0% found this document useful (0 votes)
8 views

Computer Graphics

Copyright
© © All Rights Reserved
Available Formats
Download as DOC, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
8 views

Computer Graphics

Copyright
© © All Rights Reserved
Available Formats
Download as DOC, PDF, TXT or read online on Scribd
You are on page 1/ 4

Course Code: XXX Computer Graphics L T P C

Version No. XXX Date of Approval: XXX 3 0 2 4


Prerequisite/Exposure Computer Programming and Problem Solving Using C
Co-requisites

Course Objectives
1. To provide a comprehensive introduction to computer graphics leading to the
ability to understand contemporary terminology, progress, issues, and trends.
2. To understand computer graphics techniques (2-D/3-D), focusing on 3D modeling,
image synthesis, and rendering.
3. Introduce geometric transformations, geometric algorithms, software systems
(OpenGL), 3D object models (surface, volume and implicit), visible surface
algorithms, image synthesis, shading and mapping, ray tracing, radiosity, global
illumination, photon mapping, and anti-aliasing.
4. To explore the interdisciplinary nature of computer graphics this is emphasized in
the wide variety of examples and applications.

Course Outcomes
At the end of the course, student will be able to
1. To develop a facility with the relevant mathematics of computer graphics, e.g., 3D
rotations are using vector algebra, geometrical transformations and projections
using homogeneous co-ordinations.
2. Apply principles and techniques of computer graphics, e.g., the graphics pipeline,
and Bresenham algorithm for speedy line and circle generation.
3. Apply computer graphics concepts in the development of computer games,
information visualization, and business applications.

Course Description:
This course focuses on 2D and 3D interactive and non-interactive graphics. This
course studies the principles underlying the generation and display of 2D and 3D computer
graphics. In this course topics include geometric modeling, 3D viewing and projection,
lighting and shading, color, and the use of one or more technologies and packages such as
OpenGL, and Blender. Course requirements usually include exam and several
programming or written homework assignments.

Text Book:
1. Donald Hearn and M Pauline Baker, “Computer Graphics C Version”, Pearson
Education, India; 2 edition 2002.
2. Computer Graphics Principles and Practice, Second Edition in C, James D.Foley,
Andries Van Dam, Steven K.Feiner, Jhon F.Hughes, Addison Wesley, Third Edition,
2014.
Reference Books:
1. Steven Harrington, “Computer Graphics: A Programming Approach” , McGraw-Hill
Inc.,US; 2nd Revised edition edition, 1983.
2. David Rogers, “ Procedural Elements of Computer Graphics”, McGraw Hill
Education; 2 edition, 2017.

Course Content

Unit I: Introduction and Line Generation 9 lecture hours


Types of computer graphics, Graphic Displays- Random scan displays, Raster scan displays,
Frame buffer and video controller, Points and lines, Line drawing algorithms, Circle
generating algorithms, Midpoint circle generating algorithm, and parallel version of these
algorithms.

Unit II: Transformations 9 lecture hours


Basic transformation, Matrix representations and homogenous coordinates,Composite
transformations, Reflections and shearing.Windowing and Clipping: Viewing pipeline,
Viewing transformations, 2-D Clipping algorithms-Line clipping algorithms such as Cohen
Sutherland line clipping algorithm, Liang Barskyalgorithm, Line clipping against non
rectangular clip windows; Polygon clipping – SutherlandHodgeman polygon clipping,
Weiler and Atherton polygon clipping, Curve clipping, Textclipping.

Unit III: Three Dimensional 9 lecture hours


3-D geometric primitives, 3-D Object representation, 3-D Transformation, 3-D viewing,
projections, 3-D Clipping.

Unit IV: Curves and Surfaces 8 lecture hours


Quadric surfaces, Spheres, Ellipsoid, Blobby objects, Introductoryconcepts of Spline,
Bspline and Bezier curves and surfaces.

Unit IV: Hidden Lines and Illumination models 10 lecture hours


Hidden Lines and Surfaces: Back Face Detection algorithm, Depth buffer method, A-buffer
method, Scan line method, basic illumination models – Ambient light, Diffuse reflection,
Specular reflection and Phong model, Combined approach, Warn model, Intensity
Attenuation, Color consideration, Transparency and Shadows.

Mode of Evaluation: Class Quiz, Assignment, CAT -1, CAT – 2 and ETE.

Theory
Components Internal (50) ETE
Assignment
Cat-2 Semester End

Quiz (15)
Marks Cat-1 (15)
(15) Exam (50)

(5)
Total Marks 100

Relationship between the Course Outcomes (COs) and Program Outcomes (POs):

Mapping between Cos and Pos

Mapped
Sl. No. Course Outcomes (COs) Program
Outcomes

To develop a facility with the relevant mathematics of


1 computer graphics, e.g., 3D rotations using both vector 3
algebra and quaternions, and transformations and
projections using homogeneous coordinations.
To learn the principles and commonly used paradigms and
techniques of computer graphics, e.g., the graphics pipeline,
2 1
and Bresenham algorithm for speedy line and circle
generation.

Be able to discuss the application of computer graphics


3 concepts in the development of computer games, information 3,5,9
visualization, and business applications.

IMPLEMENT THE EXERCISES USING C / OPENGL / JAVA:

1. Implementation of Algorithms for drawing 2D Primitives – Line (DDA, Bresenham) – all


slopes Circle (Midpoint)
2. 2D Geometric transformations – Translation Rotation Scaling Reflection Shear Window-
Viewport
3. Composite 2D Transformations
4. Line Clipping
5. 3D Transformations - Translation, Rotation, Scaling.
6. 3D Projections – Parallel, Perspective.
7. Creating 3D Scenes.
8. Image Editing and Manipulation - Basic Operations on image using any image editing
software, Creating gif animated images, Image optimization.
9. 2D Animation – To create Interactive animation using any authoring tool

You might also like