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Computer Graphics Syllabus

This document outlines a computer graphics course that introduces fundamental principles of computer graphics. Over the course of 42 hours, topics will include 2D and 3D transformations, modeling, rendering techniques, raster graphics concepts, and image manipulation. Evaluation will consist of three term exams worth 15%, 25%, and 35% respectively, along with 25% of internal marks from assignments, quizzes, and regularity. The goal is for students to gain an understanding of core computer graphics concepts and the ability to create basic graphics applications.

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0% found this document useful (0 votes)
116 views4 pages

Computer Graphics Syllabus

This document outlines a computer graphics course that introduces fundamental principles of computer graphics. Over the course of 42 hours, topics will include 2D and 3D transformations, modeling, rendering techniques, raster graphics concepts, and image manipulation. Evaluation will consist of three term exams worth 15%, 25%, and 35% respectively, along with 25% of internal marks from assignments, quizzes, and regularity. The goal is for students to gain an understanding of core computer graphics concepts and the ability to create basic graphics applications.

Uploaded by

Rajput Rishav
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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11B1WCI611: Computer Graphics

Course Credit: 4
Semester: VI

Introduction
This course presents an introduction to computer graphics designed to give the student an
overview of fundamental principles. It covers the fundamental concepts in creating graphical
images on the computer. Computer graphics uses ideas from Art, Mathematics, and Computer
Science to create images. Course work stresses the reduction of concepts to practice in the form
of numerous programming assignments. The course will include an overview of common
graphics hardware, 2D and 3D transformations and viewing, and basic raster graphics concepts
such as scan-conversion and clipping. Methods for modeling objects as polygonal meshes or
smooth surfaces, and as rendering such as hidden-surface removal, shading, illumination, and
shadows will be investigated.

Course Objectives (Post-conditions)


Knowledge objectives:
1. This course is designed to provide a comprehensive introduction to computer graphics
leading to the ability to understand contemporary terminology, progress, issues, and
trends.
2. A thorough introduction to computer graphics techniques, focusing on 3D modelling,
image synthesis, and rendering. We will look at raster scan graphics including line and
circle drawing, polygon filling, anti-aliasing algorithms, clipping, hidden-line and hidden
surface algorithms including ray tracing and, of course, rendering - the art of making
photo realistic pictures with local and global illumination models.
3. The interdisciplinary nature of computer graphics is emphasized in the wide variety of
examples and applications.

Application objectives:

A successful student will:


1. Know and be able to understand the core concepts of computer graphics.
2. Know and be capable of using OpenGL to create interactive computer graphics.
3. Know and be able to understand a typical graphics pipeline.
4. Know and be able to make interactive graphics applications in C++ using one or more
graphics application programming interfaces.
5. Know and be able to demonstrate an understanding of the use of object hierarchy in graphics
applications.
6. Know and be able to write program functions to implement visibility detection.
7. Know and be able to make pictures with their computer.
8. Know and be able to describe the general software architecture of programs that use 3D
computer graphics.
1. Know and be able to discuss hardware system architecture for computer graphics. This
includes, but is not limited to: graphics pipeline, frame buffers, and graphic accelerators/co-
processors.
2. Know and be able to use a current 3D graphics API (e.g., OpenGL or DirectX).
3. Know and be able to use the underlying algorithms, mathematical concepts, supporting
computer graphics. These include but are not limited to:
• Composite 3D homogeneous matrices for translation, rotation, and scaling
transformations.
• Plane, surface normals, cross and dot products.
• Hidden surface detection / removal.
• Scene graphs, display lists.
4. Know and be able to select among models for lighting/shading: Color, ambient light; distant
and light with sources; Phong reflection model; and shading (flat, smooth, Gourand, Phong).
5. Know and be able to use and select among current models for surfaces (e.g., geometric;
polygonal; hierarchical; mesh; curves, splines, and NURBS; particle.
6. Know and be able to design and implement model and viewing transformations, the graphics
pipeline and an interactive render loop with a 3D graphics API.
7. Be able to design and implement models of surfaces, lights, sounds, and textures (with
texture transformations) using a 3D graphics API.
8. Be able to discuss the application of computer graphics concepts in the development of
computer games, information visualization, and business applications.
9. Be able to discuss future trends in computer graphics and quickly learn future computer
graphics concepts and APIs.

Expected Student Background (Preconditions)


Elementary Knowledge about the Topics Introduction to Programming is required.

Topics Outline:

S NO Topics Hrs
1 Introduction to Computer Graphics 4
Overview of Computer Graphics, Computer Graphics Application and
Software, Description of some graphics devices, Input Devices for Operator
Interaction, Active and Passive Graphics Devices, Display Technologies,
Storage Tube Graphics Displays, Calligraphic Refresh Graphics Displays,
Raster Refresh (Raster-Scan) Graphics Displays, Cathode Ray Tube Basics,
Color CRT Raster Scan Basics, Video Basics, The Video Controller,
Random-Scan Display Processor, LCD displays, Graphics Primitives.
2 Two-Dimensional Transformations 8
Transformations and Matrices, Transformation Conventions, 2D
Transformations, Homogeneous Coordinates and Matrix Representation of
2D Transformations, Translations and Homogeneous Coordinates, Rotation,
Reflection, Scaling, Combined Transformation, Transformation of Points,
Transformation of The Unit Square, Solid Body Transformations, Rotation
About an Arbitrary Point, Reflection through an Arbitrary Line, A Geometric
Interpretation of Homogeneous Coordinates, The Window-to-Viewport
Transformations.
3 Three-Dimensional Transformations and Viewing in 3D 10
Introduction, Three-Dimensional Scaling, Three-Dimensional Shearing,
Three-Dimensional Rotation, Three-Dimensional Reflection, Three-
Dimensional Translation, Multiple Transformation, Rotation about an
Arbitrary Axis in Space, Reflection through an Arbitrary Plane, Matrix
Representation of 3D Transformations, Composition of 3D Transformations,
Affine and Perspective Geometry, Perspective Transformations, Techniques
for Generating Perspective Views, Vanishing Points, the Perspective
Geometry and camera models, Orthographic Projections, Axonometric
Projections, Oblique Projections, View volumes for projections.
4 Scan conversion – lines, circles and Ellipses; Filling polygons and clipping 10
algorithms
Scan Converting Lines, Mid-point criteria, Problems of Aliasing, end-point
ordering and clipping lines, Scan Converting Circles, Scan Converting
Ellipses, Filling Polygons, edge data structure, Clipping Lines algorithms–
Cyrus-Beck, Cohen-Sutherland and Liang-Barsky, Clipping Polygons,
problem with multiple components.
5 Solid Modeling 4
Representing Solids, Regularized Boolean Set Operations, Primitive
Instancing, Sweep Representations, Spatial-Partitioning Representations -
Octree representation, B-Reps, Constructive Solid Geometry, Comparison of
Representations.
6 Plane Curves and Surfaces 5
Curve Representation, Nonparametric Curves, Parametric Curves, Parametric
Representation of a Circle, Parametric Representation of an Ellipse,
Parametric Representation of a Parabola, Parametric Representation of a
Hyperbola, A Procedure for using Conic Sections, The General Conic
Equation; Representation of Space Curves, Cubic Splines, , Bezier Curves, B-
spline Curves, B-spline Curve Fit, B-spline Curve Subdivision, Parametric
Cubic Curves, Quadric Surfaces. Bezier Surfaces.
7 Image Manipulation and Storage Self-
What is an Image? Digital image file formats, Image compression standard – Learning
JPEG, Image Processing - Digital image enhancement, contrast stretching,
Histogram Equalization, smoothing and median Filtering.
Total 42

References

1. Donald Hearn and M. Pauline Baker. “Computer Graphics with OPENGL” 3rd Edition
Pearson Publishers, 2011.
2. James D. Foley, Van Adams, K.Fenier and F. Hughes, “Computer Graphics-Principle and
Practices”, 3rd Edition Pearson Publishers , 2002.
3. Computer Graphics using OpenGL , F.S. Hill Jr. Pearson Publishers, 2nd Edition.
4. Harrington, S. (1983). “Computer Graphics: A Programming Approach” Mc-Graw Hill
Book Co.

Evaluation Scheme:

S.No Examination Marks

1 T-1 15
2 T-2 25
3 T-3 35
4 *Internal Marks 25

*Internal Marks Breakdown:

Assignments 9 marks (3x3)

Quizzes 12 marks (3x4)

Regularity 4 Marks

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