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Updated - Computer Graphics Syllabus

This document provides information about the Computer Graphics course with course code BTCS2401 offered in the 4th semester. The course objectives are to introduce graphics system components, 3D computer graphics principles, scanning and transforming geometrical primitives, and applying concepts in game development, visualization and business. The 6 unit syllabus covers fundamentals, transformations, 3D graphics, curves and surfaces, hidden lines and illumination models, and advanced techniques. Course outcomes are applying graphics pipeline and algorithms, using 3D mathematics, and applying principles in applications.

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0% found this document useful (0 votes)
74 views

Updated - Computer Graphics Syllabus

This document provides information about the Computer Graphics course with course code BTCS2401 offered in the 4th semester. The course objectives are to introduce graphics system components, 3D computer graphics principles, scanning and transforming geometrical primitives, and applying concepts in game development, visualization and business. The 6 unit syllabus covers fundamentals, transformations, 3D graphics, curves and surfaces, hidden lines and illumination models, and advanced techniques. Course outcomes are applying graphics pipeline and algorithms, using 3D mathematics, and applying principles in applications.

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COURSE CODE: BTCS2401

COURSE NAME: Computer Graphics

SEMESTER: IV

Course Objectives:

Students will try to learn:

1. To introduce the use of the components of a graphics system and become familiar with building
approach of graphics system components and algorithms related with them.

2. To learn the basic principles of 3- dimensional computer graphics.

3. Provide an understanding of how to scan convert the basic geometrical primitives, how to transform the
shapes to fit them as per the picture definition.

4. Provide an understanding of mapping from a world coordinates to device coordinates, clipping, and
projections.

5. To be able to discuss the application of computer graphics concepts in the development of computer
games, information visualization, and business applications.

6. To comprehend and analyze the fundamentals of animation, virtual reality, underlying technologies and
principles.

COURSE OUTCOMES

Students will able to:

CO1: To list the basic concepts used in computer graphics.

CO2: Apply principles and techniques of computer graphics, e.g., the graphics pipeline, and Bresenham
algorithm for speedy line and circle generation.

CO3: Apply computer graphics concepts in the development of computer games, information
visualization, and business applications

CO4: To develop a facility with the relevant mathematics of computer graphics, e.g., 3D rotations are
using vector algebra, geometrical transformations and projections using homogeneous co-ordinations.

CO5: Apply principles and techniques of computer graphics, e.g., the graphics pipeline, and Bresenham
algorithm for speedy line and circle generation.

CO6: Understanding of latest advances and its applications in Computer Graphics


SYLLABUS

Unit – 1 Fundamentals 4 Hours

Types of computer graphics, Graphic Displays- Random scan displays, Raster scan displays, Frame
buffer and video controller, Points and lines, Line drawing algorithms(DDA and Bresenhems )Midpoint
circle generating algorithm.

Unit-2: Transformations 4 Hours

Basic transformation, Matrix representations and homogenous coordinates, Composite transformations,


Reflections and shearing. Windowing and Clipping: Viewing pipeline, Viewing transformations, 2-D
Clipping Algorithms-Line clipping algorithms such as Cohen Sutherland line clipping algorithm, Liang
Barsky algorithm, Line clipping against non-rectangular clip windows; Polygon clipping – Sutherland
Hodgeman polygon clipping, Curve clipping, Text clipping.

Unit-3 : Three Dimensional 4 Hours

3-D geometric primitives, 3-D Object representation, 3-D Transformation, 3-D viewing, projections.

Unit-4 : Curves and Surfaces 4 Hours

Quadric surfaces, Spheres, Ellipsoid, Blobby objects,. Introductory concepts of Spline, BSpline and
Bezier curves and surfaces

Unit-5 :Hidden Lines and Illumination models 4 Hours

Hidden Lines and Surfaces: Back Face Detection algorithm, Depth buffer method, A-buffer method, Scan
line method, basic illumination models – Ambient light, Diffuse reflection, Specular reflection ,Intensity
Attenuation, Color consideration, Transparency and Shadows.

Unit 6: Advanced Techniques and Case Studies 4Hours

The advances and the latest trends in the course as well as the latest applications of the  areas covered in
the course. The latest research conducted in the areas covered in the course. Discussion of some latest
papers published in IEEE transactions and ACM transactions, Web of Science and SCOPUS indexed
journals as well as high impact factor conferences as well as symposiums. Discussion on some of the
latest products available in the market based on the areas covered in the course and patents filed in
the areas covered in the course.

TEXT BOOKS:

1. John F. Hughes, Andries Van Dam, Morgan Mc Guire ,David F. Sklar , James D. Foley, Steven K.
Feiner and Kurt Akeley ,”Computer Graphics: Principles and Practice”, , 3rd Edition, Addison-
Wesley Professional,2013. (UNIT I, II, III, IV).
2. Donald Hearn and Pauline Baker M, “Computer Graphics”, Prentice Hall, New Delhi, 2007 (UNIT
V).
REFERENCES:

1. Donald Hearn and M. Pauline Baker, Warren Carithers,“Computer Graphics With Open GL”, 4th
Edition, Pearson Education, 2010.
2. Jeffrey McConnell, “Computer Graphics: Theory into Practice”, Jones and Bartlett Publishers, 2006.
3. Hill F S Jr., “Computer Graphics”, Maxwell Macmillan” , 1990.
4. Peter Shirley, Michael Ashikhmin, Michael Gleicher, Stephen R Marschner, Erik Reinhard,
KelvinSung, and AK Peters, Fundamental of Computer Graphics, CRC Press, 2010.
5. Stepmom Gets Revenge - Savannah Bond - FAPSTER
6. William M. Newman and Robert F.Sproull, “Principles of Interactive Computer Graphics”, Mc
GrawHill 1978.
7. http://nptel.ac.in/
8.

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