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Course Title: COMPUTER GRAPHICS Credit Units: 5 Course Level: U G Course Code: CSE203 Course Objectives: The objective of the course is to provide the understanding of the fundamental graphical operations and the implementation on computer, the mathematics behind computer graphics, including the use of spline curves and surfaces. It gives the glimpse of recent advances in computer graphics, user interface issues that make the computer easy, for the novice to use. Understand and work with basic transformations understands the basics of Random and Raster scan displays understands the basics of Shading ,rendering techniques Understand the basics of projection Pre-requisites: C Language and basic concepts of mathematics Course Contents/Syllabus: Weightage (%) Module 1: Introduction to Graphics and Graphics Hardware System 15% 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 spaceball, Joystick, Data glove, Digitizers, Image scanners, Touch panels, Light pens, Voice systems. Hardcopy devices, Printers, Plotters Module II: Output Primitives and Clipping operations Algorithms for drawing 2D Primitives lines (DDA and Bresenham’s line algorithm), circles (Bresenham’s and midpoint circle algorithm), ellipses (midpoint ellipse algorithm), other curves(conic sections, polynomials and spline curves). 20% L T P/S SW/F W TOTAL CREDIT UNITS 3 1 2 - 5

Course Title: COMPUTER GRAPHICS - Amizone · PDF fileCourse Title: COMPUTER GRAPHICS Credit ... (DDA and Bresenham’s line algorithm), ... wap to draw a line using DDA Algorithms

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Page 1: Course Title: COMPUTER GRAPHICS - Amizone · PDF fileCourse Title: COMPUTER GRAPHICS Credit ... (DDA and Bresenham’s line algorithm), ... wap to draw a line using DDA Algorithms

Course Title: COMPUTER GRAPHICS

Credit Units: 5

Course Level: U G

Course Code: CSE203

Course Objectives:

The objective of the course is to provide the understanding of the fundamental graphical operations and the implementation on computer, the mathematics behind computer graphics, including the use of spline curves and surfaces. It gives the glimpse of recent advances in computer graphics, user interface issues

that make the computer easy, for the novice to use.

Understand and work with basic transformations

understands the basics of Random and Raster scan displays

understands the basics of Shading ,rendering techniques

Understand the basics of projection

Pre-requisites: C Language and basic concepts of mathematics

Course Contents/Syllabus:

Weightage (%)

Module 1: Introduction to Graphics and Graphics Hardware System

15%

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 spaceball, Joystick, Data glove, Digitizers, Image scanners, Touch panels, Light pens, Voice systems.

Hardcopy devices, Printers, Plotters

Module II: Output Primitives and Clipping operations

Algorithms for drawing 2D Primitives lines (DDA and Bresenham’s line algorithm), circles (Bresenham’s and midpoint

circle algorithm), ellipses (midpoint ellipse algorithm), other curves(conic sections, polynomials and spline curves).

20%

L T P/S SW/F

W

TOTAL

CREDIT

UNITS

3 1 2 - 5

Page 2: Course Title: COMPUTER GRAPHICS - Amizone · PDF fileCourse Title: COMPUTER GRAPHICS Credit ... (DDA and Bresenham’s line algorithm), ... wap to draw a line using DDA Algorithms

Antialiasing and filtering techniques

Line clipping (cohen-sutherland algorithm), clip windows, circles, ellipses, polygon, clipping with Sutherland

Hodgeman algorithm

Module III : Geometric transformation

25%

2 D Transformation: Basic transformation, Translation, Rotation, scaling, Matrix Representations and Homogeneous coordinates, window to viewport transformation.

3 D Concepts: Parallel projection and Perspective projection, 3 D Transformation.

Module IV :

3 D Object Representation, Colour models and rendering

25%

Polygon meshes in 3 D, Spheres, Ellipsoid, Bezier curves and Bezier surfaces, Bspline curves and surfaces, solid modeling, sweep representation, constructive solid geometry methods. Achromatic and color models.

Shading ,rendering techniques and visible surface detection method:Basic illumination, diffuse reflection, specular reflection, transparency, shadows. Polygon rendering method, Gouraud & Phong shading, Ray tracing method,

recursive ray tracing, radio-sity method. Depth-buffer method,A-buffer method, Depth-sorting method(painter’s algorithm), Oct-tres method.

Module V: Introduction to multimedia 15%

File formats for BMP, GIF, TIFF, IPEG, MPEG-II, Animation techniques and languages. Design of animation sequences, Computer Animation languages, Elementary filtering techniques and elementary Image Processing techniques

Practicals:

introduction graphics programming

wap to draw a line using DDA Algorithms

wap to draw a line using Bresenhem'sAlgorithms

wap to draw a circle using Bresenhem'sAlgorithms

wap to draw a circle using Mid pointAlgorithms

wap to draw a ecllipse using Mid point algorithms

WAP to translate and scale a triangle

Page 3: Course Title: COMPUTER GRAPHICS - Amizone · PDF fileCourse Title: COMPUTER GRAPHICS Credit ... (DDA and Bresenham’s line algorithm), ... wap to draw a line using DDA Algorithms

WAP to rotate a triangle

WAP to reflect a triangle

Cohen Sutherland Clipping Algorithm

Open Ended Practicals

WAP to draw hyperbola

WAP to clip a polygon using Sutherland Hodgeman Algorithm

Student Learning Outcomes: Students who have successfully completed this course will:

1. Know and be able to describe the general software architecture of programs that use 2D and 3D computer graphics.

2. Know and be able to discuss hardware system architecture for computer graphics. 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 normal, 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).

Pedagogy for Course Delivery:

The course pedagogy will include lectures, numerical practice, case studies, seminars and presentations

Assessment/ Examination Scheme:

Theory L/T (%) Lab/Practical/Studio (%) TOTAL

80 20 100

Page 4: Course Title: COMPUTER GRAPHICS - Amizone · PDF fileCourse Title: COMPUTER GRAPHICS Credit ... (DDA and Bresenham’s line algorithm), ... wap to draw a line using DDA Algorithms

Theory Assessment (L&T)

Continuous Assessment/Internal Assessment End Term

Examination

Components (Drop

down)

Attendance Class Test Home Assignment Case Discussion

Weightage (%) 5 10 7 8 70

Lab Assessment

Continuous Assessment/Internal Assessment End Term

Examination

Components (Drop

down)

Attendance Lab Record Performance Viva

Weightage (%) 5 10 10 5 70

Text & References:

Foley et. al., “Computer Graphics Principles & practice”, 2nd ed. AWL, 2000.

D. Hearn and P. Baker, “Computer Graphics”, Prentice Hall, 1986.

R. Plastock and G. Kalley, “Theory and Problems of Computer Graphics”, Schaum’s Series, McGraw Hill, 1986

References:

R.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.

C.E. Leiserson, T.H. Cormen and R.L. Rivest, “Introduction to Algorithms”, McGraw-Hill Book Company, 1990.

W. Newman and R. Sproul, “Principles of Interactive Computer Graphics, McGraw-Hill, 1973.

F.P. Preparata and M.I. Shamos, “Computational Geometry: An Introduction”, Springer-Verlag New York Inc., 1985.

D. Rogers and J. Adams, “Mathematical Elements for Computer Graphics”, MacGraw-Hill International Edition, 1989

David F. Rogers, “Procedural Elements for Computer Graphics”, McGraw Hill Book Company, 1985.

Alan Watt and Mark Watt, “Advanced Animation and Rendering Techniques”, Addison-Wesley, 1992