Key takeaways
- DDA, Bresenham, midpoint circle, 2D transformation and clipping numericals appear in nearly every paper.
- Always show the decision parameter table step by step in line and circle questions.
- Each section has exam tips and formula boxes, and the last page lists the most asked practice questions.
- These are original Uncodemy revision notes, not official university notes; check your own syllabus.
About these Computer Graphics handwritten notes
This page offers Uncodemy's Computer Graphics notes as a free handwritten-style PDF. Computer Graphics studies how images are drawn on a screen: displays, scan conversion of lines and circles, transformations, clipping, 3D viewing and shading. The notes are written in short points with neat tables, labelled diagrams, boxed formulas and exam tips, so you can revise a full unit in one sitting instead of reading a long textbook chapter.
Please note: these are original Uncodemy revision notes. They follow the common syllabus that most Indian universities share for this subject, but they are not official university notes. Check your own university syllabus and add anything it lists that is missing here.
What's inside the Computer Graphics notes
The PDF is arranged in 9 sections plus a final page of most asked practice questions. The sections follow the usual unit order of a Computer Graphics syllabus, so you can map them to your own units quickly. Here is what each section covers.
Introduction and display devices
Raster vs random scan, the frame buffer and how to find its size for a given resolution, and display devices such as CRT and LCD.
Line drawing algorithms
The DDA algorithm and Bresenham's line algorithm for 0 < m < 1, each with a worked table of plotted points.
Circle and ellipse drawing
The midpoint circle algorithm with its decision parameter and eight-way symmetry, plus the idea behind midpoint ellipse drawing.
Filling and anti-aliasing
Boundary fill vs flood fill, 4-connected and 8-connected regions, scan-line fill and anti-aliasing methods.
2D transformations
Translation, scaling, rotation, reflection and shear in homogeneous coordinates, and composite transformations such as rotation about a fixed point.
Windowing and clipping
Window to viewport mapping, Cohen-Sutherland line clipping with region codes, and other line and polygon clipping methods.
3D concepts and projections
Parallel and perspective projections, their types, and 3D object representation.
Curves, hidden surfaces and shading
Bezier and B-spline curves and their properties, Z-buffer and other hidden surface methods, and Gouraud and Phong shading.
Animation basics
Key-frame animation, in-betweening and the basic steps used to design an animation sequence.
Most asked questions (practice)
Ten exam-style questions, from frame buffer size to Z-buffer and shading.
How to use handwritten notes to revise Computer Graphics
Computer Graphics marks depend on getting tables and matrices right, so revise with a pencil and grid paper next to the notes.
- Plot one line with DDA and the same line with Bresenham, and compare the pixels you get.
- Run the midpoint circle algorithm for a small radius and fill the decision parameter table fully.
- Multiply composite matrices for rotation about a fixed point; write the matrix order clearly.
- Practise Cohen-Sutherland region codes on two lines, one accepted and one clipped.
A simple three-pass method works well with handwritten notes. In the first pass, read one section and underline only what you do not already know. In the second pass, close the notes and write the definitions, diagrams and steps for that section on a blank sheet, then compare and correct in a different colour. In the third pass, a day or two later, answer two or three exam-style Computer Graphics questions in timed conditions using only memory. Add your own examples and doubts in the margins so the PDF becomes your personal revision copy.
Formulas, diagrams and definitions to memorise
- Frame buffer size = resolution x bits per pixel, converted to bytes.
- DDA steps: steps = max(|dx|, |dy|), then x and y increments of dx/steps and dy/steps.
- Bresenham's initial decision parameter p0 = 2dy - dx and its update rules.
- Midpoint circle initial decision parameter p0 = 1 - r and the eight-way symmetry points.
- Homogeneous matrices for translation, scaling and rotation, and the Cohen-Sutherland region code bit order.
Common mistakes that cost marks
- Multiplying composite matrices in the wrong order; the first transformation applied goes on the right.
- Rounding errors in DDA because values were rounded before adding the increment.
- Forgetting to plot all eight symmetric points in the midpoint circle method.
- Using a non-homogeneous 2x2 matrix for translation, which cannot represent it.
Exam focus: Computer Graphics topics that carry the most marks
Computer Graphics papers reward numericals. These topics carry the most marks.
- DDA and Bresenham line drawing with full tables.
- Midpoint circle algorithm.
- 2D composite transformations with matrices.
- Cohen-Sutherland clipping, projections, Bezier curves and Z-buffer.
Typical long questions
- Compare raster and random scan, and find the frame buffer size for a given resolution.
- Explain the DDA algorithm and plot a given line.
- Explain Bresenham's line algorithm with a worked example.
- Explain the midpoint circle algorithm with a worked example.
- Rotate a triangle about a fixed point using composite matrices.
- Explain Cohen-Sutherland line clipping with region codes.
- Explain Bezier curves and their properties.
Marks per question change between universities and years, so confirm the pattern on a recent official paper. In long answers, start with a definition, add a labelled diagram or table, explain the steps and finish with an example or comparison. Underline the key term in each answer and leave a line between steps, because examiners mark faster when the structure is easy to see.
A 7-day revision plan for Computer Graphics
- Day 1: Introduction and display devices, Line drawing algorithms.
- Day 2: Circle and ellipse drawing, Filling and anti-aliasing.
- Day 3: 2D transformations, Windowing and clipping.
- Day 4: 3D concepts and projections, Curves, hidden surfaces and shading.
- Day 5: Animation basics.
- Day 6: redo the numericals: a DDA line, a Bresenham line, a midpoint circle, a composite transformation and one clipping problem.
- Day 7: answer the most asked practice questions at the end of the notes from memory, then solve one official previous year paper in three hours and mark the units that cost you time.
Keep a single sheet of formulas, definitions and diagrams from the notes for the last hour before the exam, and do not start new topics on the final day.
Who these notes are for
- B.Tech CSE and IT students preparing for the semester Computer Graphics exam.
- BCA and MCA students with a computer graphics paper.
- Students moving towards game development, AR/VR or UI animation who want the maths base.
- Anyone revising scan conversion and transformation numericals quickly.
The notes are a revision aid, not a first textbook. If a Computer Graphics topic is new to you, learn it from your prescribed book or class lectures first, then come back to the notes to compress and revise it. For practice, pair them with your university's official previous year papers. If your syllabus has a topic that is not covered here, you can ask for it through the handwritten notes request page linked below.
Download Computer Graphics Handwritten Notes PDF
Computer Graphics Handwritten Notes PDF (Free)
The PDF carries the same content as this page in a clean, print-ready layout, so you can read it offline and keep it for revision.
7 pages · 293 KB · PDF · Updated 5 Nov 2026