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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
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
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
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