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Syllabus

The document outlines the course contents of a computer graphics course divided into 6 units over 45 hours. Unit I covers graphics primitives, scan conversion, and display files. Unit II covers polygons, clipping algorithms, and polygon filling. Unit III discusses 2D and 3D transformations and projections. Unit IV focuses on segments and animation. Unit V covers shading, illumination models, and hidden surface removal algorithms. Unit VI examines curves, fractals, gaming, and graphics tools. The document also lists 3 textbooks and 3 references for the course.
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0% found this document useful (0 votes)
145 views

Syllabus

The document outlines the course contents of a computer graphics course divided into 6 units over 45 hours. Unit I covers graphics primitives, scan conversion, and display files. Unit II covers polygons, clipping algorithms, and polygon filling. Unit III discusses 2D and 3D transformations and projections. Unit IV focuses on segments and animation. Unit V covers shading, illumination models, and hidden surface removal algorithms. Unit VI examines curves, fractals, gaming, and graphics tools. The document also lists 3 textbooks and 3 references for the course.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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Course Contents

Unit I Graphics Primitives and Scan Conversion 09 Hours


Concepts, applications of computer graphics, pixel, frame buffer, resolution, aspect ratio.
Plotting Primitives: Scan conversions, lines, line segments, vectors, pixels and frame buffers, vector
generation
Scan Conversion: Line and line segments, qualities of good line drawing algorithms,
line drawing algorithms: Digital Differential Analyzer (DDA), Bresenham and parallel line
algorithms, Line styles: thick, dotted and dashed. Circle drawing algorithm: DDA, Bresenham.
Character generating methods: stroke and bitmap method.
Display Files: display file structure, algorithms and display file interpreter. Primitive operations on
display file.

Unit II Polygons and Clipping Algorithms 09 Hours

Introduction to polygon, types: convex, concave and complex. Representation of polygon, Inside test,
polygon filling algorithms – flood fill, seed fill, scan line fill and filling with patterns.
Windowing and clipping: viewing transformations, 2-D clipping: Cohen – Sutherland algorithm,
Polygon clipping: Sutherland Hodgeman algorithm, generalized clipping.

Unit III 2-D, 3-D Transformations and 09 Hours


Projections
2-D transformations: introduction, matrices, Translation, scaling, rotation, homogeneous
coordinates and matrix representation, translation, coordinate transformation, rotation about an
arbitrary point, inverse and shear transformation.
3-D transformations: introduction, 3-D geometry, primitives, 3-D transformations and matrix
representation, rotation about an arbitrary axis, 3-D viewing transformations, 3-D Clipping
Projections : Parallel (Oblique: Cavalier, Cabinet and orthographic: isometric, diametric, trimetric)
and Perspective ( Vanishing Points – 1 point, 2 point and 3 point)

Unit IV Segment and Animation 09 Hours

Segment: Introduction, Segment table, Segment creation, closing, deleting and renaming, Visibility.
Animation: Introduction, Design of animation sequences, Animation languages, Key- frame,
Morphing, Motion specification.
Colour models and applications: Properties of Light, CIE chromaticity Diagram, RGB, HSV, CMY,
YIQ, colour Selection and applications.

Unit V Shading, and Hidden Surfaces 09 Hours

Illumination Models: Light Sources, Ambient Light, Diffuse reflection, Specular Reflection, and the
Phong model, Combined diffuse and Specular reflections with multiple light sources, warn model,
Shading Algorithms: Halftone, Gauraud and Phong Shading. Hidden Surfaces Introduction, Back
face detection and removal, Algorithms: Depth buffer (z), Depth sorts (Painter), Area subdivision
(Warnock), BSP tree, and Scan line.
Unit VI Curves and Fractals 09 Hours

Curves: Introduction, Interpolation and Approximation, Blending function, B-Spline curve, Bezier
curve, Fractals: Introduction, Classification, Applications, Fractal generation: snowflake, Triadic
curve, Hilbert curve. Gaming: Introduction, Gaming platform (NVIDIA, i8060 etc.), Advances in
Gaming, Graphics Tools: Introduction, Interactive graphics tool: OpenGL

Books:
Text:
1. S. Harrington, ―Computer Graphics‖, 2nd Edition, McGraw-Hill Publications, 1987, ISBN 0 – 07
– 100472 – 6.
2. D. Rogers, ―Procedural Elements for Computer Graphics‖, 2nd Edition, Tata McGraw-Hill
Publication, 2001, ISBN 0 – 07 – 047371 – 4.
3. Donald D. Hearn, ―Computer Graphics with Open GL‖, 4th Edition, ISBN-13: 9780136053583.

References:
1. J. Foley, V. Dam, S. Feiner, J. Hughes, ―Computer Graphics Principles and Practice‖, 2nd Edition,
Pearson Education, 2003, ISBN 81 – 7808 – 038 – 9.
2. D. Rogers, J. Adams, ―Mathematical Elements for Computer Graphics‖, 2nd Edition, Tata
McGrawHill Publication, 2002, ISBN 0 – 07 – 048677 – 8.
3. Mario Zechner, Robert Green, ―Beginning Android 4 Games Development‖, Apress, ISBN: 978-
81- 322-0575-3.

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