Computer Graphics Syllabus 2023

Computer Graphics

Unit I: Introduction and Overview of Graphics System
Hours

Definition and Representative uses of computer graphics, Overview of coordinate system, Definition of scan conversion, rasterization and rendering. Raster scan & random scan displays, Architecture of raster graphics system with display processor, Architecture of random scan systems.

Unit II: Output Primitives

Scan conversions of point, line, circle and ellipse: DDA algorithm and Bresenham algorithm for line drawing, midpoint algorithm for circle, midpoint algorithm for ellipse drawing (Mathematical derivation for above algorithms is expected); Aliasing, Antialiasing techniques like Pre and post filtering, super sampling, and pixel phasing).; Filled Area Primitive: Scan line Polygon Fill algorithm, inside outside tests, Boundary Fill and Flood fill algorithm

Unit III: Two Dimensional Geometric Transformations

Basic transformations: Translation, Scaling, Rotation , Matrix representation and Homogeneous Coordinates Composite transformation Other transformations: Reflection and Shear

Unit IV: Two-Dimensional Viewing and Clipping

Viewing transformation pipeline and Window to Viewport coordinate transformation , Clipping operations: Point clipping, Line clipping algorithms: Cohen-Sutherland, Liang: Barsky, Polygon Clipping Algorithms: Sutherland Hodgeman, Weiler Atherto

Unit V: Three Dimensional Geometric Transformations, Curves and Fractal Generation

3D Transformations: Translation, Rotation, Scaling and Reflection, Composite transformations: Rotation about an arbitrary axis, Projections – Parallel, Perspective. (Matrix Representation), Bezier Curve, B-Spline Curve, Fractal Geometry: Fractal Dimension, Koch Curve.

Unit VI: Visible Surface Detection and Animation

Visible Surface Detection: Classification of Visible Surface Detection algorithm, Back Surface detection method, Depth Buffer method, Area Subdivision method Animation: Introduction, Design of animation sequences, Animation languages, Keyframe, Morphing, Motion specification.

Text Book:

Hearn, Baker, “Computer Graphics (C version)” – Pearson Education

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Reference Books:

  1. J. Foley, V. Dam, S. Feiner, J. Hughes, ―Computer Graphics Principles and Practice‖, 2nd Edition,Pearson Education, 2003, ISBN 81 – 7808 – 038 – 9.
  2. D. Rogers, J. Adams, ―Mathematical Elements for Computer Graphics‖, 2nd Edition, TataMcGrawHill Publication, 2002, ISBN 0 – 07 – 048677 – 8.
  3. Mario Zechner, Robert Green, ―Beginning Android 4 Games Development‖, Apress, ISBN: 978-81- 322- 0575-3.
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