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Annexure ‘CD – 01’

L T P/S SW/FW No. of TOTAL


PSDA CREDIT
Course Title: Computer Graphics Credit Units: CSE203 UNITS
3 2 2 3 5
Course Level: UG Course Code: 05

Course Objectives: The objective of the course is to provide the understanding of the fundamental graphical operations and the implementation on compute
the mathematics behind computer graphics, including the use of spline curves and surfaces. It gives the glimpse of recent advances in computer graphics, use
interface issues that make the computer easy, for the novice to use.
Pre-requisites: C Language and basic concepts of mathematics

Course Contents/Syllabus:
Weightage (%)
Module 1: Introduction to Graphics and Graphics Hardware System
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 15
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).
Antialiasing and filtering techniques 20
Line clipping (cohen-sutherland algorithm), clip windows, circles, ellipses, polygon, clipping with Sutherland
Hodgeman algorithm

Module III: Geometric transformation


2 D Transformation: Basic transformation, Translation, Rotation, scaling, Matrix Representations and Homogeneous
25
coordinates, window to viewport transformation.
3 D Concepts: Parallel projection and Perspective projection, 3 D Transformation.
Module IV: 3 D Object Representation, Color models and rendering
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, 25
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


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 15
techniques.

Course Learning Outcomes:

On the successful completion of the course, the student will be able to

Illustrate the concept of graphics, its application area and various devices associated to the graphics controlled by computer system
Analyze algorithms related to various graphics representation on the screen
Interpret the different types of transformation in 2-D and 3-D environment
Analyze the modeling concept of graphics and their representation using the algorithms
Discuss concept of multimedia and its involvement in computer graphics as well as lamination and its libraries

Pedagogy for Course Delivery:

The class will be taught using remote teaching methodology. Students’ learning and assessment will be on the basis of four quadrants and flipped class
method. E-content will be also provided to the students for better learning. The class will be taught using theory, practical and case study method.

List of Professional Skill Development Activities (PSDA):

i. Case Study
ii. Quiz
iii. Minor Experiment
Lab/ Practical’s Experiments:

1. Write a Program to draw a line using DDA Algorithms


2. Write a Program to draw a line using Bresenhem's Algorithms
3. Write a Program to draw a circle using Bresenhem's Algorithms
4. Write a Program to draw a circle using Mid-point Algorithms
5. Write a Program to draw a eclipse using Mid-point algorithms
6. Write a Program for translation and scaling of the triangle
7. Write a Program for rotation of the triangle
8. Write a Program for reflection of the triangle
9. Write a Program for Cohen Sutherland Clipping Algorithm
10. Open Ended Programs
a. Implement the class in C++ representing a 2D triangle. Create functions that contain vertex coordinates and colors. Implement the method tha
performs Gouraud interpolated shading of the triangle. Test the implementation using manually defined triangles of different shapes. Do not us
any third-party components that implement triangle shading, instead use your own code.
b. Develop a program for a moving animated car. You can use the line and circle drawing algorithm for that purpose. The dynamic appearance o
the car should be in the animated form.
c. Develop a program to draw the following image by using line and circle drawing algorithms.
d. Develop a program to design the analog clock. You can use the line and circle drawing algorithm for that purpose.
e. Develop a program to clip the image. Show the image before clipping and after the clipping.

Assessment/ Examination Scheme:

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

80 20
Theory Assessment (L&T):
Continuous Assessment/Internal Assessment End Term
(40%) Examination
(60%)
Components (Drop Attendance Class Test Quiz GROUP Viv Minor
down) PRESENTA Experiment
TION a
Linkage of PSDA 3 3 4
with Internal
Assessment
Component, if any
Weightage (%) 5 15 10 60

Lab/ Practical/ Studio Assessment:

Continuous Assessment/Internal Assessment End Term


(40%) Examination
(60 %)
Components (Drop Attendance Lab Record Performance Viva Exp Viva Total
down
Weightage (%) 5 15 10 10 30 30 60

Text Reading:

1. Foley et. al., “Computer Graphics Principles & practice”, 2nd ed. AWL, 2000. · D. Hearn and P. Baker, “Computer Graphics”, Prentice Hall,
1986.
2. D. Hearn and P. Baker, “Computer Graphics”, Prentice Hall, 1986.
3. R. Plastock and G. Kalley, “Theory and Problems of Computer Graphics”, Schaum’s Series, McGraw Hill, 1986

References:

1. 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.
2. C.E. Leiserson, T.H. Cormen and R.L. Rivest, “Introduction to Algorithms”, McGraw-Hill Book Company, 1990.
3. W. Newman and R. Sproul, “Principles of Interactive Computer Graphics, McGraw-Hill, 1973.
4. 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.
5. D. Rogers and J. Adams, “Mathematical Elements for Computer Graphics”, MacGraw-Hill International, 1989.
6. David F. Rogers, “Procedural Elements for Computer Graphics”, McGraw Hill Book Company, 1985.
7. Alan Watt and Mark Watt, “Advanced Animation and Rendering Techniques”, Addison-Wesley, 1992.

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