SYBSCIT III Semester Syllabus (Effect from the academic year 2012–2013)
Subject : Computer Graphics
Unit – I Introduction Computer Graphics and Primitive Algorithms:Introduction to Image and Objects, Image Representation, Basic Graphics Pipeline, Bitmap and Vector-Based Graphics, Applications of Computer Graphics, Display Devices, Cathode Ray Tubes, Raster Scan Display, Random-Scan Display, Flat Panel Display, Input Technology, Coordinate System Overview,
Scan-Conversion of graphics primitives:Scan-Conversion of a Lines (Digital Differential Analyzer Algorithm, Bresenham’s Line Drawing Algorithm, Scan-Conversion of Circle and Ellipse (Bresenham’s Method of Circle Drawing, Midpoint Circle Algorithm), Drawing Ellipses and Other Conics.
(8 Lectures)
Unit- II Two Dimensional Transformation: Introduction to transformations, Transformation Matrix, Types of Transformations in Two Dimensional Graphics: Identity Transformation, Scaling, Reflection, Shear Transformations, Rotation, Translation, Rotation about an
Arbitrary Point, Combined Transformation, Homogeneous Coordinates, 2D Transformations using Homogeneous Coordinates
(8 Lectures)
Unit-III Three-dimensional transformations, Objects in Homogeneous Coordinates, Three-Dimensional Transformations: Scaling, Translation, Rotation, Shear Transformations, Reflection, World Coordinates and Viewing Coordinates,Projection, Parallel Projection,
Perspective Projection.
(8 Lectures)
Unit-IV Viewing and Solid Area Scan-Conversion:Introduction to viewing and clipping, Viewing Transformation in Two Dimensions, Introduction to Clipping, Two-Dimensional Clipping, Point Clipping, Line Clipping, Introduction to a Polygon Clipping, Viewing and
Clipping in Three Dimensions, Three-Dimensional Viewing Transformations, Text Clipping
Introduction to Solid Area Scan-Conversion, Inside–Outside Test, Winding Number Method and Coherence Property, Polygon Filling, Seed Fill Algorithm, Scan-Line Algorithm, Priority Algorithm, Scan Conversion of Character, Aliasing, Anti-Aliasing, Halftoning, Thresholding and Dithering
(8 Lectures)
Unit –V Introduction to curves, Curve Continuity, Conic Curves, Piecewise Curve Design, Parametric Curve Design, Spline Curve Representation, Bezier Curves, B-Spline Curves, Fractals and its applications.
Surface Design: Bilinear Surfaces, Ruled Surfaces, Developable Surfaces, Coons Patch, Sweep Surfaces, Surface of Revolution, Quadric Surfaces, Constructive Solid Geometry, Bezier Surfaces, BSpline Surfaces, Subdivision Surfaces
Visible Surfaces: Introduction to visible and hidden surfaces,
Coherence for visibility, Extents and Bounding Volumes, Back Face Culling, Painter’s Algorithm, Z-Buffer Algorithm, Floating Horizon Algorithm, Roberts Algorithm.
(8 Lectures)
Unit-VI Object Rendering: Introduction Object-Rendering, Light Modeling Techniques, Illumination Model, Shading, Flat Shading, Polygon Mesh Shading, Gaurand Shading Model, Phong Shading, Transparency Effect, Shadows, Texture and Object Representation,
Ray Tracing, Ray Casting, Radiosity, Color Models. Introduction to animation, Key-Frame Animation, Construction of an Animation Sequence, Motion Control Methods, Procedural
Animation, Key-Frame Animation vs. Procedural Animation, Introduction to Morphing, Three-Dimensional Morphing
(8 Lectures)
Books:
Computer Graphics, R. K. Maurya, John Wiley.
Mathematical elements of Computer Graphics, David F. Rogers, J. Alan Adams,
TATAMCGRAW-HILL
Procedural elements of Computer Graphics, David F. Rogers, Tata McGraw-Hill.
Reference:
Computer Graphics, Donald Hearn and M. Pauline Baker, Prentice Hall of India
Computer Graphics, Steven Harrington, McGraw-Hill
Computer Graphics Principles and Practice, J.D. Foley, A. Van Dam,S.K. Feiner and R.L.
Phillips, Addision Wesley
Principles of Interactive Computer Graphics, Willaim M. Newman, Robert F. Sproull,
TATAMCGRAW-HILL
Introduction to Computer Graphics, J.D. Foley, A. Van Dam, S.K. Feiner, J.F. Hughes and
R.L. Phillips, Addision Wesley
Practical Code : USIT3P2
Term Work: Should contain at least 6 assignments (one per unit) covering the syllabus.
Suggested Practical:
Should contain at least 10 programs development in C++. Some Sample practical are listed
below.
1. Write a program with menu optionto input the line coordinates from the user to generate a
line using Bresenham’s method and DDA algorithm. Compare the lines for their values on
the line.
2. Develop a program to generate a complete circle based on
a. Bresenham’s circle algorithm b. Midpoint Circle Algorithm
3. Implement the Bresenham’s/DDA algorithm for drawing line (programmer is expected to
shift the origin to the center of the screen and divide the screen into required quadrants).
4. Write a program to implement a stretch band effect. (A user will click on the screen and
drag the mouse/arrow keys over the screen coordinates. The line should be updated like
rubber-band and on the right-click gets fixed).
5. Write program to perform the following 2D and 3D transformations on the given input
figure
a. Rotate throughθ.
b. Reflection
c. Scaling
d. Translation.
6. Write a program to demonstrate shear transformation in different directions on a unit
square situated at the origin.
7. Develop a program to clip a line using Cohen-Sutherland line clipping algorithm between
(x1,y1)(x2, y2) against a window (xmin, ymin)(xmax, ymax).
8. Write a program to implement polygon filling.
9. Write a program to generate a 2D/3D fractal figures (Sierpinski triangle, Cantor set, tree
etc).
10. Write a program to draw Bezierand B-Spline Curves with interactive user inputs for
control polygon defining the shape of the curve.
11. Write a program to demonstrate 2D animation such as clock simulation or rising sun
12. Write a program to implement the bouncing ball inside a defined rectangular window.
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