0% found this document useful (0 votes)
6 views5 pages

CG syllabus

Download as pdf or txt
Download as pdf or txt
Download as pdf or txt
You are on page 1/ 5

Dayananda Sagar University

School of Engineering
Department of Computer Science and Engineering

COMPUTER GRAPHICS
[As per Choice Based Credit System (CBCS) scheme]

SEMESTER – V
Course : Credits : 03
Code
Hours / : 03 Hours Total Hours : 39 Hours
Week
L–T–P–J : 3–0–0–0

Course Learning Objectives:


This Course will enable students to:
1. Explain the basic principles of Computer Graphics.
2. Develop proficiency in graphics programming using OpenGL framework
3. Design 2D transformations and viewing using mathematical techniques.
4. Apply mathematical techniques in 3D computer graphics.
5. Create Animations and simulate physical Phenomena.
Teaching-Learning Process (General Instructions)
These are sample new pedagogical methods, where teacher can use to accelerate the attainment
of the various course outcomes.
1. Lecture method means it includes not only traditional lecture method, but different type of
teaching methods may be adopted to develop the course outcomes.
2. Interactive Teaching: Adopt the Active learning that includes brainstorming, discussing,
group work, focused listening, formulating questions, notetaking, annotating, and
roleplaying.
3. Show Video/animation films to explain functioning of various concepts.
4. Encourage Collaborative (Group Learning) Learning in the class.
5. To make Critical thinking, ask at least three Higher order Thinking questions in the class.
6. Adopt Problem Based Learning, which fosters students’ Analytical skills, develop thinking
skills such as the ability to evaluate, generalize, and analyse information rather than simply
recall it.
7. Show the different ways to solve the same problem and encourage the students to come up
with their own creative ways to solve them.
8. Discuss how every concept can be applied to the real world - and when that's possible, it
helps improve the students' understanding.
UNIT – I 5 Hours
INTRODUCTION: Graphics areas, Major Applications, Computer Graphics Hardware-
Video display devices, Raster Scan Systems, Input devices, Hard-copy devices.
(Text Book-2: Chapter 1:1.1,1.2)
(Text Book-1: Chapter 1:1.1,1.2,1.4,1.5)
COMPUTER GRAPHICS SOFTWARE: Coordinate representation, Graphics functions,
Introduction to Open GL, Graphics output primitives, Coordinate reference frame, Open GL
point functions, Line functions, Curve functions, fill area primitives, Polygon fill areas, OpenGL-
Polygon fill area functions, Vertex arrays, Pixel array primitives, OpenGL Pixel array functions.
(Text Book-1: Chapter 2, 3: 2.1,2.2,2.5,3.1-3.11)
Dayananda Sagar University
School of Engineering
Department of Computer Science and Engineering

UNIT – II 8 Hours
ATTRIBUTES OF GRAPHICS PRIMITIVES:
OpenGL -State variables, Colour and grey scale, Colour functions, Point attributes, Point
attribute functions, Line attributes, Line attribute functions, Curve attributes, Fill area attributes,
Fill area attributes functions.
(Text Book-1: Chapter 4: 4.1-4.10)
ALGORITHMS FOR GRAPHICS PRIMITIVES:
Line drawing algorithms, Parallel line algorithms, Circle generating algorithms, Ellipse
generating algorithms.
(Text Book-1: Chapter 5: 5.1-5.5)

UNIT – III 9 Hours


2D GEOMETRIC TRANSFORMATION:
Basic 2D Transformation, Matrix representation and coordinates, Inverse transformation, 2D
composite transformation, Other 2D transformation, Raster method for geometric
transformation, OpenGL raster transformation.
(Text Book-1: Chapter 6: 6.1- 6.7)
2D VIEWING:
2D viewing pipeline, Clipping window, Normalization and view port transformation, OpenGL
2D viewing functions, Clipping algorithm-2D point clipping, 2D Line clipping (Cohen-
Sutherland and Liang-Barsky).
(Text Book-1: Chapter 7: 7.1-7.7)

UNIT – IV 9 Hours
3D GEOMETRIC TRANSFORMATIONS:
Translation, Rotation, Scaling, Composite 3D transformations, Other 3D transformations,
OpenGL geometric transformations functions.
(Text Book-1: Chapter 8: 8.1-8.5, 8.8)
3D VIEWING:
Overview of 3D viewing concepts, Pipeline, Coordinates parameters, Projection
transformation, Orthogonal projections, OpenGL 3D viewing functions,
(Text Book-1: Chapter 9: 9.1-9.6,9.10)

UNIT – V 8 Hours
COMPUTER ANIMATIONS:
Raster method for computer animations, Design of animation sequence, Traditional animation
techniques, General computer animation functions.
(Text Book-1: Chapter 11: 11.1-11.4)
OpenGL ANIMATIONS:
Computer animation languages, Key frame System, Motion speciation, Character animations,
Periodic motions OpenGL Animation procedures.
(Text Book-1: Chapter 11: 11.5-11.10)
Dayananda Sagar University
School of Engineering
Department of Computer Science and Engineering

Bloom’s
Course Outcome Description Cognitive
Level
At the end of the course the student will be able to:
CO1 Demonstrate a compressive understanding of L2
Fundamental Computer Graphics concepts with
OpenGL.
CO2 Apply mathematical techniques and algorithms L3
to solve problems in Computer Graphics
CO 3 Implement 2D geometric operations on the L3
objects by using OpenGL APIs and related
mathematics
CO 4 Apply 3D transformations and viewing in real L3
world applications
CO 5 Design GUI with necessary techniques required L3
to animate the created objects

Table: Mapping Levels of COs to POs / PSOs


COs Program Outcomes (POs) PSOs
1 2 3 4 5 6 7 8 9 10 11 12 1 2
CO1 2 2 1 3 2 1 1
CO2 2 2 1 1 3 2 1 2
CO3 2 2 3 3 2 1 2
CO4 2 2 3 3 2 1 2
CO5 2 2 3 3 2 1 2
3: Substantial (High) 2: Moderate (Medium) 1:
Poor (Low)

TEXT BOOKS:
1. Donald D Hearn, M Pauline Baker and Warren Carithers, “Computer Graphics with
OpenGL”, 4th Edition, Pearson, 2014.
2. Steve Marschner, Peter Shirley, “Fundamentals of Computer Graphics”,4 th Edition, CRC
Press.

REFERENCE BOOKS:
1. Shreiner, Woo, Neider, Davis, “OpenGL Programming Guide”,6th Edition, Person
Education 2008.
2. James D Foley, Andries Van Dam, Steven K Feiner, John F Huges “Computer graphics
with OpenGL”, Pearson Education.

E-Resources:

1. https://onlinecourses.nptel.ac.in/noc20_cs90/preview
2. https://www.coursea.org/learn/interactive-computer-graphics
3. https://www.udemy.com/course/computer_graphics_subject/
Dayananda Sagar University
School of Engineering
Department of Computer Science and Engineering
Activity Based
Learning (Suggested Activities in Class)

1. Using Interactive coding platform for creating objects.


2. Develop 2D and 3D modelling of simple objects and create an animation using
key frame techniques.
Dayananda Sagar University
School of Engineering
Department of Computer Science and Engineering
ANIMATION AND VISUAL EFFECTS(VFX)
[As per Choice Based Credit System (CBCS)
scheme]

SEMESTER – VI
Course Code : Credits : 03
Hours / Week : 03 Hours Total : 39Hours
Hours
L–T–P–J : 3–0–0–0

Course Learning Objectives:


This Course will enable students to:

1. Introduce foundational understanding of animation & visual effects


principles, techniquesand industry standards
2. Explain various animation techniques, styles and character Animation principles.

3. Develop practical skills in using Animation software and tools to create basic
animations
4. Identify different animation and visual effects studios around the world
Teaching-Learning Process (General Instructions)
These are sample new pedagogical methods, where teacher can use to accelerate the
attainment of the various course outcomes.
5. Lecture method means it includes not only traditional lecture method, but
different type of teachingmethods may be adopted to develop the course outcomes.
6. Interactive Teaching: Adopt the Active learning that includes brainstorming,
discussing, group work, focused listening, formulating questions, notetaking,
annotating, and roleplaying.
7. Show Video/animation films to explain functioning of various concepts.
8. Encourage Collaborative (Group Learning) Learning in the class.
9. To make Critical thinking, ask at least three higher order Thinking questions in the
class.
10. Discuss how every concept can be applied to the real world - and when that's
possible, it helps improve the students' understanding.
UNIT – I 07
Hours
INTRODUCTION AND BASICS: History/Evolution of Animation Genres and
Categories,
Alternate Forms of Animation
(Text Book-1: Chapter 1)
TERMINOLOGY : Script Terms ,Other Animation Terms
(Text Book-1: Chapter 2)

UNIT – II 08 Hours

You might also like