Computer Graphics
Course Title: Computer Graphics
Course no: CSC214
Nature of the Course: Theory + Lab
Semester: III
Full Marks: 60 + 20 +
20
Pass Marks: 24 + 8 + 8
Credit Hrs: 3
Course Description: The course covers concepts of
graphics hardware, software, and applications, data structures for representing
2D and 3D geometric objects, drawing algorithms for graphical objects,
techniques for representing and manipulating geometric objects, illumination
and lighting models, and concept of virtual reality.
Course Objectives: The objective of this course is to
understand the theoretical foundation as well as the practical applications of
2D and 3D graphics.
Course Contents:
Unit 1: Introduction of Computer Graphics (3 Hrs.)
1.1 A Brief Overview of Computer Graphics, Areas of
Applications.
1.2 Graphics Hardware: Display Technology, Architecture of
Raster-Scan Displays,Vector Displays, Display Processors, Hard copy device.
Input Devices.
1.3 Graphics Software: Software standards, Need of machine
independent graphics language.
Unit 2: Scan Conversion Algorithm (6 Hrs.)
2.1 Scan Converting a Point and a straight Line: DDA Line
Algorithm, Bresenham’s Line Algorithm
2.2 Scan Converting Circle and Ellipse :Mid Point Circle and
Ellipse Algorithm
2.3 Area Filling: Scan Line Polygon fill Algorithm,
Inside-outside Test, Scan line fill of Curved Boundary area, Boundary-fill and
Flood-fill algorithm.
Unit 3: Two-Dimensional Geometric Transformations (5
Hrs.)
3.1 Two-Dimensional translation, Rotation, Scaling,
Reflection and Shearing
3.2 Homogeneous Coordinate and 2D Composite Transformations.
Transformation between Co-ordinate Systems.
3.3 Two Dimensional Viewing: Viewing pipeline, Window to
viewport coordinate transformation
3.4 Clipping: Point, Lines(Cohen Sutherland line clipping,
Liang-Barsky Line Clipping) , Polygon Clipping(Sutherland Hodgeman polygon
clipping)
Unit 4: Three-Dimensional Geometric Transformation (5
Hrs.)
4.1 Three-Dimensional translation, Rotation, Scaling,
Reflection and Shearing
4.2 Three-Dimensional Composite Transformations
4.3 Three-Dimensional Viewing: Viewing pipeline, world to
screen viewing transformation, Projection concepts(Orthographic, parallel,
perspective projections)
Unit 5: 3D Objects Representation (7 Hrs.)
5.1 Representing Surfaces: Boundary and Space partitioning
5.1.1 Polygon Surface: Polygon tables , Surface normal and
Spatial orientation of surfaces, Plane equations, Polygon meshes
5.1.2 Wireframe Representation
5.1.3 Blobby Objects
5.2 Representing Curves: Parametric Cubic Curves, Spline
Representation, Cubic spline interpolation, Hermite Curves, Bezier and B-spline
Curve and surface
5.3 Quadric Surface: Sphere and Ellipsoid
Unit 6: Solid Modeling (4 Hrs.)
6.1 Sweep ,Boundary and Spatial-Partitioning Representation
6.2 Binary Space Partition Trees (BSP)
6.3 Octree Representation
Unit 7: Visible Surface Detections (5 Hrs.)
7.1 Image Space and Object Space Techniques
7.2 Back Face Detection, Depth Buffer (Z-buffer), A-Buffer
and Scan-Line Algorithms.
7.3 Depth Sorting Method (Painter’s Algorithm)
7.4 BSP tree Method, Octree and Ray Tracing
Unit 8: Illumination Models and Surface Rendering
Techniques (5 Hrs.)
8.1 Basic Illumination Models: Ambient light, Diffuse
reflection, Specular reflection and Phong model
8.2 Intensity attenuation and Color consideration
,Transparency, Shadows
8.3 Polygon Rendering Methods : Constant intensity shading,
Gouraud shading , Phong Shading and Fast Phong Shading
Unit 9: Introduction to Virtual Reality (2 Hrs.)
9.1 Concept of Virtual reality
9.2 Virtual Reality Components of VR System, Types of VR
System, 3D Position Trackers, Navigation and Manipulation Interfaces
9.3 Application of VR
Unit 10: Introduction to OpenGL (3 Hrs.)
10.1 Introduction, Callback functions, Color commands,
Drawings pixels, lines, polygons using OpenGL, Viewing and Lighting
Laboratory Works:
The laboratory course consists of implementing following
algorithms using high level languages and OpenGL.
1. DDA Line Algorithm
2. Bresenham’s line drawing algorithm
3. Mid Point Circle Algorithm
4. Mid Point Ellipse Algorithm
5. Basic transformation on 2D including Translation,
Rotation and Scaling
6. Simple 3D Object with basic transformations including
Translation, Rotation and Scaling
7. Clipping
8. Hidden surface removal
9. Basic Drawing Techniques in OpenGL
Text Books:
1. Donald Hearne and M. Pauline Baker, “Computer Graphics, C
Versions.” Prentice Hall
Reference Books:
1. J.D. Foley, S.K. Feiner and J.F. Hughes, “Computer
Graphics – Principles and Practises” (Second Edition in C)
2. R.K. Maurya, “Computer Graphics with Virtual Reality”,
Wiley India
3. F.S. Hill, Stephen M.Kelley, “Computer Graphics using
Open GL” Prentice Hall
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