Lab 01
Lab 01
Course Objectives:
Introduction to Computer Graphics; display memory; generation of points, vectors, shapes,
objects, etc.; raster and geometric graphics; interactive and passive graphics; graphics
peripherals; analog and digital images and analog/digital conversion; mathematics of 2-D and
3-D transformations; applications in animation, computer aided design and instruction;
hypertext and multimedia; dialog design; user-interface.
Syllabus Outline:
Overview of the graphics process: Computer Graphics Basics, Applications of graphics,
Interactive graphics programming, graph plotting, windows and clipping, and segmentation.
Graphics hardware: Output Devices, Input Devices, Processing Devices
Fundamental algorithms: Line Drawing Algorithms, Programming raster display systems,
panning and zooming, Raster algorithms and software, scan-Converting lines, characters and
circles, Region filling and clipping, rendering, shading, colour and animation.
2D and 3D geometric transformations: Scaling, Rotation, other basic transformations
Two dimensional viewing: viewing pipeline, clipping, and windowing.
Three dimensional viewing: viewing pipeline, viewing parameters, projections, viewing
transformations, clipping, visible surface detection, 3D to 2D projections and camera
transformation
Parametric curves and surfaces: Bezier, B-Spline, Curve and surface design
Introduction to illumination models and surface rendering
Animation techniques: tweening, double buffering, scene graph manipulation.
Learning Material/References:
Computer Graphics, Principles and Practice, J. D. Foley, A. van Dam, S. K. Feiner and J.
F. Hughes, Addison-Wesley
Computer Graphics, F.S.Hill, Maxwell MacMillan
Computer Graphics with OpenGL, 3rd Edition, Hearn and Baker, Pearson Prentice Hall
Lecture notes, demos and sample programs will be published on the web page
OpenGL: OpenGL Programming Guide:
The Official Guide to Learning OpenGL, Version 1.2,
by M. Woo, J. Neider, T. Davis, D. Shreiner, OpenGL Architecture Review
Board.
Paperback, 784 pages, Addison-Wesley Pub Co; 3rd edition,
ISBN: 0201604582.
Suggested: Mathematics for 3D Game Programming & Computer Graphics,
by Eric Lengyel.
Hardcover, 400 pages, Charles River Media,
ISBN: 1584500379.
Grading Criteria:
Grading criteria are prerogative of the instructor and are as follows, unless otherwise noted:
Percent Component
30% Assignment
20% Mid-Term Exam
25% Final Exam
25% Final Project