By Sushil Goel [best] - Computer Graphics Book
I’m unable to locate a widely recognized computer graphics book by an author named Sushil Goel in standard academic or technical publishing databases (such as those from Pearson, McGraw-Hill, Springer, or major Indian publishers like PHI or Vikas).
It’s possible you may be thinking of:
- Sushil K. Goel – If this author has written on computer graphics, it may be a self-published work, a regional edition, or a lecture notes compilation used in specific universities (especially in India).
- A similar name – For example, **“Computer Graphics” by Sushil K. Goel might exist but is not part of mainstream book listings.
- Alternatively, you could be recalling **“Computer Graphics” by Zhigang Xiang and Roy A. Plastock (Schaum’s outlines) – which is a well-known book sometimes confused with other authors.
To help you better:
- Could you share the publisher name, year of publication, or a course/university that uses this book?
- If it’s a locally printed textbook, checking with Indian publishers like Laxmi Publications, Vikas, or S. Chand might be useful.
The book " Computer Graphics & Multimedia " by Sushil Goel is a comprehensive academic resource designed for students pursuing technical degrees such as B.E., B.Tech, M.Sc, MCA, and Diploma programs.
Below is a detailed report on its content, structure, and key features. Book Overview
Title: Computer Graphics & Multimedia for M.SC/ MCA/ B.E./B.TECH/DIPLOMA Author: Sushil Goel Publisher: K.K. Book Depot Publication Date: January 1, 2022 (Standard Edition) Language: English Format: Paperback, approximately 240 pages Core Content & Syllabus Coverage
The text is structured to cover both the theoretical foundations and practical applications of computer graphics and multimedia. Key topics typically included are:
Basics & Applications: Real-life applications in education, training (e.g., flight simulators), and the electronic industry.
Geometric Transformations: Translation, rotation about the origin, scaling, mirror reflection about an axis, and shearing.
Clipping & Viewing: Line clipping (Cohen-Sutherland), midpoint subdivision, polygon clipping (Sutherland-Hodgman), and window-to-viewport transformations. computer graphics book by sushil goel
Filling Algorithms: Stack-based fill, scan-line seed fill, and solved numerical problems for practical understanding.
Multimedia Integration: Concepts of hypertext, hypermedia, hardware/software tools, and authoring features (card, icon, or time-based).
Compression: Introduction to data, image, and video compression techniques like JPEG standards. Key Features
Simplified Language: The book is noted for using easy-to-understand language tailored for students.
Visual Distinction: It clearly distinguishes between Bitmap images (real images from cameras) and Vector graphics (mathematically drawn and editable), which is a foundational concept in the field.
Academic Focus: Specifically curated for university syllabi in India, including Maharshi Dayanand University (MDU) and Kurukshetra University (KUK). Target Audience This book is primarily intended for:
Undergraduate and postgraduate students of Computer Science and Applications.
Diploma students requiring a foundational yet technical introduction to graphics.
Beginners looking for a structured approach to learning graphic transformations and multimedia components. I’m unable to locate a widely recognized computer
For those looking to purchase or verify current availability, you can check the listing on Amazon India or explore academic PDFs on Scribd.
The book Computer Graphics & Multimedia by Sushil Goel is a comprehensive academic resource designed for students pursuing technical degrees such as M.Sc., MCA, B.E., B.Tech, and various computer science diplomas. Published by K.K. Book Depot, it serves as a foundational text that bridges the gap between theoretical principles and the practical applications of digital imagery and multimedia systems. Key Features and Content
Sushil Goel’s approach focuses on making complex technical concepts accessible through simple language and a structured pedagogical style. The text typically covers the following core areas:
Fundamentals of Graphics: An introduction to the art of drawing pictures, lines, and charts on a computer screen using programming and specialized software.
Geometric Transformations: Detailed explanations of 2D and 3D transformations, including scaling, rotation, and translation using matrix concatenation.
Output Primitives: Coverage of basic building blocks like polylines, polymarkers, and fill areas.
Multimedia Integration: The book often includes sections on multimedia tools, covering audio coding (like PCM and DPCM) and image/video compression standards such as JPEG and MPEG.
Advanced Techniques: Discussions on graphical standards like the Graphical Kernel System (GKS), dimensioning techniques, and interactive input methods like dragging and rubber-band techniques. Target Audience
The book is specifically tailored for the Indian academic curriculum, making it a staple for students at universities such as Kurukshetra University (KUK) and Maharshi Dayanand University (MDU). It is intended for: Sushil K
Undergraduate Students: BCA, B.Sc. (Computer Science), and B.E./B.Tech candidates. Postgraduate Students: Those in MCA and M.Sc. programs.
IT Professionals: Individuals seeking a refresher on system-level graphics and multimedia foundations. Publication Details Author Sushil Goel Publisher K.K. Book Depot Latest Edition January 1, 2022 Language Format Page Count Approx. 240 pages
This textbook is part of a larger series of educational materials by the author, which includes titles on Operating Systems, Data Structures, and Database Management Systems, all noted for their student-friendly "easy to understand" language. Computer Graphics | PDF - Scribd
Where to Buy the Latest Edition
As of 2025, the latest edition is usually the 2nd or 3rd Revised Edition published by Wiley India. Be cautious of counterfeit copies on street markets. Recommended purchase links:
- Amazon.in (Look for "Sushil Goel Computer Graphics" with a blue cover).
- Flipkart (Verify seller rating).
- Khanna Publishing House (Direct academic outlet).
ISBN to look for: 978-8126551163 (Please verify before buying, as multiple editions exist for different states like UP, MP, and Delhi).
Unit 4: Windowing and Clipping
A practical look at how only a portion of a drawing is rendered.
- Cohen-Sutherland Line Clipping: The zone codes (0000 to 1010) explained with a mnemonic table.
- Liang-Barsky Line Clipping: The parametric equation approach. Goel contrasts this with Cohen-Sutherland to show efficiency gains.
- Polygon Clipping (Sutherland-Hodgman): The "send the pair" rule explained through case tables.
⚠️ The Weaknesses
- Outdated Code: Some editions still rely on Turbo C++ graphics.h (which isn't standard on modern Linux distros). However, the logic remains valid.
- Lack of OpenGL: If your syllabus requires modern shader-based OpenGL, you will need a supplement.
- Print Quality: Paper quality is average (typical for Indian student editions), but text is legible.
Mastering the Pixel: A Guide to Computer Graphics via Sushil Goel’s Methodology
Computer Graphics is the discipline that bridges the gap between raw mathematical data and the visual interfaces we interact with daily. While the field is vast, academic textbooks like those by Sushil Goel provide a structured, algorithmic approach to understanding how computers draw.
This article distills the essential teachings found in this text—moving from the mathematics of lines to the physics of light—offering a roadmap for students navigating this subject.
Mastering Visual Computing: A Deep Dive into the "Computer Graphics Book by Sushil Goel"
In the rapidly evolving landscape of computer science, few subjects bridge the gap between hardcore mathematics and artistic visualization as seamlessly as Computer Graphics. For engineering students in India and across South Asia, the search for a textbook that balances theoretical rigour with exam-oriented practicality often ends with one name: Sushil Goel.
The "Computer Graphics Book by Sushil Goel" has become a staple on the shelves of computer science and information technology undergraduates. But what makes this specific title stand out in a crowded field of international authors like Foley, Van Dam, and Hearn & Baker? This article provides an exhaustive review, structural analysis, and study guide for anyone looking to master graphics programming using this legendary text.
Unit 5: 3D Projections & Hidden Surfaces
- Projections: Perspective (1-point, 2-point) vs. Parallel (Orthographic, Oblique).
- Hidden Surface Removal: Back-face detection, Depth Buffer (Z-buffer) algorithm, Painter’s algorithm.
- Illumination: Basic light models (Ambient, Diffuse, Specular) and Gourard/Phong shading.