Computer Graphics Syllabus
Computer Graphics Syllabus
Course Contents/Syllabus:
Weightage (%)
Module I: Introduction to Graphics and Graphics Hardware System 20
Video display devices, CRT, LCD Display Devices Raster scan displays, Random scan displays, Raster scan systems,
Random scan Systems. Input devices, keyboard, mouse, Trackball and space ball, Joystick, Data glove, Digitizers,
Image scanners, Touch panels, Light pens, Voice systems. Hardcopy devices, Printers, Plotters.
Pedagogy for Course Delivery (Blended mix mode): Subject will be taught based on classroom lectures, practical, self-works, and activities.
Lab Assignments:
1. Write C++/Java program to draw line using DDA and Bresenham‘s algorithm. Inherit pixel class and Use function overloading.
2. Write C++/Java program to draw circle using Bresenham‘s algorithm. Inherit pixel class.
3. Write C++/Java program to draw 2-D object and perform following basic transformations, a) Scaling b) Translation c) Rotation Use operator overloading.
4. Write C++/Java program to fill polygon using scan line algorithm. Use mouse interfacing to draw polygon.
5. Write C++/Java program to draw the polygons by using the mouse. Choose colours by clicking on the designed color pane. Use window port to draw.
Use DDA algorithm for line drawing.
6. Write C++/Java program to draw inscribed and Circumscribed circles in the triangle as shown as an example below. (Use any Circle drawing and Line
drawing algorithms)
7.Write a program to implement Bresenham’s line drawing algorithm.
8. Write a program to implement mid-point circle drawing algorithm.
9. Write a program to clip a line using Cohen and Sutherland line clipping algorithm.
10. Write a program to clip a polygon using Sutherland Hodgeman algorithm
Self-Work/ Professional Skill Development activities - Self-Work/ Professional Skill Development activities can be conducted by dividing the class into
group of 7-8 students and same will be evaluated by board of faculty members along with the group report. Some of the suggested activities are:
Weightage (%) 5 10 20 5 60
Text Books:
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, ISBN13: 9780136053583.
4. R. Plastock and G. Kalley, “Theory and Problems of Computer Graphics”, Schaum’s Series, McGraw Hill, 1986
Reference Books:
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.
4R.H. Bartels, J.C. Beatty and B.A. Barsky, “An Introduction to Splines for use in Computer Graphics and Geometric Modeling”, Morgan Kaufmann
Publishers Inc., 1987.