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L T P C

20CD503 Computer Graphics & Animation


3 0 2 4
OBJECTIVES:
 To grasp the fundamental knowledge of implementing Computer Graphics in 2D ∙
 To get familiar with 3D Graphics
 To learn the process of implementation of Computer Graphics through Vulkan API
 To get familiarity with basic to advanced rendering techniques
 To acquaint oneself with common data structures and procedural graphics
UNIT I UNIT I 2D GRAPHICS PROCESSING 9
Display devices, Computer Graphics APIs, 2D output Primitives, attributes of output primitives, 2D
Transformations, Viewing – Clipping.
UNIT II UNIT II 3D GRAPHICS PIPELINE 9
3D Primitives, 3D Object representations - Mesh Modeling, parametric curves and surfaces,
coordinate systems, Viewing, 3D Transformations, 3D Viewing pipeline, Projections – Parallel,
Perspective, Clipping in 3D
UNIT III UNIT III VULKAN GRAPHICS API 9
Drawing Primitives, validation layers, resource management, Physical devices and queue families,
logical devices and queues, Graphics pipeline, Input assembler, vertex shader, Tesselation, Geometry
shader, Rasterization, Fragment shader, color blending. Vertex buffers, uniform buffers, Texture
mapping, Depth buffering, Command buffer.
UNIT IV UNIT IV RENDERING and GPU 9
Lighting and Shading, Visible Surface Detection, Applying Textures, The Graphics Rendering
Pipeline, Ray Tracing, Ray Tracing Graphics Hardware (GPU), Global Illumination and path tracing,
Radiosity, Sampling and filtering, physically based rendering, shadows, Environment mapping, Bump
mapping, mipmaps, volume rendering, isosurfaces and marching Cubes, Rasterization
UNIT V  UNIT V DATA STRUCTURES AND PROCEDURAL GRAPHICS 9
Data Structures for Graphics – Triangle Mesh, Scene Graph, Spatial Data Structures, BSP Trees,
Octrees Fractals, Particle Systems, point cloud, procedural textures, grammar-based models,
Constructive Solid Geometry
TOTAL: 45 PERIODS
OUTCOMES:
On Successful completion of the course, Students will be able to
CO1:Implement 2D transformations and algorithms for generating primitives and attributes
CO2:Solve problems in 3D transformations and viewing
CO3:Implement and Render graphics using open source Vulkan API
CO4:Implement rendering techniques and Use GPU based rendering
CO5:Experiment with different procedural graphics and common data
TEXT BOOKS:
1. Donald D. Hearn, M. Pauline Baker, Warren Carithers, “Computer Graphics with OpenGL”,
Pearson Education, Fourth Edition, 2011. (UNIT-I, II)

2. Steve Marschner, Peter Shirley, “Fundamentals of Computer Graphics”, 5 th Edition, CRC


Press/ Taylor and Francis Group, 2021. (UNIT-IV, V)
REFERENCES:
1. Edward Angel, Dave Shreiner,” Interactive Computer Graphics. A Top-Down Approach with
WebGL”, 7 th Edition, 2015. (UNIT- IV, V)
2. OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 4.5 with SPIR V,
9 th Edition, Addison Wesley, 2016.
3. Graham Sellers, John Kessenich, “Vulkan Programming Guide”, 1 st Edition, Addison Wesley,
2016. (UNIT-III)
4. Francis S Hill Jr., Stephen M Kelley, ”Computer Graphics Using OpenGL”, PHI Learning, Third
Edition, 2009.
5. John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K.
Feiner, Kurt Akeley, “ Computer Graphics Principles and Practice”, Third Edition, Addison Wesley,
2013.
6. Samanta Guha, “Computer Graphics Through OpenGL: From Theory to Experiments”, Third
Edition, Chapman and Hall / CRC Press, 2021.
7. Jung Hyun Han, “3D Graphics for Game Programming”, Delmar Cengage Learning, 2011.

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