on Graph Theory 254. Development of graphics user interface (GUI) for process planning in extrusion based additive manufacturing 255. A novel method for 3D reconstruction of blood vessels 256. A Web-Based Tool for Simulating Molecular Dynamics in Cloud Environments 257. Vid2player: Controllable video sprites that behave and appear like professional tennis players 258. Application of the image analysis technique for textile identification 259. Outcome-Explorer: A Causality Guided Interactive Visual Interface for Interpretable Algorithmic Decision Making 260. Analysis of global positioning system based bus travel time data and its use for advanced public transportation system applications 261. Where2Act: From Pixels to Actions for Articulated 3D Objects 262. The Evolution of the Descriptive Geometry Course for Architecture Students at a Public University in Northern Paraná 263. Automatic interior layout with user-specified furniture 264. Non-line-of-Sight Imaging via Neural Transient Fields 265. A virtual GIS room: interfacing spatial information in virtual environments 266. Adversarially trained LSTMs on reduced order models of urban air pollution simulations 267. Spectral embedded generalized mean based k-nearest neighbors clustering with s-distance 268. Deep Floor Plan Analysis for Complicated Drawings Based on Style Transfer 269. All Factors Should Matter! Reference Checklist for Describing Research Conditions in Pursuit of Comparable IVR Experiments 270. Feature Extraction and Selection in Archaeological Images for Automatic Annotation 271. RGB-D salient object detection: A survey 272. A hybrid 3D feature recognition method based on rule and graph 273. Multi-cohort/multi-tier/cross-disciplinary instruction and research via short film production 274. Seasonal evolution of winds, atmospheric tides, and Reynolds stress components in the Southern Hemisphere mesosphere–lower thermosphere in 2019 275. Ethoflow: computer vision and artificial intelligence-based software for automatic behavior analysis 276. Deep audio-visual learning: A survey 277. PVA: Pixel-aligned Volumetric Avatars 278. Geometry-Based Layout Generation with Hyper-Relations AMONG Objects 279. Sampling based scene-space video processing 280. Unstructured Anisotropic Mesh Adaptation for Quads Based on a Local Error Model 281. ERDSE: efficient reinforcement learning based design space exploration method for CNN accelerator on resource limited platform 282. Adaptive imaging system for electromagnetic scattering field of aircraft 283. Robust Vision-Based Cheat Detection in Competitive Gaming 284. Rotation Invariant Partitioning for Concurrent Scientific Visualization 285. Scapulothoracic Alignment Alterations in Patients with Walch Type B Osteoarthritis: An In Vivo Dynamic Analysis and Prospective Comparative Study 286. Video face manipulation detection through ensemble of cnns 287. Vectordefense: Vectorization as a defense to adversarial examples 288. The simulated sky: Stellarium for cultural astronomy research 289. MR and ultrasound cardiac image dynamic visualization and synchronization over Internet for distributed heart function diagnosis 290. Fuzzy sets on drawing fair plane curves 291. sLIB: A Comprehensive Renderer for Parametric Surface-Models 292. GUIs for Computer Vision 293. Airfoil GAN: Encoding and Synthesizing Airfoils forAerodynamic-aware Shape Optimization 294. Curve and Surface Fitting Techniques in Computer Vision 295. Deep nets: What have they ever done for vision? 296. Tracing Recognition Through Geometric Analysis: The Search for Federal University of Pelotas Original Coat of Arms Authenticity Features 297. Improved techniques for training single-image gans 298. Disruptive Use of Spreadsheets in the Teaching-Learning Process of Technical Scientific Subjects 299. Shader-Like Computations in WebGL for Advanced Graphics and General Purposes 300. A Practical Formulation of the Exponential Map for Rotations 301. Evoking the visualization experience in computer-assisted geographic education 302. Convergence Analysis of Gradient Algorithms on Riemannian Manifolds Without Curvature Constraints and Application to Riemannian Mass 303. Learning Anthropometry from Rendered Humans 304. Generating 3D texture models of vessel pipes using 2D texture transferred by object recognition 305. Rethinking Interactive Image Segmentation: Feature Space Annotation 306. Road images augmentation with synthetic traffic signs using neural networks 307. Spherical Images: Capture and Visualization Devices. Icons of a Computational Paradigm 308. Robustness Assessment of a Low Poly Modeling Strategy for Performance Simulation of Double-Skin Green Facades 309. Going Digital 310. Flocking Rules Governing Swarm Robot as Tool to Describe Continuum Deformation 311. Synthetic Vision for Virtual Character Guidance 312. Fits and Starts: Enterprise Use of AutoML and the Role of Humans in the Loop 313. On Voice Averaging and Attractiveness 314. SV2-The Collaborative Scientific Data Visualization Framework 315. An image quality enhancement scheme employing adolescent identity search algorithm in the NSST domain for multimodal medical image fusion 316. 3D Animation Applied to Street Art. Physical and Remote Connections Aimed at Inclusion 317. NeRF–: Neural Radiance Fields Without Known Camera Parameters 318. Smart Systems’ Scales for Measuring 319. Development trend and challenges of sustainable urban design in the digital age 320. X-Reality Museums: Unifying the Virtual and Real World Towards Realistic Virtual Museums 321. Digital surface regularization with guarantees 322. Color Contrast Enhanced Rendering for Optical See-through Head-mounted Displays 323. A Conversational Agent Framework with Multi-modal Personality Expression 324. Adaptive Accessible AR/VR Systems 325. Application of Variational Calculus in Radiosity Method 326. Deep Generative Model for Efficient 3D Airfoil Parameterization and Generation 327. Research Status of Gesture Recognition Based on Vision: A Review 328. Comparison of point cloud filtering methods with data acquired by photogrammetric method and RGB-D sensors 329. Evaluation of a Hybrid of Hand Gesture and Controller Inputs in Virtual Reality 330. Residual spatiotemporal autoencoder for unsupervised video anomaly detection 331. A Visualization Platform for Hydrogeology and Oceanography 332. Geomorphology-oriented digital terrain analysis: Progress and perspectives 333. Loci Generated by the Point of Intersection of Two Lines 334. Text-to-image generation grounded by fine-grained user attention 335. A Vision-Based Parameter Estimation for an Aircraft in Approach Phase 336. Do “cut out-rescan” procedures have an impact on the accuracy of intraoral digital scans? 337. Single-Image Dehazing via Dark Channel Prior and Adaptive Threshold 338. Unambiguous range extension for pulse-Doppler radar via Poisson disk sampling 339. User Ex Machina: Simulation as a Design Probe in Human-in-the-Loop Text Analytics 340. THE EFFECT OF USING AUGMENTED REALITY APPLICATIONS ON SOCIAL STUDIES EDUCATION 341. Video Inpainting: A Complete Framework 342. Augmented Reality-Based Elementary Level Education for Bengali Character Familiarization 343. Adversarial deepfakes: Evaluating vulnerability of deepfake detectors to adversarial examples 344. The effects of the Tencent Virtual Community on college students’ motivation and engagement in online language classes 345. Detection of the Brain Tumor Existance Using a Traditional Deep Learning Technique and Determination of Exact Tumor Locations Using K-Means Segmentation in … 346. Registration Method Between Phase-Contrast Magnetic Resonance Angiography and Time-of-Flight Magnetic Resonance Angiography—A Preliminary Study 347. 5G+: Future Main Artery of Social Information 348. An integrated method for DEM simplification with terrain structural features and smooth morphology preserved 349. Generating bicubic B-spline surfaces by a sixth order PDE 350. Intrinsic finite element method for advection-diffusion-reaction equations on surfaces 351. The Challenges in Modeling Human Performance in 3D Space with Fitts’ Law 352. Visual research and determination of structural plane and free face of rock slopes 353. A Review on the Applications of Virtual Reality, Augmented Reality and Mixed Reality in Surgical Simulation: An Extension to Different Kinds of Surgery 354. Loci Generated by the Points on a Bar Which Slides with the Heads on Two Fixed Lines 355. Object-Wise Video Editing 356. Optimisation of Spectral Wavelets for Persistence-based Graph Classification 357. Advances in importance sampling 358. Real-time switching and visualization of logging attributes based on subspace learning 359. Human Thorax Parametric Reconstruction Using Computer Vision 360. Goal driven network pruning for object recognition 361. Geometry, Between History and Shape Configuration 362. Ck-Hermite Unit Quaternion Curves1 363. Multi-objective Optimization in the Build Orientation of a 3D CAD Model 364. A Review of Multiple-Person Abnormal Activity Recognition 365. EDGE-An Extensible and Distributed Graphic Environment 366. InstaDam: Open-Source Platform for Rapid Semantic Segmentation of Structural Damage 367. Fast human motion transfer based on a meta network 368. Effect of Gameplay Uncertainty, Display Type, and Age on Virtual Reality Exergames 369. A Fast Algorithm for Updating a Labeling to Avoid a Query Point 370. Some Results for the Two-Sided Quaternionic Gabor Fourier Transform and Quaternionic Gabor Frame Operator 371. Determining the visual Impression of cotton fabrics while Rotating. 372. A note on F -metric spaces 373. NICE: Narrative, Immersive, Constructionist/Collaborative Environments for Learning in VR 374. Spatial information and the legibility of urban form: Big data in urban morphology 375. Examples of Isoptic Ruled Surfaces 376. Advanced visualization using image super-resolution method for three-dimensional mobile system 377. Local entropy maximization based image fusion for contrast enhancement of mammogram 378. Toward green cartography & visualization: a semantically-enriched method of generating energy-aware color schemes for digital maps 379. Generative fashion for Indian clothing 380. Let’s Get Dirty: GAN Based Data Augmentation for Camera Lens Soiling Detection in Autonomous Driving 381. A high performance model for task allocation in distributed computing system using k-means clustering technique 382. Single-View 3D reconstruction: A Survey of deep learning methods 383. Holographic grating fabrication for wide angular bandwidth using polymer thin films 384. A distributed ray tracer for static black hole animations 385. New Newton’s Type Estimates Pertaining to Local Fractional Integral via Generalized p-Convexity with Applications 386. Naturalistic approaches applied to AR technology: an evaluation 387. A survey of competitive sports data visualization and visual analysis 388. Comparative modelling unravels the structural features of eukaryotic TCTP implicated in its multifunctional properties: an in silico approach 389. Comparative performances of new and existing indices of crown asymmetry: an evaluation using tall trees of Eucalyptus pilularis (Smith) 390. SA-CapsGAN: Using Capsule Networks with embedded self-attention for Generative Adversarial Network 391. Algorithms of Multidimensional Signals Processing based on Cubic Basis Splines for Information Systems and Processes 392. Synergy between research on ensemble perception, data visualization, and statistics education: A tutorial review 393. An open access mouse brain flatmap and upgraded rat and human brain flatmaps based on current reference atlases 394. Neighborhood M-polynomial of crystallographic structures? 395. Basis criteria for generalized spline modules via determinant 396. Engineering graphics for thermal assessment: 3D thermal data visualisation based on infrared thermography, GIS and 3D point cloud processing software 397. GAN-Control: Explicitly Controllable GANs 398. Modeling concurrent data rendering and uploading for graphics hardware 399. Depth and Breadth of Pie Menus for Mid-air Gesture Interaction 400. The evolution of patterning during movement in a large-scale citizen science game 401. Application of CT Three-Dimensional Image in the Diagnostic Evaluation and Treatment of Sports Knee Ligament Strain 402. Representing Virtual Transparent Objects on Optical See-Through Head-Mounted Displays Based on Human Vision 403. Dense point cloud quality factor as proxy for accuracy assessment of image-based 3D reconstruction 404. Home intelligent sports action automation system based on bluetooth 405. Net2Vis-A Visual Grammar for Automatically Generating Publication-Ready CNN Architecture Visualizations 406. Monotonicity and Asymptotic Properties of Solutions for Parabolic Equations via a Given Initial Value Condition on Graphs 407. Formulas for Rotation and Angular Velocity Arising from Shake Table Kinematics and Kirchhoff Rod Model Implementation 408. Life Cycle Management of the 3D-printer Technology to Design an Underwater Drone Hull to Study the Arctic 409. Open Innovation during Web Surfing: Topics of Interest and Rejection by Latin American College Students 410. Improving fault surface construction with inversion-based methods

411. LPMNet: Latent part modification and generation for 3D point clouds 412. A Study On Application Of Various Artificial Intelligence Techniques On Internet Of Things 413. Head2Head++: Deep Facial Attributes Re-Targeting 414. Low-Asymmetry Interface for Multiuser VR Experiences with Both HMD and Non-HMD Users 415. An essential introduction to Maya character rigging 416. A Robust Method for Dehazing of Single Image with Sky Region Detection and Segmentation 417. An efficient enhanced automatic target recognition approach 418. Multimodal Risk-based Path Planning for Neurosurgical Interventions 419. The Semiotic Context for Learning Engineering Graphics 420. Reconstruction of turbulent data with deep generative models for semantic inpainting from TURB-Rot database 421. A Novel Building Temperature Simulation Approach Driven by Expanding Semantic Segmentation Training Datasets with Synthetic Aerial Thermal Images 422. Toward the Third Dimension in WebGL 423. The following paper was originally presented at the 424. Introduction of Cognition Science 425. Gasp: a general animation and simulation platform 426. On the use of simulation in robotics: Opportunities, challenges, and suggestions for moving forward 427. An Ambigramic Image File Format 428. Self-Supervised Pretraining of 3D Features on any Point-Cloud 429. M etodos num ericos para curvas e superf cies 430. The Art-historical Fundamentals of Advertising Graphics 431. Minimizing electrodes for effective brain computer interface 432. Detection of Breathing Movements of Preterm Neonates by Recording Their Abdominal Movements with a Time-of-Flight Camera 433. Accessible Visual Artworks for Blind and Visually Impaired People: Comparing a Multimodal Approach with Tactile Graphics. Electronics 2021, 10, 297 434. Individual tooth detection and identification from dental panoramic x-ray images via point-wise localization and distance regularization 435. New Computer Simulation Method for First-Order Design of Geodetic Network: Aiming for Low Cost 436. THE EFFECT OF PROBLEM BASED LEARNING ON THE LEARNING OUTCOMES OF HIGH SCHOOL STUDENTS IN TRIGONOMETRY MATERIALS IN THE … 437. Topologygan: Topology optimization using generative adversarial networks based on physical fields over the initial domain 438. ? ?- ? ? – … 439. Free movement of mineral fertilizers and their mixtures in air 440. An occlusion-resistant circle detector using inscribed triangles 441. Rewriting Bondage: Literacy and Slavery in a Qing Native Domain 442. Towards Accurate Camouflaged Object Detection with Mixture Convolution and Interactive Fusion 443. Machine Learning-Based Virus Type Classification Using Transmission Electron Microscopy Virus Images 444. Nonlinear vibration and geometric optimization of nanocomposite multilayer organic solar cell under wind loading 445. Biomimetic approach to parametric flower modeling 446. E cient Radiosity-based Illumination Solutions 447. A Deep Learning Approach with Line Drawing for Isolated Online Bangla Character Recognition 448. Un syst eme multi-agent temps r eel pour l’animation comportementale 449. Research on image inpainting algorithm of improved total variation minimization method 450. How to represent part-whole hierarchies in a neural network 451. The EXPO’98 CD-ROM: a multimedia system for environmental exploration 452. Predicting behavioral competencies automatically from facial expressions in real-time video-recorded interviews 453. A point-cloud deep learning framework for prediction of fluid flow fields on irregular geometries 454. Black hole attack detection in vehicular ad-hoc network using secure AODV routing algorithm 455. GPU-accelerated smoothed particle finite element method for large deformation analysis in geomechanics 456. Flexible Piezoelectric Nanogenerator: PVDF-CsPbBr3 Nanocomposite 457. An Open System for Collection and Automatic Recognition of Pottery through Neural Network Algorithms 458. Ray Tracing Non-Linear Spacewarps 459. Arbitrary-Oriented Ship Detection via Feature Fusion and Visual Attention for High-Resolution Optical Remote Sensing Imagery 460. Fundamentals of Creation and Use of Interactive Electronic Courses on the Basis of Multimedia Technologies 461. A field-based high-throughput method for acquiring canopy architecture using unmanned aerial vehicle images 462. Una técnica de filtrado selectivo para reducir el aliasing en imágenes sintéticas 463. Generation and detection of media clones 464. Recommendations for Mandatory Online Assessment in Higher Education During the COVID-19 Pandemic 465. Energy-aware automatic tuning on many-core platform via adaptive evolution 466. Wasserstein barycenters are NP-hard to compute 467. Autonomous hybrid solar-heat pump for system heat-cooling in buildings 468. Moving Object Detection Algorithm based on Improved Visual Background Extractor 469. Manufacturing of 3 D Shrouded Impeller of a Centrifugal Compressor on 3D-Printing machine using FDM Technology 470. A Survey of Modeling and Optimization Methods for Multi-Scale Heterogeneous Lattice Structures 471. Impact of computerized tomography scan and three-dimensional printing model for surgical procedure in complex congenital heart disease 472. Poly Scale Space Technique for Feature Extraction in Lip Reading: A New Strategy 473. Assessing Lifecycle Value Using Object-Based Modeling by Incorporating Excess and Changeability 474. A benchmark and evaluation of non-rigid structure from motion 475. Efficient certified defenses against patch attacks on image classifiers 476. Enablers of Augmented Reality in the Food Supply Chain: A Systematic Literature Review 477. Implementation of Violence Detection System using Soft Computing Approach 478. A critical review of emerging technologies for tackling COVID-19 pandemic 479. Neutronics analysis of the stellarator-type fusion-fission hybrid reactor based on the CAD optimization method 480. Inline vector compression for computational physics 481. Stroke-Hover Intent Recognition for Mid-Air Curve Drawing Using Multi-Point Skeletal Trajectories 482. Diving into Three. js 483. A New Neural Network with Genetic Algorithm in Searching Nonlinear Function Extremum 484. Pre-processing of Retinal Images for Removal of Outliers 485. Fast and accurate detection of kiwifruit in orchard using improved YOLOv3-tiny model 486. Spline Curves Formation Given Extreme Derivatives 487. A Complete Bibliography of ACM Transactions on Graphics 488. Good image representations ease the solution of problems 489. An integrated approach for the numerical modeling of severely damaged historic structures: Application to a masonry bridge 490. An online platform for automatic skull defect restoration and cranial implant design 491. The Effectiveness of an Educational Program Based on Pictures and Graphics in Developing Some Spatial and Temporal Concepts among Kindergarten Children. 492. Interpersonal distance in VR: reactions of older adults to the presence of a virtual agent 493. Transformer in transformer 494. IN GRAPHICS 495. Combining heterogeneous digital human simulations: presenting a novel co-simulation approach for incorporating different character animation technologies 496. Classroom misbehaviour management: An SVVR-based training system for preservice teachers 497. The Smith-Robinson Approach to the Subaxial Cervical Spine: A Stepwise Microsurgical Technique Using Volumetric Models From Anatomic Dissections 498. Road Extraction in Mountainous Regions from High-Resolution Images Based on DSDNet And Terrain Optimization 499. Motion induced error reduction methods for phase shifting profilometry: A review 500. Scaffolding spatial ability with augmented reality and virtual reality 501. Attention guided low-light image enhancement with a large scale low-light simulation dataset 502. Lung Cancer Diagnosis from CT Images Based on Local Energy Based Shape Histogram (LESH) Feature Extration and Pre-processing 503. deepsing: Generating sentiment-aware visual stories using cross-modal music translation 504. PENGEOM—A general-purpose geometry package for Monte Carlo simulation of radiation transport in complex material structures (New Version Announcement) 505. 3D Printing Signboard Production Using 3D Modeling Design 506. Molecular Capture: The Animation of Biology 507. Machine learning for biologics: opportunities for protein engineering, developability, and formulation 508. A review of wearable sensors based monitoring with daily physical activity to manage type 2 diabetes. 509. A multi-user collaborative BIM-AR system to support design and construction 510. Strategic features for general games 511. What is the matrix? Cinema, totality, and topophilia 512. Interaction strategies for effective augmented reality geo-visualization: Insights from spatial cognition 513. Challenges and opportunities in biometric security: A survey 514. Emerging BIM-3d-laser scanning integration in construction practice 515. Research on parallel algorithm based on AABB bounding box coordinate chain method 516. Character Recognition 517. Tulipp and ClickCV: How the Future Demands of Computer Vision Can Be Met Using FPGAs 518. Robust global registration of point clouds by closed-form solution in the frequency domain 519. HoloLens and mobile augmented reality in medical and health science education: A randomised controlled trial 520. Deep hough transform for semantic line detection 521. Compartilhando Ambientes Virtuais pelo Interfaceamento das Linguagens VRML e Java 522. Constructing and Mapping a Seabed DTM 523. Google Scholar, Microsoft Academic, Scopus, Dimensions, Web of Science, and OpenCitations’ COCI: a multidisciplinary comparison of coverage via citations 524. Agent-Based Semiology: Optimizing Office Occupation Patterns with Agent-Based Simulations 525. The potential of 360-degree virtual reality videos to teach water-safety skills to children 526. Computational Morphogenesis: Morphologic constructions using polygonal discretizations 527. Characterizing Light-Adapted Pupil Size in the NIR Spectrum 528. Stereolithography 529. Linear Models 530. Consensus and coordination on groups SO(3) and S 3 over constant and state-dependent communication graphs 531. Deep Learning Model for Cell Nuclei Segmentation and Lymphocyte Identification in Whole Slide Histology Images 532. Development of additive manufacturing technology 533. Reference pose generation for long-term visual localization via learned features and view synthesis 534. Method for moving object detection of underwater fish using dynamic video sequence 535. Introduction to simulation methods 536. On the Vertex-oriented Triangle Propagation (VTP) Algorithm: Parallelization and Approximation 537. Homogenized ORB Algorithm Using Dynamic Threshold and Improved Quadtree 538. Generative adversarial network: An overview of theory and applications 539. Monocular 3D reconstruction of sail flying shape using passive markers 540. Interpretable machine learning: Fundamental principles and 10 grand challenges 541. Mesh Denoising via Adaptive Consistent Neighborhood 542. A Deep Residual U-Type Network for Semantic Segmentation of Orchard Environments 543. Non-rigid registration of point clouds using landmarks and stochastic neighbor embedding 544. Generalized spectral clustering via Gromov-Wasserstein learning 545. Multiple wavefront manipulation through matrix algebra 546. Object-Level Semantic Map Construction for Dynamic Scenes 547. 3-D virtual design and microstructural modeling of asphalt mixture based on a digital aggregate library 548. Appendix {The R-tree in Procol 549. Using the deep neural networks for normal and abnormal situation recognition in the automatic access monitoring and control system of vehicles 550. Low-Illumination Image Enhancement in the Space Environment Based on the DC-WGAN Algorithm 551. Combining 3D Structured Light Imaging and Spine X-ray Data Improves Visualization of the Spinous Lines in the Scoliotic Spine 552. Image segmentation using deep learning: A survey 553. waLBerla: A block-structured high-performance framework for multiphysics simulations 554. Efficient multi-level lung cancer prediction model using support vector machine classifier 555. Accurate disease detection quantification of iris based retinal images using random implication image classifier technique 556. Effects of Visual Cues on Distance Perception in Virtual Environments Based on Object Identification and Visually Guided Action 557. Bridge Inspection with Aerial Robots: Automating the Entire Pipeline of Visual Data Capture, 3D Mapping, Defect Detection, Analysis, and Reporting 558. Computers as assistants: A new generation of support systems 559. Edu-Escape Rooms 560. CSGAN: Cyclic-synthesized generative adversarial networks for image-to-image transformation 561. Blurred Vision 562. Using Opinion Mining as an educational analytic: An integrated strategy for the analysis of students’ feedback 563. Generative adversarial networks for image and video synthesis: Algorithms and applications 564. Employment inequality: Why do the low-skilled work less now? 565. From Sketches to Morphing: New Geometric Views on the Epistemological Role of Drawing 566. Augmented Reality in Orthopedic Practice and Education 567. Develop Technology Based Multimedia For Indonesian Teachers 568. Mathematical variable detection in scientific document images 569. KROMDRAAI 570. Weakly Supervised Multi-Object Tracking and Segmentation 571. Automatic 3D building reconstruction from multi-view aerial images with deep learning 572. Anforderungen und Konzeption einer Plattform zur Visualisierung von Geoobjekten mit Mobiler Augmented Reality 573. Tile selection method based on error minimization for photomosaic image creation 574. Edge missing image inpainting with compression–decompression network in low similarity images 575. Summary of the SciTech 2020 Technical Panel on In Situ/In Transit Computational Environments for Visualization and Data Analytics 576. Depth range reduction for 3D range geometry compression 577. The MVTec anomaly detection dataset: a comprehensive real-world dataset for unsupervised anomaly detection 578. Subjective and no-reference quality metric of domain independent images and videos 579. Quaternion, octonion to dodecanion manifold: Stereographic projections from infinity lead to a self-operating mathematical universe 580. Computer-aided drug design 581. A Penalization Method for Eulerian Droplet Impingement Simulations towards Icing Applications 582. Virtual Reality as a Tool to Study the Influence of the Eating Environment on Eating Behavior: A Feasibility Study 583. Feature-Driven Viewpoint Placement for Model-Based Surface Inspection 584. Coordinate descent optimization for one-to-one correspondence and supervised classification of 3D shapes 585. Behavior Change in Response to Subreddit Bans and External Events 586. The Automatic Recognition of Ceramics from Only One Photo: The ArchAIDE App 587. Atomic force microscopy studies of enamel, inner enamel, dentin, and cementum in canine teeth 588. Research on image inpainting algorithm of improved GAN based on two-discriminations networks 589. The Mechanics of Technology and Digital 590. Improving the Accuracy of the Fast Inverse Square Root by Modifying Newton–Raphson Corrections 591. Fast aircraft separation calculations for gradient based optimization of airspace simulations. 592. DOCUMENT VS. MODEL BASED DIGITAL DESIGN PROCESS 593. Analysis of MRI Image Compression Using Compressive Sensing 594. The creation and detection of deepfakes: A survey 595. What We Can’t Measure, We Can’t Understand: Challenges to Demographic Data Procurement in the Pursuit of Fairness 596. WormPose: Image synthesis and convolutional networks for pose estimation in C. elegans 597. A Computational Intelligence Perspective on Multimodal Image Registration for Unmanned Aerial Vehicles (UAVs) 598. Singularity Structure Simplification of Hexahedral Meshes via Weighted Ranking 599. Nearest Neighbors via a Hybrid Approach in Large Datasets: A Speed up 600. Report 6 of Board of Trustees to House of Delegates: Implementation of future of dentistry recommendations 601. The Application of Aesthetic Variables of Digital Glitch Art for Textile Printing Hanging Designs 602. Structure-aware 3D reconstruction for cable-stayed bridges: A learning-based method 603. Side-scan Sonar and Sub-bottom Profiler Surveying 604. Relative Navigation of Uncooperative Space Bodies 605. Weather daily data approximation using point adaptive ellipsoidal neighborhood in scattered data interpolation methods 606. An Improved Method for Face Recognition with Incremental Approach in Illumination Invariant Conditions 607. Determining Real-Time Patterns of Lightning Strikes from Sensor Observations 608. The architecture of computer hardware, systems software, and networking: An information technology approach 609. Fully convolutional neural networks for raw eye tracking data segmentation, generation, and reconstruction 610. of the proposed paper: Improvement of Quadric Surfaces Es-timation of Manufactured Objects. 611. Uses of Chaos Theory and Fractal Geometry in Fiction 612. Rotation-based finite elements: reference-configuration geometry and motion description 613. Lesion Image Generation Using Conditional GAN for Metastatic Liver Cancer Detection 614. Smart Operation and Maintenance Platform of Protection Relay Based on Mobile Sensing and Big Data 615. Automated Reconstruction of Parametric BIM for Bridge Based on Terrestrial Laser Scanning Data 616. Description of Transport Tunnel in Haloalkane Dehalogenase Variant LinB D147C+ L177C from Sphingobium japonicum 617. Vpr-bench: An open-source visual place recognition evaluation framework with quantifiable viewpoint and appearance change 618. A shape-preserving variant of Lane-Riesenfeld algorithm 619. BREAST CANCER DIAGNOSIS BASED ON K-NEAREST NEIGHBORS: A REVIEW 620. B ezier curves and surfaces 621. Multi-modal motion-capture-based biometric systems for emergency response and patient rehabilitation 622. Deep semantic segmentation of natural and medical images: A review 623. IVCam: Rendering with Real-Lens Optics 624. Image Display and Printing 625. THE EFFECTIVENESS OF ONLINE MATHEMATICS LEARNING ON STUDENTS’COMMUNICATION SKILLS AND STUDENTS’MATHEMATICAL PROBLEM … 626. Cvt: Introducing convolutions to vision transformers 627. Kinesthetic Metaphors for Precise Spatial Manipulation: A Study of Object Rotation 628. Assessment of unsteady flow predictions using hybrid deep learning based reduced-order models 629. Few-shot linguistic grounding of visual attributes and relations using gaussian kernels 630. LEO Object’s Light-Curve Acquisition System and Their Inversion for Attitude Reconstruction 631. Offline Handwritten Mathematical Expression Evaluator Using Convolutional Neural Network 632. Les Objets Abstraits de Dialogue: un nouveau regard sur PAC-AMODEUS 633. A Study on Basis Functions of the Parameterized Level Set Method for Topology Optimization of Continuums 634. Software for Additive Manufacturing 635. Strain effects on band structure and Dirac nodal-line morphology of ZrSiSe 636. Real-Time Computer Vision-Based Bangla Vehicle License Plate Recognition using Contour Analysis and Prediction Algorithm 637. Hydrologic Modelling of Flash Floods and Their Effects 638. Incorporating Virtual Reality Technology in Safety Training Solution for Construction Site of Urban Cities 639. Demographic bias in presentation attack detection of iris recognition systems 640. A review for Tone-mapping Operators on Wide Dynamic Range Image 641. An efficient computational framework for naval shape design and optimization problems by means of data-driven reduced order modeling techniques 642. Towards causal representation learning 643. Syndistnet: Self-supervised monocular fisheye camera distance estimation synergized with semantic segmentation for autonomous driving 644. Single image 3D object reconstruction based on deep learning: A review 645. Induced fractality 646. Geometric back-projection network for point cloud classification 647. Balasubramanian Raman 648. Performance Optimization of MANET Networks through Routing Protocol Analysis 649. Synthetic humans for action recognition from unseen viewpoints 650. Face Recognition using Color and Edge Orientation Difference Histogram 651. Virtual reality and augmented reality in social learning spaces: A literature review 652. Single image dehazing via atmospheric scattering model-based image fusion 653. Proxemics and Social Interactions in an Instrumented Virtual Reality Workshop 654. DimLift: Interactive Hierarchical Data Exploration through Dimensional Bundling 655. Implementation of the Pipeline Network Virtual Reality System 656. Privacy preserving distributed machine learning with federated learning 657. Online mobility tracking against evolving maritime trajectories 658. Semantic Segmentation-Based Image Inpainting Detection 659. Use of machine learning and data analytics to detect downhole abnormalities while drilling horizontal wells, with real case study 660. Feature recognition method for similar key points of human face based on adaptive median filter 661. Content-Based Retrieval 662. Clinical thinking via electronic note templates: Who benefits? 663. Skeleton-Based Emotion Recognition Based on Two-Stream Self-Attention Enhanced Spatial-Temporal Graph Convolutional Network 664. A Plausible Description of Continuum Material Behavior Derived by Swarm Robot Flocking Rules 665. Hardware acceleration of multibody simulations for real-time embedded applications 666. Keynote Address: The design of TEX and mEtaFoNt: A retrospective 667. DPNet: Detail-preserving network for high quality monocular depth estimation 668. Advancing Computing’s Foundation of US Industry & Society 669. Understanding adversarial attacks on deep learning based medical image analysis systems 670. Modeling and implementation of a digital twin of material flows based on physics simulation 671. Robustness Gym: Unifying the NLP Evaluation Landscape 672. The Convergence: Entrepreneurial Essence 673. An efficient radiation analysis approach through compressive model for laser driven inertial confinement fusion 674. Improving Deep Interactive Evolution with a Style-Based Generator for Artistic Expression and Creative Exploration 675. Polytope-based tolerance analysis with consideration of form defects and surface deformations 676. A bibliometric analysis of topic modelling studies (2000–2017) 677. A novel multi-scale fusion framework for detail-preserving low-light image enhancement 678. Analysis of Dynamic Scheduling Algorithm for Reconfigurable Architecture 679. Roman Model-Books as a Resource for Digital Architectural Reconstructions 680. Overlapping Community Detection in Temporal Text Networks 681. Transpathology: molecular imaging-based pathology 682. Mapper Interactive: A scalable, extendable, and interactive toolbox for the visual exploration of high-dimensional data 683. Cross-modality deep feature learning for brain tumor segmentation 684. Oppgavens tittel (norsk) 685. Scaling up visual and vision-language representation learning with noisy text supervision 686. Learning occlusion-aware view synthesis for light fields 687. Vie artificielle et Synthèse d’images: Etude des mécanismes évolutionnistes pour la synthèse de formes et de comportements 688. Deep learning based classification of facial dermatological disorders 689. Measuring hub locations in time-evolving spatial interaction networks based on explicit spatiotemporal coupling and group centrality 690. Towards blood flow in the virtual human: efficient self-coupling of HemeLB 691. Interdisciplinary Evolution of the Machine Brain 692. Effects of Infographics on Developing Computer Knowledge, Skills and Achievement Motivation among Hail University Students. 693. Implementing Virtual Reality technology for safety training in the precast/prestressed concrete industry 694. Present Situation and Development Prospect of the Digital Orchard Technology 695. Audio-augmented arboreality: wildflowers and language 696. Ameliorated Face and Iris Recognition Using Deep Convolutional Networks 697. Deep learning-based object detection, localisation and tracking for smart wheelchair healthcare mobility 698. A facial expression recognition model using hybrid feature selection and support vector machines 699. Virtual Reality as a Tool to Study the Influence of the Eating Environment on Eating Behavior: A Feasibility Study. Foods 2021, 10, 89 700. Low-light image enhancement via layer decomposition and optimization 701. Coreference Resolution in Research Papers from Multiple Domains 702. Image-Based Lunar Terrain Relative Navigation Without a Map: Measurements 703. Transformation-induced plasticity in omega titanium 704. Unbox the black-box for the medical explainable ai via multi-modal and multi-centre data fusion: A mini-review, two showcases and beyond 705. Unstructured Mesh–Based Neutronics and Thermomechanics Coupled Steady-State Analysis on Advanced Three-Dimensional Fuel Elements with Monte Carlo Code … 706. Interdisciplinary Entrepreneurship Education: Exploring 10-Year Trends in Student Enrollment, Interest and Motivation 707. Functional-realistic CT image super-resolution for early-stage pulmonary nodule detection 708. Analysis of world and domestic experience in the use of XML schemas in the implementation of information interaction during maintaining the information model of a … 709. Skin diseases classification method based on SE-Inception-v4 convolutional neural network 710. Morphological extreme learning machines applied to the detection and classification of mammary lesions 711. Decreasing Surface Roughness of Microchannels CO2 Laser Cut into Polystyrene (PS) to Produce Microfluidic Chips by Optimizing Operating Parameters. 712. An exploration of embodied visual exploration 713. Compact joints encoding for skeleton-based dynamic hand gesture recognition 714. Mollified finite element approximants of arbitrary order and smoothness 715. New Work in the Automotive Industry 716. Computer Vision–Based Estimation of Flood Depth in Flooded-Vehicle Images 717. Development and assessment of CootVR, a virtual reality computer program for model building 718. DEMANDE D’HABILITATION 719. What every engineer should know about practical CAD/CAM Applications 720. A Study on Intelligent Manufacturing Industrial Internet for Injection Molding Industry Based on Digital Twin 721. Research on edge computing technology of Internet of Things based on intelligent and environmental protection 722. A method of calculating the leafstalk angle of the soybean canopy based on 3D point clouds 723. A two-stage Chinese text summarization algorithm using keyword information and adversarial learning 724. TRex, a fast multi-animal tracking system with markerless identification, and 2D estimation of posture and visual fields 725. Low-budget real-time pose estimation method for personal physical exercise assistant 726. Visually augmented analysis of socio-technical networks in engineering systems design research 727. Region of interest selection for functional features 728. Unsupervised learning predicts human perception and misperception of gloss 729. Pathobiology of marine and estuarine organisms 730. Deep learning-based super-resolution images for synchronous measurement of temperature and deformation at elevated temperature 731. New insight into multilevel local refinement in adaptive isogeometric analysis 732. Thermal Analysis Technology 733. A Complete Bibliography of Publications in International Journal of Image and Graphics 734. Nonisometric Surface Registration via Conformal Laplace–Beltrami Basis Pursuit 735. Accounting and Internal Control Systems Evaluation and Audit Quality 736. Shadow Separation of Pavement Images Based on Morphological Component Analysis 737. Association between tDCS computational modeling and clinical outcomes in depression: data from the ELECT-TDCS trial 738. A novel pipeline leveraging surface-based features of small subcortical structures to classify individuals with autism spectrum disorder 739. Privacy Preserving Domain Adaptation for Semantic Segmentation of Medical Images 740. One vs Previous and Similar Classes Learning–A Comparative Study 741. Study of Mechanized Recognition of Driver’s Smartphone Exploiting Common Vehicle-Riding Actions 742. Real-Time Plane Detection with Consistency from Point Cloud Sequences 743. Developing CAD tools to determine optimal dimensions of thin-crusted weirs 744. A Method of Speech Signal Analysis Using Multi-level Wavelet Transform 745. From the Immediacy of the Cybermedia to the Need for Slow Journalism: Experiences from Ibero-America 746. Analysis of using blockchain to protect the privacy of drone big data 747. Virtual LEGO 748. The trends and outcomes of flipped learning research between 2012 and 2018: A descriptive content analysis 749. A Smart Home Control Prototype Using a P300-Based Brain–Computer Interface for Post-stroke Patients 750. Confocal laser scanning and 3D reconstruction methods for the subsurface damage of polished optics

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81+ Computer Graphics Mini Project Topics [Updated]

Computer Graphics Mini Project Topics

Welcome, students, to the fascinating world of computer graphics! As you journey through your studies, you’ll soon realize the importance of hands-on experience in this dynamic field. Mini projects offer an excellent opportunity to apply what you’ve learned and unleash your creativity. But choosing the right topic can be an uphill task. Fear not! In this blog, we’ll delve into various exciting computer graphics mini project topics tailored just for you.

Fundamentals of Computer Graphics

Table of Contents

Before we dive into project ideas, let’s brush up on the basics. Computer graphics is all about creating and manipulating visual content using computers. Whether it’s drawing a simple line or rendering a complex 3D scene, understanding fundamental concepts like pixels, vectors, and rendering techniques is crucial.

What Is The Criteria for Selecting Mini Project Topics?

  • Relevance to Course Objectives: Choose a topic that aligns with the learning goals and objectives of your course or curriculum.
  • Scope and Complexity: Select a topic that is neither too simple nor too complex, ensuring it is suitable for the time and resources available for the project.
  • Availability of Resources and Tools: Consider the availability of necessary resources, such as software, hardware, and datasets, to successfully implement the project.
  • Potential for Innovation and Creativity: Opt for a topic that allows room for creativity and innovation, encouraging you to explore new ideas and techniques.
  • Personal Interest and Motivation: Pick a topic that genuinely interests you and motivates you to dive deeper into the subject matter, enhancing your learning experience and project outcome.

81+ Computer Graphics Mini Project Topics: Category Wise

2d graphics projects.

  • Image Editing Application: Develop a software for basic image editing tasks like cropping, resizing, and applying filters.
  • Drawing and Painting Software: Create a digital canvas with drawing and painting tools, allowing users to unleash their creativity.
  • Pixel Art Generator: Design a tool that generates pixel art based on user input, exploring algorithms for pixel manipulation.
  • Graph Plotting Tool: Build a software for plotting mathematical functions and visualizing data in 2D space.
  • Text Editor with Font Effects: Develop a text editor with advanced font effects like shadow, gradient, and reflection.

3D Graphics Projects

  • 3D Modeling and Animation of a Character: Model and animate a 3D character using software like Blender, exploring rigging and animation techniques.
  • Virtual Reality Environment: Create an immersive VR environment using Unity or Unreal Engine, integrating VR interactions and spatial audio.
  • Architectural Visualization Tool: Design a tool for architects to visualize building designs in 3D, incorporating lighting simulation and material customization.
  • Simulation of Physics-based Effects: Develop a simulation of physics-based effects like fluid dynamics or cloth simulation, exploring computational methods.
  • Interactive Game Development: Embark on game development journey, creating an interactive 3D game with Unity or Godot Engine.

Hybrid Projects (Combination of 2D and 3D)

  • Augmented Reality Application: Build an AR app that overlays digital content onto the real world, leveraging ARKit or ARCore.
  • Medical Imaging Software: Develop a software tool for medical imaging analysis and visualization, aiding in diagnosis and research.
  • Educational Software for Geometry and Trigonometry: Create an interactive educational software to visualize geometric concepts and trigonometric functions.
  • Visualizing Mathematical Functions: Design a tool for visualizing mathematical functions in 2D and 3D space, aiding in mathematical exploration.
  • Multimedia Presentation Tool: Develop a tool for creating multimedia presentations with text, images, videos, and animations, enhancing communication.

Animation Projects

  • Stop Motion Animation: Create a stop motion animation using physical objects and capture frames using a camera or smartphone.
  • Motion Graphics Design: Design animated graphics for video intros, transitions, or advertisements using software like After Effects.
  • Character Rigging and Animation: Rig and animate a character for use in games, films, or interactive media projects.
  • Kinetic Typography: Design animated text sequences that visually convey meaning and emotion, often used in film titles or advertising.
  • Fluid Simulation: Develop a simulation of fluid dynamics, such as water or smoke, using techniques like particle systems or computational fluid dynamics (CFD).

Visualization Projects

  • Data Visualization: Create interactive visualizations of datasets using tools like D3.js or Tableau, helping to uncover insights and trends.
  • Geographic Information Systems (GIS): Build a GIS application for visualizing and analyzing spatial data, such as maps, satellite imagery, and geographic features.
  • Network Visualization: Visualize complex networks, such as social networks or computer networks, to analyze connectivity and relationships.
  • Scientific Visualization: Develop visualizations of scientific data, such as simulations or experimental results, to aid in understanding complex phenomena.
  • Information Graphics: Design informative graphics, such as infographics or data dashboards, to present information in a clear and engaging way.

Rendering Projects

  • Ray Tracing Renderer: Implement a ray tracing renderer to generate photorealistic images by simulating the physics of light.
  • Real-Time Rendering Engine: Develop a real-time rendering engine for interactive applications like games or virtual reality experiences.
  • Global Illumination: Explore techniques for simulating global illumination effects, such as indirect lighting and reflections, in computer graphics scenes.
  • Shading and Texturing: Experiment with shading models and texture mapping techniques to enhance the visual realism of rendered images.
  • Non-Photorealistic Rendering (NPR): Create stylized or artistic renderings of 3D scenes using NPR techniques like cel shading or watercolor rendering.

Interactive Media Projects

  • Interactive Storytelling: Create an interactive narrative experience where users make choices that influence the outcome of the story.
  • Virtual Tour Application: Develop a virtual tour application for exploring real-world or fictional environments in immersive 3D.
  • Interactive Art Installation: Design an interactive art installation that responds to user input or environmental stimuli using sensors or computer vision.
  • Gesture-Based Interface: Build an interface that allows users to interact with digital content using gestures, such as hand movements or gestures captured by a camera.
  • Holographic Display: Experiment with holographic display technologies to create interactive holographic projections or displays.

Computer Vision Projects

  • Object Detection and Recognition: Develop a system for detecting and recognizing objects in images or video streams using techniques like deep learning.
  • Facial Recognition: Create a facial recognition system for identifying individuals in images or video footage, exploring facial feature extraction and matching algorithms.
  • Augmented Reality Filters: Design augmented reality filters for social media platforms or mobile applications, overlaying digital effects onto live camera feeds.
  • Optical Character Recognition (OCR): Build a system for automatically extracting text from images or documents using OCR techniques.
  • Gesture Recognition: Develop a system for recognizing and interpreting gestures made by users, such as hand gestures or body movements.

Graphics Hardware Projects

  • GPU Programming: Learn parallel programming techniques for GPUs ( Graphics Processing Units ) to accelerate graphics and compute-intensive tasks.
  • Graphics Pipeline Optimization: Optimize the rendering pipeline to improve performance and efficiency in real-time graphics applications.
  • Shader Development: Experiment with shader programming to create custom visual effects and rendering techniques in graphics applications.
  • Graphics Driver Development: Explore the internals of graphics drivers and develop custom drivers or driver extensions for specific hardware platforms.
  • Embedded Graphics Systems: Develop graphics applications for embedded systems, such as smartphones, tablets, or IoT devices, optimizing for resource-constrained environments.

Artificial Intelligence Projects

  • Procedural Content Generation: Use AI techniques to generate procedural content for games, such as terrain, levels, or game assets.
  • Generative Adversarial Networks (GANs): Train GAN models to generate realistic images or videos, exploring applications in image synthesis and editing.
  • Style Transfer: Apply style transfer algorithms to transform images or videos into artistic styles inspired by famous artworks or photographs.
  • Deep Learning for Graphics: Explore applications of deep learning in computer graphics, such as image generation, super-resolution, or denoising.
  • Reinforcement Learning for Game AI: Develop intelligent game agents using reinforcement learning algorithms to learn and adapt to complex game environments.

Art and Design Projects

  • Digital Sculpting: Sculpt digital models using sculpting software like ZBrush or Blender, exploring techniques for modeling organic shapes and forms.
  • Concept Art and Illustration: Create concept art and illustrations for games, films, or animation projects, developing visual storytelling skills.
  • Character Design: Design characters for games, animation, or comics, focusing on personality, anatomy, and visual appeal.
  • Environmental Design: Design immersive environments for games or virtual reality experiences, considering atmosphere, scale, and architectural details.
  • Motion Capture and Animation: Record motion capture data to animate characters or creatures realistically, integrating motion capture with digital animation pipelines.

Game Development Projects

  • 2D Platformer Game: Develop a classic 2D platformer game with mechanics like jumping, running, and collecting items, using game engines like Unity or Godot.
  • Puzzle Game: Create a puzzle game with challenging puzzles and mechanics that engage players’ problem-solving skills and creativity.
  • Tower Defense Game: Design a tower defense game where players build and upgrade towers to defend against waves of enemies, balancing strategy and action.
  • Role-Playing Game (RPG): Develop an RPG with rich storytelling, character customization, and exploration elements, immersing players in a fantasy world.
  • Multiplayer Online Game: Create a multiplayer online game with features like networking, matchmaking, and real-time interactions, enabling players to compete or collaborate with others online.

Simulation Projects

  • Vehicle Simulation: Simulate the behavior of vehicles in various environments, exploring physics-based simulation techniques for handling and dynamics.
  • Flight Simulation: Develop a flight simulator for aircraft, exploring aerodynamics, navigation, and control systems.
  • Weather Simulation: Simulate weather phenomena like rain, snow, or wind, exploring fluid dynamics and atmospheric physics.
  • Crowd Simulation: Simulate crowds of virtual characters or agents in complex environments, studying crowd behavior and interactions.
  • Eco-system Simulation: Simulate ecological systems and interactions between species, exploring concepts like population dynamics and biodiversity.

Audio and Music Projects

  • Sound Synthesis: Generate and manipulate sound waves using synthesis techniques such as subtractive synthesis or frequency modulation (FM).
  • Music Visualizer: Create a music visualizer that generates animated visuals in response to audio input, synchronizing graphics with music beats and frequencies.
  • Interactive Music Composition: Develop a software tool for interactive music composition, allowing users to create music through graphical interfaces or algorithms.
  • Audio Effects Processor: Build an audio effects processor that applies real-time audio effects like reverb, delay, or distortion to incoming audio signals.
  • Speech Synthesis: Implement text-to-speech (TTS) synthesis algorithms to generate human-like speech from written text, exploring natural language processing (NLP) techniques.

Web-based Graphics Projects

  • WebGL Applications: Create interactive 3D graphics applications for the web using WebGL, leveraging the power of hardware-accelerated rendering in modern web browsers.
  • Interactive Data Visualization: Develop web-based data visualization dashboards or applications using libraries like D3.js or Three.js.
  • WebGL Games: Design and develop WebGL-based games that run directly in web browsers, reaching a wide audience without the need for installation or downloads.
  • Web Animation: Create animated web content using CSS animations, SVG animations, or JavaScript-based animation libraries like GreenSock (GSAP).
  • Web-based Augmented Reality: Explore web-based augmented reality (AR) experiences using technologies like WebXR, allowing users to access AR content directly through web browsers on mobile devices or AR-enabled devices.

Mobile Graphics Projects

  • Mobile Game Development: Develop mobile games for iOS or Android platforms using game engines like Unity, Unreal Engine, or Godot Engine.
  • Augmented Reality Apps: Create augmented reality (AR) applications for mobile devices using ARKit (for iOS) or ARCore (for Android), overlaying digital content onto the real world.
  • Photo Editing Apps: Design and develop photo editing applications for mobile devices, allowing users to edit and enhance photos using filters, effects, and editing tools.
  • Virtual Try-On Apps: Build virtual try-on applications for fashion or cosmetics, allowing users to visualize how products look on themselves using augmented reality.
  • Educational Apps: Develop interactive educational applications for mobile devices, covering topics such as math, science, history, or languages through engaging graphics and animations.

Open-source Graphics Projects

  • Contribution to Open-source Graphics Software: Contribute code, documentation, or bug fixes to open-source graphics software projects like Blender, GIMP, or Inkscape.
  • Open-source Game Development: Join open-source game development communities and contribute to projects like Godot Engine, Tuxemon, or 0 A.D.
  • Graphics Libraries and Frameworks: Explore and contribute to graphics libraries and frameworks like OpenGL, Vulkan, or DirectX, helping to improve performance, compatibility, and features.
  • Graphics Demos and Examples: Create graphics demos and examples showcasing the capabilities of graphics libraries and frameworks, providing inspiration and learning resources for others.
  • Graphics Tutorials and Documentation: Write tutorials, guides, or documentation for graphics programming topics, helping beginners learn and understand graphics concepts and techniques.

Tips for Successful Implementation

  • Planning and organization: Divide your project into smaller, easier tasks and set a schedule for when each task should be done.
  • Regular progress tracking: Check how far you’ve come in your project regularly and make changes if you need to so you can keep moving forward.
  • Collaboration and teamwork: Consider collaborating with classmates or seeking guidance from teachers and mentors.
  • Testing and debugging: Test your project thoroughly to identify and fix any bugs or errors.
  • Documentation and presentation: Document your project’s development process and prepare a presentation to showcase your work to others.

Students, the world of computer graphics is brimming with endless possibilities. Whether you’re passionate about art, gaming, or technology, there’s a mini project topic waiting for you.

Remember to choose the best computer graphics mini project topics that excite you and challenge you to grow. With dedication and creativity, you’ll bring your ideas to life and make your mark in the world of computer graphics. Happy coding!

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100+ Computer Science Presentation Topics (Updated)

Published by admin on january 13, 2019 january 13, 2019.

This is a list of computer science Presentation Topics for students and professionals. These updated topics can be used for PowerPoint Paper presentation, Poster Presentation, classroom ppt presentation, seminars, seminars, webinars and conferences. etc. These presentation topics will be beneficial for students of Engineering and management courses such as BE Computer science, B Tech IT, MCA, BCA and MBA.

Below is the list of Best Computer Science Presentation Topics.

Artificial intelligence

Advanced Research Projects Agency Network (ARPANET)

AI & critical systems

Quantum Computing

Arithmetic logic unit (ALU)

Accelerated Graphics Port (often shortened to AGP)

ATX (Advanced Technology eXtended)

Sixth Sense Technology: Concept VS. Reality

BASIC – Beginner’s All-purpose Symbolic Instruction Code

Foldable Phones: Future of Mobiles

Basic computer skills

Blu-ray Disc

Cloud computing

CD-ROM (compact disc read-only memory)

Machine Learning

Cellular architecture

Central Processing Unit (CPU)

Cloud Print for Android

Chip (integrated circuit)

Computer multitasking

Cloud computing applications

Cloud computing basics

Cloud Printing for Windows

Computer architectures

Edge Computing

Computer Diagnostic Softwares

Computer form factor

Computer hardware troubleshooting

Cyber Security: New Challenges

Computer Networks

Computer software programs

Computer tracking software

The world of Blockchain

Conventional Binary Numbering System

Conventional PCI (PCI is an initialism formed from Peripheral Component Interconnect

DASD (Direct Access Storage Device)

Internet of Things (IoT)

Desktop Computers

Digital Visual Interface (DVI)

Transparent Display: Concept Vs Reality

DIMM – DIMM which means (dual in-line memory module)

DisplayPort

DNA computers

DVD (Digital Video Disc or Digital Versatile Disc)

Dynamic random-access memory (DRAM)

EEPROM (E2PROM) – Electrically Erasable Programmable Read-Only Memory

Electronic Delay Storage Automatic Calculator (EDSAC)

Embedded computers

Google cloud computing

EPROM – An EPROM (rarely EROM), or erasable programmable read-only Memory

Evolution of Computers

Expansion card (expansion board, adapter card or accessory card)

ExpressCard

FDDI – Fiber Distributed Data Interface

Intelligent Apps

Flash Memory

Graphics processors

Google Glass: Future of Computers!

Hard disk drive (HDD)

Harvard Architecture vs Von Neumann architecture

HDMI (High-Definition Multimedia Interface)

Standardization of web

Image scanner

Input and output devices (collectively termed I/O)

Type C port: The Gamechanger

IOPS (Input/Output Operations Per Second, pronounced eye-ops)

Latest Computer Technologies

Latest Trends in Computer Science

Mainframe computers

Manchester Small-Scale Experimental Machine (SSEM or “Baby”)

Mechanical Analog Computers

Mini-VGA connectors

Motherboard – the central printed circuit board (PCB)

Multiprocessing

Network Topologies

Neural computers

Non-Uniform Memory Access (NUMA) computers

Non-volatile memory

Neuralink: The brain’s magical future

Non-volatile random-access memory

Operating system (OS)

Optical computers

Optical disc drive

Optical disc drive (ODD)

Palmtop computer

Neuralink: Next Big Tech?

PCI Express (Peripheral Component Interconnect Express)

PCI-X, short for PCI-eXtended

Personal Computers (PC)

Personal Digital Assistant (PDA)

Photolithographed semiconductors

Programmable read-only memory (PROM)

Programming language

PSU (power supply unit)

Quantum computer vs Chemical computer

RAID (redundant array of independent disks)

Random-access memory or RAM

Read-only memory or ROM

Register machine vs Stack machine

Remote computer access

Scalar processor vs Vector processor

SIMM, or single in-line memory module

Solid State Drive (SSD)

Spintronics based computer

Static random-access memory (SRAM)

Super Computers

Synchronous dynamic random access memory (SDRAM)

Teleprinter

Ternary computers

Video Graphics Array (VGA) connector

Wearable computer

Virtual Reality

This is all about latest and best presentation topics for computer science and applications studies.

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Browse Course Material

Course info, instructors.

  • Prof. Wojciech Matusik
  • Prof. Frédo Durand

Departments

  • Electrical Engineering and Computer Science

As Taught In

  • Algorithms and Data Structures
  • Graphics and Visualization
  • Programming Languages

Learning Resource Types

Computer graphics, lecture notes.

LEC # TOPICS
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19 Image-Based Rendering and Lighting (Lecture notes not available)
20 Output Devices (Lecture notes not available)
21
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24 Graphics Hardware and Computer Games (Lecture notes not available)

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Introduction to Computer Graphics

(3 reviews)

topic for presentation in computer graphics

David J. Eck, Hobart and William Smith Colleges

Copyright Year: 2016

Publisher: David J. Eck

Language: English

Formats Available

Conditions of use.

Attribution-NonCommercial-ShareAlike

Learn more about reviews.

Reviewed by Marietta Cameron, Associate Professor, University of North Carolina Asheville on 2/1/18

The author intentionally and most understandably designed this text to present material for a one semester undergraduate course. Thus the topic coverage is a subset of material typically presented in texts addressing computer graphics. I... read more

Comprehensiveness rating: 3 see less

The author intentionally and most understandably designed this text to present material for a one semester undergraduate course. Thus the topic coverage is a subset of material typically presented in texts addressing computer graphics. I appreciate the implementations in Java, C, and JavaScript. Since the OpenSource 3D animation software Blender with its python interface is presented, maybe later editions of this text will include implementations in python. The hyperlinked terms and the demos embedded in the text’s online version enhance student learning. I respectfully disagree with the author’s decision to present foundational concepts with the much older OpenGL 1.1 and glut when he could do the same with OpenGL 4.5( or later) and freeglut. I also think that students would find chapter exercises helpful.

Content Accuracy rating: 4

This book's content is accurate with a few typos.

Relevance/Longevity rating: 2

As I have already mentioned, I strongly suggest the author drop all references to OpenGL 1.1 except in a section on the history of OpenGL. I agree that geometric modeling, transformations, color, lighting, textures, animation are fundamental but students (and industry) seem to ignore academics who present any ideas with what they (students and industry experts) perceive as outdated technologies.

Clarity rating: 5

The text is as clear as its "commercially available" counterparts.

Consistency rating: 4

The text is mostly consistent in terms of terminology and framework. A minor complaint is the occasional tense switch between first person singular and first person plural.

Modularity rating: 4

The text is written with an approach in mind....the topics can be rearranged with moderate effort.

Organization/Structure/Flow rating: 5

The organization is understandable, logical, and clear.

Interface rating: 3

It would be helpful if all figures and demos were numbered and labeled. Maybe later editions could include interactive exercises that would assess student understanding.

Grammatical Errors rating: 5

A few typos but nothing glaring.

Cultural Relevance rating: 3

This text avoids cultural references. Maybe it could offer more references to graphical software, games, animations, and special interest groups such as ACM SIGGRAPH, SIGCHI, and IGDA (International Game Developers Association).

I would include this text as a supplemental resource to for my students.

topic for presentation in computer graphics

Reviewed by Jong Kwan Lee, Associate Professor, Bowling Green State University on 2/1/18

The contents of the book cover many topics in computer graphics that should be enough for an introductory level computer graphics course. However, some contents might need a little more explanation (e.g., Bezier curves) and I would like it to... read more

Comprehensiveness rating: 4 see less

The contents of the book cover many topics in computer graphics that should be enough for an introductory level computer graphics course. However, some contents might need a little more explanation (e.g., Bezier curves) and I would like it to include a coverage in clipping algorithms.

Content Accuracy rating: 5

The contents of the book seem very accurate. There are a variety of computer graphics topics covered, some more in details than others, with simple examples and interactive demos and these seem to be accurate.

Relevance/Longevity rating: 4

The book primary covers the basics in computer graphics. While some contents are not the most up-to-date materials, they are very adequate for introductory level computer graphics courses. I would personally use a different platform than Java in a computer graphics course, but the contents can be adapted to others.

Clarity rating: 4

Most of the contents are clear and adequate for a computer graphics textbook. However, there are a couple of topics that I would have like it to cover more in depth so that it might be easier for students to understand the topics.

Consistency rating: 5

The author presented the contents very consistently. The same approach is used to explain various computer graphics topics.

Modularity rating: 5

The took is easily and readily divisible into smaller reading sections. For example, I would cover some subsections from different chapters with other subsections and the book contents seem to be modular to do so.

Organization/Structure/Flow rating: 4

In general, I like the organization so that the contents are introduced in a logical way. However, there were a couple of sub-topics that could be combined with other sub-topics if I were to teach a computer graphics course with the book.

Interface rating: 5

There was no interface issue I could find. Links and demos that I checked all work properly.

No grammar mistake was found.

Cultural Relevance rating: 5

I don't think this question is related to the contents of the book. But the book had no issue for the point.

The book covers both 2D and 3D computer graphics topics with examples and demos. It should be a good textbook for an introductory level computer graphics book.

Reviewed by Brian Barsky, Professor of Computer Science, University of California, Berkeley on 2/1/18

This book is a guide for how write graphics programs using OpenGL and WebGL. It does not provide a an explanation of the concepts, methods, mathematics, physics algorithms, science, psychology, etc., etc., that one would find in a standard... read more

Comprehensiveness rating: 1 see less

This book is a guide for how write graphics programs using OpenGL and WebGL. It does not provide a an explanation of the concepts, methods, mathematics, physics algorithms, science, psychology, etc., etc., that one would find in a standard graphics text book, such as the ones by Foley et al., Shirley, Hearn & Baker, etc., etc.

Relevance/Longevity rating: 5

That is fine

That is fine.

Seemed fine.

no problems (and not a relevant question)

I would like to reiterate my overarching concern that this book is a guide for how write graphics programs using OpenGL and WebGL and does not provide a an explanation of the concepts, methods, mathematics, physics algorithms, science, psychology, etc., etc., that one would find in a standard graphics text book, such as the ones by Foley et al., Shirley, Hearn & Baker, etc., etc. As such, it is reminiscent of the Open GL Programming Guide by Mason Woo, Jackie Neider, Tom Davis, and Dave Shreiner. This would be a useful adjunct to a real computer graphics text book, such as the ones by Foley et al., Hearn & Baker, or Shirley but would not provide a suitable replacement for a real computer graphics textbook like that.

Table of Contents

  • Chapter 1: Introduction
  • Chapter 2: Two-Dimensional Graphics
  • Chapter 3: OpenGL 1.1: Geometry
  • Chapter 4: OpenGL 1.1: Light and Material
  • Chapter 5: Three.js: A 3D Scene Graph API
  • Chapter 6: Introduction to WebGL
  • Chapter 7: 3D Graphics with WebGL
  • Chapter 8: Beyond Realtime Graphics
  • Appendix A: Programming Languages
  • Appendix B: Blender: A 3D Modeling Program
  • Appendix C: Gimp and Inkscape for 2D Graphics
  • Appendix D: Source Code for Sample Programs
  • Appendix E: Glossary

Ancillary Material

  • David J. Eck

About the Book

Introduction to Computer Graphics is a free, on-line textbook covering the fundamentals of computer graphics and computer graphics programming. This book is meant for use as a textbook in a one-semester course that would typically be taken by undergraduate computer science majors in their third or fourth year of college.

About the Contributors

David J. Eck Ph.D. is a Professor at Department of Mathematics and Computer Science at the Hobart and William Smith Colleges.

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CS 4600 - Fall 2021 Introduction to Computer Graphics

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Instructor:
Time:Tuesday & Thursday @ 3:40pm - 5:00pm
Location:WEB L104
[email protected] (includes instructor & TA)
TAs: Jerry Hsu
Yura Hwang
Pupul Pradhan
Mary Evans
TBA Mondays, Wednesdays, and Fridays: 1pm to 3pm

This course teaches the fundamental computational techniques in computer graphics. It is a project-based course in which students learn about and implement various methods in modeling, animation, and rendering techniques. The course covers a range of topics in computer graphics, instead of providing a deep and highly detailed analysis of a particular topic. For a more comprehensive overview of individual topics, please refer to the Other computer graphics courses at the University of Utah.

The canvas page for the course will be primarily used for quizzes , project submissions , announcements , and online discussions (piazza) .

Course Objectives

The main objective of this course is to introduce students the fundamental concepts in computer graphics via hands-on coding experience, including a range of computer graphics techniques and algorithms covering 2D graphics, 3D graphics, and computer animation. This course focuses on key algorithmic techniques and mathematical foundations, not on specific tools. More specifically, the course covers the necessary math background, raster image formats, affine transformations, rendering algorithms, data structures for 2D and 3D curves, surfaces, and volumes, textures and texture mapping, shading and reflection models, animation and physics-based simulation.

Learning Outcomes

Steve Marschner & Peter Shirley, Fundamentals of Computer Graphics, 4th edition.

This textbook is not required, but strongly recommended, as it will serve as the main source of information for most topics covered in this course. The lectures will follow the book, but will not present all information in the book. The students are expected to read the related chapters of the book after each lecture.

This course will use the flipped classroom model. All lectures of this course will be presented as pre-recorded online videos. The classroom meetings will be reserved for discussions on the topics presented in the related lecture videos. Students are expected to watch the related lecture video before class time. See the following schedule for details.

Schedule (subject to change)

WeekDateTopicTextbookNotes
1Aug 24 Chapter 1
Aug 26 Chapter 2
2Aug 31 Chapter 3
Sep 2 Chapter 3
3Sep 7 Chapter 6 deadline - Compositing Images
Sep 9 Chapter 7
4Sep 14 Chapter 17 deadline - Transformations
Sep 16 Chapter 17See , an example WebGL application.
5Sep 21 Chapter 15
Sep 23 Chapter 15
6Sep 28 Chapter 12 deadline - Curves
Sep 30 Chapter 12
7Oct 5Q&A
Oct 7 Exam time: 3:40 � 5:00 pm (same as class time)
8Oct 12
Oct 14
9Oct 19 Chapter 11
Oct 21 Chapter 11
10Oct 26 Chapter 10 deadline - Triangular Meshes
Oct 28 Chapter 10
11Nov 2 Chapter 24
Nov 4 Chapter 4
12Nov 9 Chapter 4 deadline - Shading
Nov 11 Chapter 4
13Nov 16 Chapter 14
Nov 18 Chapter 9
14Nov 23 Chapter 16 deadline - Ray Tracing
Nov 25
15Nov 30 Chapter 16
Dec 2 Chapter 16
16Dec 7Q&A deadline - Animation
Dec 9
Dec 16 Exam time: 3:30 � 5:30 pm (different than class time)

We will use JavaScript and WebGL for implementing the projects.

All projects are individual projects. Group projects are not permitted. Therefore, each student must write their own code. Collaboration between students is encouraged, but code sharing is not permitted. External libraries and source code can be used only for additional functionalities that are not core parts of the projects, and they should be clearly indicated in comments within the source code.

Failure to follow these rules may lead to a failing grade. Academic misconduct will not be tolerated. See the Academic Misconduct Policy of the School of Computing for details.

Deadlines and Late Submissions: The deadline for each project is at noon (12:01 PM) on the date indicated on the schedule (see above). Late submissions suffer a 5% penalty and an additional 5% penalty is applied every day at noon (12:01 PM). To accommodate for special circumstances, the first 10 late penalties of each student will be omitted.

Resubmissions: Students can submit the same project multiple times (i.e. resubmissions ). The first submission must be before the project deadline and must present a clear attempt to complete the project; otherwise, late penalties apply (please see above). Subsequent resubmissions can be used for fixing bugs or incorrectly implemented parts of the projects. No late penalty is applied to resubmissions. Only the first submission date/time is used for evaluating late penalties, provided that it shows a clear attempt. Project submissions (and resubmissions) close 20 days after the project deadline, except for the final project ( Project 7 - Animation ). Final project submissions (and resubmissions) close on the day of the final exam at noon.

Project submissions are handled through canvas .

Quizzes and Exams

Online quizzes will be administered on canvas. Each quiz will be about the topic covered in the corresponding lecture or lectures. Top 20 quiz scores of each student will be used for grading.

There will be a midterm exam and a final exam. See the schedule above for the dates and times. Depending on public health related concerns, the midterm exam and/or the final exam might be canceled. If an exam is canceled, the grading scheme (see below) will be adjusted accordingly by increasing the percentages of the other components.

Students who cannot attend an exam due to health issues or similar emergencies must contact the instructor prior to the exam. In cases approved by the instructor, a make-up exam can be administered or the missed exam score can be assigned using the exam score of the other exam or the total project scores. This decision will be made by the instructor on a case-by-case basis.

Projects 1-2 5 points
Projects 3-7 10 points
Quizzes 10 points
Midterm Exam 10 points
Final Exam 20 points
TOTAL

University Policies

1. The Americans with Disabilities Act. The University of Utah seeks to provide equal access to its programs, services, and activities for people with disabilities. If you will need accommodations in this class, reasonable prior notice needs to be given to the Center for Disability Services, 162 Olpin Union Building, (801) 581-5020. CDS will work with you and the instructor to make arrangements for accommodations. All written information in this course can be made available in an alternative format with prior notification to the Center for Disability Services.

2. University Safety Statement. The University of Utah values the safety of all campus community members. To report suspicious activity or to request a courtesy escort, call campus police at 801-585-COPS (801-585-2677). You will receive important emergency alerts and safety messages regarding campus safety via text message. For more information regarding safety and to view available training resources, including helpful videos, visit safeu.utah.edu .

3. Addressing Sexual Misconduct. Title IX makes it clear that violence and harassment based on sex and gender (which Includes sexual orientation and gender identity/expression) is a civil rights offense subject to the same kinds of accountability and the same kinds of support applied to offenses against other protected categories such as race, national origin, color, religion, age, status as a person with a disability, veteran�s status or genetic information. If you or someone you know has been harassed or assaulted, you are encouraged to report it to the Title IX Coordinator in the Office of Equal Opportunity and Affirmative Action, 135 Park Building, 801-581-8365, or the Office of the Dean of Students, 270 Union Building, 801-581-7066. For support and confidential consultation, contact the Center for Student Wellness, 426 SSB, 801-581-7776. To report to the police, contact the Department of Public Safety, 801-585-2677(COPS).

4. COVID-19 Fall 2021 Statement University leadership has urged all faculty, students, and staff to model the vaccination, testing, and masking behaviors we want to see in our campus community.

Safe Classroom Environment

In this class, derogatory comments based on race, ethnicity, class, gender identity, sexual orientation, religion, (dis)ability status, age, citizenship, or nationality will not be tolerated, nor is it permissible to state one's opinion in a manner that silences the voices of others. Further, egregious disrespect, including, but not limited to, racism, sexism, ageism, homophobia, transphobia, classism, etc. will not be tolerated.

This page contains lecture slides and recommended readings for the Winter 2022 offering of CS248.

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A NASA computer graphic visualization of a black hole.

by Chris Woodford . Last updated: July 12, 2022.

Photo: Computer graphics allows us to "visualize" (imagine, mathematically) all sorts of things we can't (or won't ever) see. This image explores how the extreme gravity of two orbiting black holes distorts the light around them. Graphics by Jeremy Schnittman and Brian P. Powell, courtesy of NASA Goddard Space Flight Center .

What is computer graphics?

Photo: Oil paints like these can produce magical results in the right hands—but only in the right hands. Thankfully, those of us without the talent and skill to use them can still produce decent everyday art with computer graphics.

Raster and vector graphics

Photo: Raster graphics: This is a closeup of the paintbrushes in the photo of the artist's paint palette up above. At this magnification, you can clearly see the individual colored pixels (squares) from which the image is built, like bricks in a wall.

Photo: How a raster graphics program mirrors an image. Top: The pixels in the original image are represented by zeros and ones, with black pixels represented here by 1 and white ones represented by zero. That means the top image can be stored in the computer's memory as the binary number 100111. That's an example of a very small bitmap. Bottom: Now if you ask the computer to mirror the image, it simply reverses the order of the bits in the bitmap, left to right, giving the binary number 111001, which automatically reverses the original pattern of pixels. Other transformations of the picture, such as rotation and scaling, involve swapping the bits in more complex ways.

Photo: How anti-aliasing works. Pixelated images, like the word "pixelated" shown here, are made up of individual squares or dots, which are really easy for raster graphics displays (such as LCD computer screens) to draw. I copied this image directly from the italic word "pixelated" in the text up above. If you've not altered your screen colors, the original tiny text probably looks black and very smooth to your eyes. But in this magnified image, you'll see the letters are actually very jagged and made up of many colors. If you move back from your screen, or squint at the magnified word, you'll see the pixels and colors disappear back into a smooth black-and-white image. This is an example of anti-aliasing, a technique used to make pixelated words and other shapes smoother and easier for our eyes to process.

Vector graphics

Photo: Vector graphics: Drawing with Bézier curves ("paths") in the GIMP. You simply plot two points and then bend the line running between them however you want to create any curve you like.

3D graphics

Photo: NASA scientists think computer graphics will one day be so good that computer screens will replace the cockpit windows in airplanes . Instead of looking at a real view, the pilots will be shown a computerized image drawn from sensors that work at day or night in all weather conditions. For now, that remains a science fiction dream, because even well-drawn "3D" computer images like this are easy to tell from photographs of real-world scenes: they simply don't contain enough information to fool our amazingly fantastic eyes and brains. Photo courtesy of NASA Glenn .

What is computer graphics used for?

Photo: Computer graphics can save lives. Medical scan images are often complex computerized images built up from hundreds or thousands of detailed measurements of the human body or (as shown here) brain. Image by Govind Bhagavatheeshwaran and Daniel Reich courtesy of National Institutes of Health .

What is computer-aided design (CAD)?

Photo: Designing a plane? CAD makes it quicker and easier to transfer what's in your mind's eye into reality. Graphics by Ethan Baumann courtesy of NASA .

Graphics: CAD drawing of a hyper-X plane courtesy of NASA Langley Research Center (NASA-LaRC).

What is CAD used for?

Using cad in architecture.

Photo: Architectural models are traditionally made from paper or cardboard, but they're laborious and expensive to make, fragile and difficult to transport, and virtually impossible to modify. Computer models don't suffer from any of these drawbacks. Photo by Warren Gretz courtesy of US DOE/NREL .

Who invented computer graphics?

The beginnings.

  • 1951: Jay Forrester and Robert Everett of Massachusetts Institute of Technology (MIT) produce Whirlwind , a mainframe computer that can display crude images on a television monitor or VDU (visual display unit).
  • 1955: Directly descended from Whirlwind, MIT's SAGE (Semi-Automatic Ground Equipment) computer uses simple vector graphics to display radar images and becomes a key part of the US missile defense system.
  • 1959: General Motors and IBM develop Design Augmented by Computers-1 (DAC-1), a CAD (computer-aided design) system to help engineers design cars.
  • 1961: John Whitney, Sr. uses computer graphics to design a captivating title sequence for the Alfred Hitchcock thriller Vertigo .
  • 1961: MIT student Steve Russell programs Spacewar! , the first graphical computer game, on a DEC PDP-1 minicomputer.
  • 1963: Ivan Sutherland , a pioneer of human-computer interaction (making computers intuitively easy for humans to use), develops Sketchpad (also called Robot Draftsman), one of the first computer-aided design packages, in which images can be drawn on the screen using a lightpen (an electronic pen/stylus wired into the computer). Later, Sutherland develops virtual reality equipment and flight simulators.
  • 1965: Howard Wise holds an exhibition of computer-drawn art at his pioneering gallery in Manhattan, New York.
  • 1966: NASA's Jet Propulsion Laboratory (JPL) develops an image-processing program called VICAR (Video Image Communication and Retrieval) , running on IBM mainframes, to process images of the moon captured by spacecraft.
  • 1970: Bézier curves are developed, soon becoming an indispensable tool in vector graphics.

Photo: A NASA scientist draws a graphic image on an IBM 2250 computer screen with a light pen. This was state-of-the-art technology in the 1970s! Photo by courtesy of NASA Ames Research Center (NASA-ARC) .

Computer graphics for everyone

Screenshot of an early pixelated space invaders arcade game.

Photo: Computer graphics, early 1980s style! Arcade games like Space Invaders were how most 40- and 50-something computer geeks first experienced computer graphics. At that time, even good computer screens could display only about 64,000 pixels—hence the relatively crudely drawn, pixelated graphics.

  • 1972: Atari releases PONG , a popular version of ping-pong (table tennis) played by one or two players on a computer screen.
  • 1973: Richard Shoup produces SuperPaint , a forerunner of modern computer graphic packages, at the Xerox PARC (Palto Alto Research Center) laboratory.
  • 1970s: Ivan Sutherland's student Edwin Catmull becomes one of the pioneers of 3D computer-graphic animation, later playing key roles at Lucasfilm, Pixar, and Disney.
  • 1981: UK company Quantel develops Paintbox , a revolutionary computer-graphic program that allows TV producers and filmakers to edit and manipulate video images digitally.
  • 1982: The movie Tron , starring Jeff Bridges, mixes live action and computer graphic imagery in a story that takes a man deep inside a computer system.
  • 1980s: The appearance of the affordable, easy-to-use Apple Macintosh computer paves the way for desktop publishing (designing things on your own small office computer) with popular computer graphic packages such as Aldus PageMaker (1985) and QuarkXPress (1987).
  • 1985: Microsoft releases the first version of a basic raster-graphics drawing program called MS Paint . Thanks to its stripped-down simplicity, it becomes one of the world's most popular computer art programs.
  • 1990: The first version of Adobe PhotoShop (one of the world's most popular professional graphic design packages) is released. A simple, affordable home graphics program called PaintShop (later PaintShop Pro) is launched the same year.
  • 1993: University of Illinois student Marc Andreessen develops Mosaic , the first web browser to show text and images side-by-side, prompting a huge explosion in interest in the Web virtually overnight.
  • 1995: Toy Story , produced by Pixar Animation Studios (founded by Apple's Steve Jobs, with Ed Catmull as its chief technology officer) demonstrates the impressive possibilities of CGI graphics in moviemaking. Stunning follow-up movies from the same stable include A Bug's Life , Monsters, Inc ., Finding Nemo , and The Incredibles .
  • 1995: The GIMP (GNU Image Manipulation Program) is developed by University of California students Spencer Kimball and Peter Mattis as an open-source alternative to PhotoShop..
  • 1999: The World Wide Web Consortium (W3C) begins development of SVG (Scalable Vector Graphics) , a way of using text-based (XML) files to provide higher-quality images on the Web. SVG images can include elements of both conventional vector and raster graphics.
  • 2007: Apple launches its iPhone and iPod Touch products with touchscreen graphical user interfaces.
  • 2017: Microsoft announces it will not kill off its basic but very popular Paint program, loved by computer artists for over 30 years.
  • 2021: Facebook unveils plans for a new, interactive work and play space called the Metaverse. Will we live much of our future life in a computer-graphic virtual world?

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  • Computer models
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  • How to draw scientific artworks

On other websites

  • ACM SIGGRAPH : Worldwide conference for computer graphics professionals held annually since 1974. (The acronym stands for the Association for Computing Machinery's Special Interest Group on Computer Graphics and Interactive Techniques.)
  • Computer Graphics: Principles and Practice by John F. Hughes, Andries van Dam, et al. Addison-Wesley Professional, 2014. Classic introductory textbook, now in its third edition.
  • Computer Graphics: Theory and Practice by Jonas Gomes et al. CRC Press, 2012. A relatively accessible up-to-date introduction, with less complex math than some of the other basic texts.
  • Computer Graphics: Theory into Practice by Jeffrey J. McConnell. Jones and Bartlett, 2006. A much more theoretical and abstract approach to computer graphics that takes the human visual system as its starting point: if you know how our eyes work, you can produce more effective graphics.
  • 3D Computer Graphics by Alan Watt. Addison-Wesley, 2000. Introduces 3D graphics for computer-aided design and the Web.
  • AutoCAD for Dummies by Bill Fane. John Wiley & Sons, 2019. How to create and annotate technical drawings and models with AutoCAD.
  • Computer Aided Design Guide for Architecture, Engineering and Construction by Ghassan Aouad, Angela Lee, and Song Wu. Spon, 2012. Very much an applied introducton to 2D, 3D, and 4D CAD.
  • AutoCAD: Professional Tips and Techniques by Lynn Allen and Scott Onstott. Addison-Wesley, 2007. Hands-on introduction to one of the industry-standard CAD packages.
  • Computer-Aided Design by Dean L. Taylor. Addison-Wesley, 1992. Quite old new, but still a comprehensive overview and a good introduction to the basic concepts.
  • The Real Story of Pixar by Alvy Ray Smith, IEEE Spectrum, 3 Aug 2021. A look behind the scenes at the CGI pioneers.
  • Chip Hall of Fame: Nvidia NV20 by Katherine Bourzac. IEEE Spectrum, 2 July 2018. Celebrating the classic graphics processor chip from 2001.
  • Behold, the World's Most Famous Teapot by David C. Brock. IEEE Spectrum, 25 October 2017. How an exercise in mathematical modeling became a computer graphics icon.
  • Microsoft Paint avoids brush with death by Zoe Kleinman. BBC News, 25 July 2017. The popular painting program gets a new lease of life.
  • Motion Capture Technology Goes Into the Wild for Dawn of the Planet of the Apes by Tekla Perry. IEEE Spectrum, 10 July 2014. Motion capture helps computer graphic artists to draw movement more realistically by "tracking" the motion of a real, human actor. Here's how it worked on a typical movie, Dawn of Planet of the Apes.
  • Yes, Your PC Can Generate Graphics This Stunning by Ryan Rigney, Wired, 25 September 2013. A review of Valley Benchmark and how it delivers realistic landscapes.
  • GrabCAD Is Building Community in 3-D by Sarah Mitroff, Wired, 15 October 2012. A brief look at GrabCAD, a kind of Github for engineers and CAD designers.
  • Creation Engine: Autodesk Wants to Help Anyone, Anywhere, Make Anything by Bob Parks, Wired, 21 September 2012. The latest computer-aided design software aims to predict how objects will behave after they leave the "virtual" computer screen and arrive in the real world.
  • New Graphics Tech Promises Speed, Hyperrealism : Wired, April 22, 2010. New techniques make it easier to implement 3D graphics without extra hardware.

Text copyright © Chris Woodford 2010, 2022. All rights reserved. Full copyright notice and terms of use .

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CG Mini Project Topics

200 Innovative CG Mini Project Topics for Students: Pixel Perfection

Dive headfirst into the vibrant universe of digital creativity with our handpicked selection of CG Mini Project Topics. Calling all tech enthusiasts and digital trailblazers! Are you psyched to venture into the captivating realm of Computer Graphics mini projects?

Get ready for an exhilarating ride as we navigate through a carefully curated collection of topics, promising to unveil the enchantment of digital creativity.

Whether you’re a coding whiz or a graphic design maven, these mini project ideas are tailor-made to not only fuel your imagination but also elevate your mastery in the dynamic world of Computer Graphics. So, gear up for an exciting journey where innovation, coding magic, and the artistry of Computer Graphics take center stage! Ready, set, explore!

Table of Contents

CG Mini Project Topics

Have a close look at CG mini project topics:-

Web Development

  • Personal Portfolio Website
  • Blogging Platform
  • E-commerce Website
  • Task Management Application
  • Weather Forecasting Website
  • Recipe Sharing Platform
  • Event Management System
  • Online Quiz Application
  • Hotel Booking System
  • Online Resume Builder

Mobile App Development

  • Expense Tracker App
  • Fitness Tracker App
  • Meditation Guide App
  • Language Learning App
  • Music Player App
  • To-Do List App
  • Recipe Finder App
  • QR Code Scanner App
  • Parking Finder App
  • Public Transportation Tracker App

Data Analysis and Visualization

  • Sales Data Analysis Dashboard
  • Stock Market Analysis Tool
  • Sentiment Analysis on Social Media Data
  • Customer Segmentation Analysis
  • COVID-19 Data Visualization Dashboard
  • Movie Recommendation System
  • Election Polling Data Analysis
  • Housing Price Prediction Model
  • Network Traffic Analysis Tool
  • Flight Delay Prediction System

Machine Learning and AI

  • Handwritten Digit Recognition System
  • Spam Email Classifier
  • Credit Card Fraud Detection System
  • Chatbot for Customer Support
  • Image Captioning System
  • News Article Summarization Tool
  • Voice Assistant Application
  • Object Detection System
  • Music Genre Classification System
  • Disease Diagnosis Prediction Model

Game Development

  • Sudoku Solver Game
  • Tic-Tac-Toe Game
  • Flappy Bird Clone
  • Memory Matching Game
  • Tower Defense Game
  • Crossword Puzzle Game
  • Racing Game
  • Space Invaders Game

Desktop Application

  • Text Editor
  • Image Viewer
  • Calendar Application
  • Password Manager
  • File Encryption Utility
  • Currency Converter
  • RSS Feed Reader
  • Document Scanner
  • Task Scheduler
  • Code Snippet Manager

Networking and Security

  • Port Scanner
  • Packet Sniffer
  • Firewall Configuration Tool
  • VPN Client Application
  • Intrusion Detection System
  • Network Bandwidth Monitor
  • Password Strength Checker
  • IP Address Locator
  • Network Traffic Analyzer
  • Vulnerability Scanner

Robotics and IoT

  • Home Automation System
  • Smart Irrigation System
  • Autonomous Line Following Robot
  • Health Monitoring Wearable Device
  • Gesture Controlled Robot
  • Weather Monitoring Station
  • Automated Plant Watering System
  • Smart Door Lock System
  • RFID Based Attendance System
  • Pet Feeding Robot

Natural Language Processing

  • Text Summarization Tool
  • Named Entity Recognition System
  • Sentiment Analysis on Product Reviews
  • Language Translation Tool
  • Fake News Detection System
  • Question Answering System
  • Text Classification System
  • Speech to Text Converter
  • Language Model for Code Generation
  • Plagiarism Detection System

Computer Vision

  • Face Recognition System
  • Lane Detection System
  • Object Tracking System
  • Gesture Recognition System
  • Barcode Scanner
  • Optical Character Recognition (OCR)
  • Human Pose Estimation System
  • Traffic Sign Recognition System
  • Facial Expression Recognition System

Graphics and Multimedia

  • Image Filtering and Editing Tool
  • Audio Equalizer
  • Video Streaming Application
  • Image Stitching Tool
  • 3D Model Viewer
  • Image Compression Tool
  • Music Visualizer
  • Video Editing Software
  • Digital Painting Tool
  • Audio Synthesizer

Simulation and Modeling

  • Traffic Simulation System
  • Population Growth Simulation
  • Weather Simulation Model
  • Supply Chain Management Simulator
  • Epidemic Spread Simulation
  • Climate Change Model
  • Flight Simulator
  • Economic Market Simulation
  • Vehicle Dynamics Simulator
  • Energy Consumption Simulator

Educational Tools

  • Interactive Periodic Table
  • Physics Simulation Tool
  • Math Quiz Application
  • Language Learning Flashcards
  • Geography Quiz App
  • Chemistry Equation Balancer
  • Virtual Lab for Biology Experiments
  • Educational Game for Kids
  • Grammar Checker
  • Spelling Bee Game

Miscellaneous

  • Barcode Generator
  • Random Password Generator
  • Unit Converter
  • URL Shortener
  • Calculator Application
  • Digital Clock
  • Pomodoro Timer
  • Image Cropping Tool
  • BMI Calculator
  • Expense Splitting App

Blockchain and Cryptocurrency

  • Cryptocurrency Portfolio Tracker
  • Blockchain-Based Voting System
  • Smart Contract Deployment Tool
  • Cryptocurrency Exchange Platform
  • Decentralized File Storage System
  • Tokenization Platform
  • Blockchain-Based Supply Chain Management System
  • Crypto Wallet Application
  • ICO Crowdfunding Platform
  • Blockchain-Based Identity Verification System

Augmented Reality and Virtual Reality

  • AR Furniture Placement App
  • VR Tour Guide Application
  • AR Navigation System
  • VR Training Simulator
  • AR Educational Tool
  • VR Meditation Experience
  • AR Art Gallery
  • VR Roller Coaster Simulator
  • AR Fashion Try-On App
  • VR Concert Experience

Cloud Computing

  • Cloud Storage Manager
  • File Sharing Application
  • Cloud-Based Task Scheduler
  • Video Streaming Service
  • Cloud-Based Document Editor
  • Cloud Backup Service
  • Online Meeting Scheduler
  • Cloud-Based Image Editing Tool
  • Remote Desktop Application
  • Cloud-Based POS System

API Development

  • Weather API
  • Currency Conversion API
  • News Headlines API
  • Stock Market Data API
  • Text-to-Speech API
  • Translation API
  • Geolocation API
  • Social Media Integration API
  • Email Sending API
  • Payment Gateway Integration API

Quantum Computing

  • Quantum Circuit Simulator
  • Quantum Cryptography Tool
  • Quantum Error Correction Simulator
  • Quantum Machine Learning Algorithm
  • Quantum Key Distribution System
  • Quantum Random Number Generator
  • Quantum Teleportation Simulator
  • Quantum Chemistry Simulation
  • Quantum Optimization Algorithm
  • Quantum Neural Network Implementation

Cybersecurity

  • Password Hashing Tool
  • Two-Factor Authentication System
  • Secure File Transfer Protocol
  • Secure Chat Application
  • End-to-End Encrypted Email Client
  • Secure Document Sharing Platform
  • Intrusion Prevention System
  • Security Information and Event Management (SIEM) Tool
  • Digital Forensics Toolkit
  • Secure Data Backup Solution

These topics span a wide range of interests and technologies, providing ample opportunities for exploration and learning in computer graphics.

How to Choose CG Mini Project Topics?

So, you’re standing at the crossroads of CG mini project choices, and trust me, it’s a thrilling journey waiting to unfold. Think of it as a quest through a wonderland of coding possibilities. Here’s your map to make this adventure not just exciting but downright legendary.

Follow Your Coding Heart

Imagine this: your project as a canvas, and you holding the brush. Choose a topic that makes your coding heart do a happy dance. Whether it’s games, art, or simulations – go where the excitement takes you.

Flex Those Coding Muscles

Want a project that flexes your coding muscles? Heck yes! Choose something that nudges you out of your coding comfort zone. A little challenge keeps things spicy in this coding journey.

Make it Real, Make it Count

Let’s talk impact. Go for projects with real-world vibes. How can your coding skills make a difference? It’s not just about lines of code; it’s about creating something that matters.

Size Matters, But So Does Fun

Consider the size of your project. Beginners, start with bite-sized awesomeness. Seasoned coders, feel free to go big. But always keep the fun meter high – that’s non-negotiable.

Community Cheers and Resources Cheers

Is there a cool community cheering for your chosen topic? Any resources to guide you when coding gets a bit wild? Online pals, tutorials, and open-source projects – gather your coding squad.

Future You Goals

Think future-you. What skills do you want to flaunt in the coding future? Pick a project that sets you up for that next-level awesomeness. It’s not just a project; it’s a step towards coding stardom.

Innovation Vibes

Innovation alert! While your project doesn’t need a cape, a touch of uniqueness won’t hurt. Dare to think differently. It’s not just coding; it’s about bringing your coding swagger to the table.

Reality Check for Feasibility

Let’s talk reality. How feasible is your coding escapade? Make sure it’s a challenge, not a coding  Mount Everest . Find that sweet spot where coding dreams meet reality.

Feedback Feels

Embrace the feedback game. Seek projects that invite opinions – from mentors, peers, or the wise coding owl in your online community. It’s not just coding; it’s evolving with every keystroke.

Passion Overdrive

Passion, my friend, is the secret sauce. Your project should be a love affair with your keyboard. When the code gets tough, your passion will be your coding superhero cape.

So, my coding compadre, this is your time. Pick a project that sparks joy, fires up your coding spirit, and get ready for a coding saga of epic proportions!

And there you have it, the grand finale of our CG mini project rollercoaster! Let’s spill the beans – coding is not just a robotic dance with syntax; it’s your ticket to a digital wonderland where pixels transform into pure magic.

Whether you’re a code greenhorn or a seasoned wizard, these mini projects aren’t just about writing lines of code; they’re an open invitation to infuse your coding journey with creativity and pizzazz. Picture this: from curating your virtual art gallery to plunging into the realms of augmented reality, each project is like a backstage pass to unleash your coding rockstar.

We’re not just talking code here; we’re composing a digital symphony, sculpting virtual landscapes, and turning data into a visual ballet. Learning to code isn’t the endgame; it’s the launchpad for a thrilling adventure where you build, create, and transform your passion into a digital odyssey.

So, find that project that sparks your coding mojo, kick off this epic coding escapade, and let your creativity run wild. The universe of CG mini projects is your playground—grab your keyboard, throw in some imagination, and let the coding fiesta kick off. Your digital journey is about to get lit!

Frequently Asked Questions

Can i attempt an advanced cg mini project as a beginner.

Absolutely! The key is to start with simpler projects, gradually building your skills and confidence before tackling more complex challenges.

Can these projects be included in a portfolio for potential employers or academic submissions?

Absolutely! Completing CG mini projects showcases your practical skills and can significantly enhance your portfolio for both job applications and academic pursuits.

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Projections in Computer Graphics

Representing an n-dimensional object into an n-1 dimension is known as projection. It is process of converting a 3D object into 2D object, we represent a 3D object on a 2D plane {(x,y,z)->(x,y)}. It is also defined as mapping or transforming of the object in projection plane or view plane. When geometric objects are formed by the intersection of lines with a plane, the plane is called the projection plane and the lines are called projections.    

Types of Projections:

  • Parallel projections 
  • Perspective projections 

Projection in Computer Graphics

Center of Projection: 

It is an arbitrary point from where the lines are drawn on each point of an object.

  • If cop is located at a finite point in 3D space , Perspective projection is the result 
  • If the cop is located at infinity, all the lines are parallel and the result is a parallel projection.

Parallel Projection:

 A parallel projection is formed by extending parallel lines from each vertex of object until they intersect plane of screen.  Parallel projection transforms object to the view plane along parallel lines. A projection is said to be parallel, if center of projection is at an infinite distance from the projected plane. A parallel projection preserves relative proportion of objects, accurate views of the various sides of an object are obtained with a parallel projection. The projection lines are parallel to each other and extended from the object and intersect the view plane. It preserves relative propositions of objects, and it is used in drafting to produce scale drawings of 3D objects. This is not a realistic representation, the point of intersection is the projection of the vertex.

Parallel Projection

Parallel projection is divided into two parts and these two parts sub divided into many.

Orthographic Projections:

In orthographic projection the direction of projection is normal to the projection of the plane. In orthographic lines are parallel to each other making an angle 90 with view plane. Orthographic parallel projections are done by projecting points along parallel lines that are perpendicular to the projection line. Orthographic projections are most often used to procedure the front, side, and top views of an object are called evaluations. Engineering and architectural drawings commonly employ these orthographic projections. Transformation equations for an orthographic parallel projection as straight forward. Some special orthographic parallel projections involve plan view, side elevations. We can also perform orthographic projections that display more than one phase of an object, such views are called monometric orthographic projections.

Orthographic Projections

Oblique Projections:

Oblique projections are obtained by projectors along parallel lines that are not perpendicular to the projection plane. An oblique projection shows the front and top surfaces that include the three dimensions of height, width and depth. The front or principal surface of an object is parallel to the plane of projection. Effective in pictorial representation. 

Oblique Projections

  • Isometric Projections: Orthographic projections that show more than one side of an object are called axonometric orthographic projections. The most common axonometric projection is an isometric projection. In this projection parallelism of lines are preserved but angles are not preserved.
  • Dimetric projections: In these two projectors have equal angles with respect to two principal axis.
  • Trimetric projections: The direction of projection makes unequal angle with their principal axis.

Cavalier Projections:

All lines perpendicular to the projection plane are projected with no change in length. If the projected line making an angle 45 degrees with the projected plane, as a result the line of the object length will not change.

topic for presentation in computer graphics

Cabinet Projections:

 All lines perpendicular to the projection plane are projected to one half of their length. These gives a realistic appearance of object. It makes 63.4 degrees angle with the projection plane. Here lines perpendicular to the viewing surface are projected at half their actual length.

topic for presentation in computer graphics

Perspective Projections:

  • A perspective projection is the one produced by straight lines radiating from a common point and passing through point on the sphere to the plane of projection.
  • Perspective projection is a geometric technique used to produce a three dimensional graphic image on a plane, corresponding to what person sees.
  • Any set of parallel lines of object that are not parallel to the projection plane are projected into converging lines. A different set of parallel lines will have a separate vanishing point.
  • Coordinate positions are transferred to the view plane along lines that converge to a point called projection reference point.
  • The distance and angles are not preserved and parallel lines do not remain parallel. Instead, they all converge at a single point called center of projection there are 3 types of perspective projections.

Two characteristic of perspective are vanishing point and perspective force shortening. Due to fore shortening objects and lengths appear smaller from the center of projections. The projections are not parallel and we specify a center of projection cop.

Different types of perspective projections:

  • One point perspective projections: In this, principal axis has a finite vanishing point. Perspective projection is simple to draw.

topic for presentation in computer graphics

  • Two point perspective projections: Exactly 2 principals have vanishing points. Perspective projection gives better impression of depth.

topic for presentation in computer graphics

  • Three point perspective projections: All the three principal axes have finite vanishing point. Perspective projection is most difficult to draw.

topic for presentation in computer graphics

Perspective fore shortening:

The size of the perspective projection of the object varies inversely with distance of the object from the center of projection.

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introduction to computer graphics

INTRODUCTION TO COMPUTER GRAPHICS

Apr 01, 2019

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INTRODUCTION TO COMPUTER GRAPHICS. What is computer graphics?. Computer graphics refers to the creation , storage and manipulation of pictures and drawings using digital computers Used in diverse fields to represent data .

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Presentation Transcript

What is computer graphics? • Computer graphics refers to the creation, storage and manipulation of pictures and drawings using digital computers • Used in diverse fields to represent data . • Scientific researches, engineering applications, medicine, business, industry, government, art, entertainment, advertising, education and other fields make use of computer graphics. • It enhances the communication between computers and users.

Application of Computer Graphics • Designing • Engineering and architectural systems use graphics for designing consumer products and many other applications . CAD(computer aided design) is used frequently in designing buildings, cities, aircraft, spacecraft, defence mechanism and so on. • Graphics make computer applications much more interactive, active and dynamic . It opens unlimited experimenting options for the designer .

Image processing • Animation • Morphing • Simulation • E-learning • Graphic design • 2D and 3D image processing and visualization Example of graphic design of a car 3D picture Animation

Film Industry • Used largely in film industries and multimedia application. • Leaders of artistry and quality

Game Industry • The newest driving force in CG • Focus on interactivity • Cost effective solutions • Avoiding commutating and other tricks • Games drive the baseline • Medical Imaging and Scientific Visualization • Tools for teaching and diagnosis • New data representations and modalities • Drive issues of precision and correctness • Focus on presentation and interpretation of data • Construction of models from acquired data

Basic terms related to display devices: • Pixel: A pixel is defined as the smallest size object or colour spot that can be displayed and addressed on a monitor.  Pixels are normally arranged in a regular 2-dimensional grid, and are often represented using dots or squares. • Resolution: They are two types • 1) Image Resolution: It refers to pixel spacing. In normal PC monitor it ranges between 25 to 80 pixels per inch. • 2) Screen Resolution: It is the number of distinct pixels in each dimension that can be displayed. • Dot: The internal surface of the coated monitor screen is arranged into millions of tint cells(red, green, blue) called Dots.

Dot pitch: It is the distance between any two dots of the same colour. It is the measure of screen resolution. Smaller the dot pitch, higher will be the resolution, sharpness and detailed. • Note: If the image resolution is more compared to the inherent resolution, then the displayed image quality gets reduced. • Aspect ratio: It is the ratio of the number of X pixels to the Y pixels. The standard aspect ratio for PCs is 4:3 and 5:4. • Note: 5:4 aspect ratio distorts the image a bit.

Table 1: Common resolution, respective number of pixels and standard aspect ratios.

Bit Planes, Colour Depth and Colour Palette NOTE: • The appearance and colour of a pixel of an image is result of interaction of three primary colour. • When the intensity of all the 3 electron beam is high it results in a white pixel. • When the intensity of all the 3 electron beam is low it results in a black pixel. • When the intensity of all the 3 electron beam is in any other combination it results in a intermediate coloured pixel.

Colour Depth: The number of memory bits required to store colour information(intensity value for all three primary colour component) about a pixel is called colour depth or bit depth. Corresponding to the intensity value 0 or 1,pixel can be black or white. • Bit plane or bitmap: The block of memory which stores bi-level intensity values for each pixel of a full screen pure black and white image is called a bit map or bit plane. • NOTE: • Colour or grey levels can be achieved using additional bit planes. Hence n-bits per pixel means colour depth=n and it is a collection of n bit planes allowing 2^n colours at every pixel.

Figure: For colour depth=n, n number of bit planes are used, each bit plane contribute to the gray shade of pixel.

Note: The more the number of bits used per pixel, the finer the colour detail of the image. However more memory is used for storage. Table: Common colour depths used in PCs

True colour: ForTrue Colour three bytes of information is used- Red, Greenand Blue . A byte can hold 256 different values and so 256 voltage settings are possible for each electron. Hence each primary colour has 256 intensities. 16 million colour possibilities. True colour is necessary for doing high quality photo-editing, graphical design etc. Primary Colours

Figure: For Bit depth = 24 (true colour display) , 8 bit planes used for storing each primary colour component ;of the colour value of a pixel

High Colour: For High Colour two bytes of information are used to store the intensity values for all three colours. This is done by dividing 16 bits into 5 bits for blue 5 bits for red and 6 bits for green. Hence it has reduced colour precision and loss of visible picture quality. It is sometimes preferred as it uses 33% less memory than in true colour. 256-Colour Mode: In 265-colour mode the PC uses only 8 bits. It may use 2 bits for blue, 3 bits for green and red. There is chances that most of the colours of a picture are not present. In such cases we use a palette or look-up table.

Palette or Look-up table: A palette or look-up table is a separate memory block created containing 256 different colours. The intensity values stored therein are not constrained within the range of 0-3 for blue and 0-7 for red and green. The intensity value finally results in having intensity 0- 256 each. It is an excellent compromise at the cost of moderate increase in memory. It can be reloaded any time with different colour combination.

Frame Buffer : The frame buffer is the video memory that is used to hold or map the image displayed on the screen. The amount of memory required to hold the image depend primarily on the resolution of the screen image and the colour depth. The formula to calculate how much video memory is required at a given resolution and bit depth is given below. Memory in MB = (X-resolution*Y-resolution*Bit per pixel)/(8*1024*1024)

Display Devices: The most prominent part of a computer is the display system that is responsible for graphic display. Some of the common types are given below: Raster Scan Display Random Scan Display Direct View storage tube. Flat Panel Displays Three Dimensional Viewing Devices Stereoscopic and Virtual Reality System Fig : CRT used in TVs

Raster Scan Display and Random Scan Display: Basically there are two types of CRT’s- Raster Scan type and Random Scan type. The main difference between the two is the technique with which the image is generated on the phosphor coated CRT screen. In Raster scan type the electron beam sweeps the entire screen from left to right, top to bottom, in the same fashion as we write on a notebook, word by word. In Random Scan type the electronic beam is directed straightway to the particular point(s) on the screen where the image has to be produced. This technique is also called vector drawing or stroke writing or calligraphic display.

Figure: Drawing a triangle on a Raster Scan Display

Figure :Drawing a triangle using Random Scan Display

Though the vector drawn images lack in depth and real- like colour precision, the random display can work at higher resolution than raster displays. The images are sharper and have smooth edges unlike the jagged lines and edges in raster type. Direct View Storage Tube : It is rarely used now-a-days as part of display system. In DVST there is no refresh buffer; the images are created by drawing vectors or line segment with relatively slow moving electron beam.

It is one of the display devices in which an electron flood gun and writing gun is present. The flood gun floods electrons to a wire grid on which already the writing gun has written some image. The electrons from the flood gun will be repelled back by the negatively charged wire grid which has been charged so by the writing electron beam. The part of the wire grid which has not been charged -ve will allow the electrons to pass through and the electrons will collide on the screen and produce the image.Advantages- 1)Refreshing CRT is not required.2)Complex picture can be displayed in high resolution without flicker3)It has flat screen

Flat Panel Display: It refers to a class of video devices that have a:- reduced volume, smaller,thinner, reduced weight and reduced power requirements compared to a standard CRT In existence since 1964’s,Flat panel displays are much thinner and flatter than traditional TVs Examples are LCD, Plasma display panel, LED panel and thin CRT. • Current usage: • Small and big TV monitors • Pocket video games • Laptop computers • Advertisement boards in elevators and showrooms. • Portable monitors.

Thin/Slim CRT: To produce a thin CRT, the normal CRT is reduced by bending it in the middle. The deflection apparatus is modified so that electron beams can be bend through 90 degrees to focus on the screen and at the same time can be steered up and down and across the screen. Fig: Thin CRT from Candescent Technologies

LCD(LIQUID CRISTAL DISPLAY) LCD consists of a layer of liquid crystal, sandwiched between two polarized plates. The polarizers are aligned perpendicular to each other, so that light incident on the first polarizer will be blocked by the second. The LCD displays are addressed in a matrix fashion. Rows and Columns are defined by a thin layer of vertical transparent conductors. The intersection of the two conductors defines a pixel position.

Figure: There are two thin films of polarizer glued on both sides of the glass. The purpose of the polarizer is to allow the right amount of backlight to pass through it in order to have a proper display.

The liquid crystal material is made up of long rod shaped crystalline molecules containing cynobiphenyl units. • The individual polar molecules in a nematic LC layer are normally arranged in a spiral fashion. • Light from an internal source enters the first polarizer(say horizontal) and is polarized accordingly. As the light passes through the LC layer it is twisted 90 degrees. • NOTE: The light entering through the front polarizer is not allowed to pass through the rear polarizer due to mismatch of polarization direction. The result is ZERO reflection of light and hence the LCD appears black. • In a color LCD there are layers of 3 liquid crystal panels one on top of other. Each one is filled with a color- Red, Green or Blue liquid crystal.

Fig: Layer of LCD panel

Advantage of 3 layers: It helps create as many as screen pixels as intersections. It has high resolution panels. Each pixel comprises 3 color cells or sub pixel elements. Comparison between LCD and CRT: The image painting operation in LCD panel is different from CRT. Both are of Raster scan type. FIG: LCD and CRT

Plasma Panel : Here a layer of gas usually neon is sandwiched between two glass plates. Thin vertical strips of conductor run across one plate, while horizontal conductors run up and down the other plate. By applying high voltage to a pair of horizontal and vertical conductors, a pair of horizontal and vertical conductors, a small section of gas at the intersection of the conductors breaks down into glowing plasma of electrons and ions. In the array of gas bulbs, each one can be set to an ‘on’ state or ‘off ‘state by adjusting the voltage of the pair of conductor.

Advantage: 1) Excellent brightness. 2)High contrast 3)Huge scalability Limitation: 1) Very costly. Fig: Layers of Plasma Panel

READYMADE IMAGE SCANNER: A graphic device which directly copies images from a paper or photograph and converts it into the digital format for display, storage and graphic manipulation is called a scanner. Types of scanner: Drum scanner : They are the high-end scanners. 2. Sheetfed scanner: They are ordinary type scanner. 3. Flatbed scanner: It strikes a balance between the above two in quality as well as price. 4. Handheld scanner / bar code readers: They are used for scanning documents in strips of about 4 inches wide by holding the scanner in one hand and sliding it over the documents.

Fig: Sheetfed scanner Fig: Drum Scanner Fig: Barcode Reader Fig : Flatbed Scanner

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