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Annexure ‘CD – 01’

FORMAT FOR COURSE CURRICULUM

Course Title: Computer Graphics and Animation L T P/S No of SW/ TOTAL


Course Code: CSIT665 PDSA FW CREDIT
UNITS
Credit Units: 5 3 - 2 5 2 5
Course Level: PG

Course Objectives:
The objective of the course is to

Provide the necessary theoretical background for introductory computer graphics


Demonstrate the application of computer science to graphics.
Offer an opportunity for students to formulate and implement applications of computer graphics.
Allow students to develop programming skills in computer graphics by programming assignments.

Pre-requisites:

Fundamentals of IT and C Language

Course Contents/Syllabus:
Weightage (%)
Module I:
Introduction to Computer Graphics
Descriptors/Topics
10
Introduction, Brief history of computer Graphics. Terminologies related to computer graphics, classification of computer
graphics, Application areas of computer graphics, Advantages and disadvantages of computer graphics

Module II:
Graphics Primitives
Descriptors/Topics
15
Introduction, Display Devices-CRT, Colored CRT, Random, Raster Displays, Flat Panel Displays-Plasma Panel, LCD,
LED, Image Processing, Input Devices, Output Devices

Module III : Scan Conversion


Descriptors/Topics
Introduction, Point’s Scan conversion, Line’s Scan Conversion-DDA Algorithm and Bresenham’s Algorithm, Circle’s Scan
15
Conversion-Midpoint Algorithms and Bresenham’s Algorithm, Ellipse’s Scan Conversion-Midpoint Ellipse Algorithm,
Aliasing and Anti-aliasing, Character Generation, Polygons-Inside outside test, Polygon Filling.

Module IV : Two Dimensional Geometric Transformation


Descriptors/Topics
Introduction- Geometric Transformation, Coordinate Transformation; Object Representation in Matrices form; Cartesian and 15
Homogeneous Coordinate System; Basic Transformations -Translation, Scaling, General Fixed Point Scaling, Rotation,
Coordinate Axis Rotation, General Pivot-Point Rotation, Reflection; Shearing; Composite Transformation, Transformation
between Co-ordinate System.
Module V : Windowing and Clipping
Descriptors/Topics
The Viewing Pipeline; Viewing coordinate reference Frame, – Dimensional Viewing; Window, View-port, Window to
20
Viewport coordinate transformation., Two Dimensional Viewing Functions, Point Clipping, Text Clipping, Line clipping,
polygon clipping, Multiple Windowing.

Module VI : Three Dimensional Display Methods


Descriptors/Topics
Projection- Taxonomy of Projection ,3-D Representation and Transformation, composite Transformation; Viewing Pipeline,
Viewing Co-ordinate; Introduction to Spline Curves and Surfaces. Visual- Surface Detection Methods-Classification of 15
Visiting Surface Detection Algorithm, Back Pace Detection, Depth-Buffer Method, A Buffer Method, Scan-Line Method

Module VII : Animation


Descriptors/Topics
Introduction, Types of animation, Principles of Animation system, Design of Animation sequences, computer animated 10
languages, Animation Tools, GIF Animator, Methods of controlling animation

Course Learning Outcomes:


After completion of the course, the student will be able to:
Understand fundamental terms of computer graphics
evaluate concepts of computer graphics such as geometrical transformations, illumination models, removal of hidden surfaces and rendering
analyze the ideas in some fundamental algorithms for computer graphics and to some extent be able to compare and evaluate them
understand some of the modeling software tools.
remember the software tools /API to build simple 3D objects.

Pedagogy for Course Delivery:

The class will be taught using blended, flipped, theory and practical based sessions. The course instructor will assign some activity to students for better
understanding of the concepts learnt during theory classes. These concepts will help students for creative designing and modeling.

Lab/ Practical’s details:

List of Experiments:

1. A program to plot a pixel on screen.


2. A program to draw a line using Digital Differential Analyzer (DDA) Algorithm.
3. A program to draw a line using Bresenham's Line Algorithm (BLA) for lines with slopes negative and less than 1.
4. A program to draw a line using Bresenham's Line Algorithm (BLA) for lines with slopes positive and less than 1.
5. A program to draw a line using Bresenham's Line Algorithm (BLA) for lines with slopes positive and greater than 1.
6. A program to draw a line using Bresenham's Line Algorithm (BLA) for lines with slopes negative and greater than 1.
7. A program to draw a circle using Trigonometric Method.
8. A program to draw a circle using Midpoint Circle Algorithm
9. A program to draw a circle using Polynomial Method.
10. A program to draw an ellipse using Midpoint Ellipse Algorithm.
11. A program to draw an ellipse using Trigonometric Method.
12. A program to draw an ellipse using Polynomial Method.
13. A program to fill different types of geometric shapes using Flood Fill Algorithm
14. A program to fill different types of geometric shapes using Boundary Fill Algorithm
15. A program to implement rotation, scaling and translation
16. A program to implement line clipping
17. A menu driven program to implement smile and sorrow face
18. A program to design flying balloons
Assessment/ Examination Scheme:

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

80 20 100

Theory Assessment (L&T):


Continuous Assessment/Internal Assessment End Term Examination

Components (Drop down) Mid-Term Exam PDSA/HA Viva Attendance EE

Weightage (%) 20 20 05 5 50

Lab/ Practical/ Studio Assessment:

Continuous Assessment/Internal Assessment End Term Examination

Components (Drop down Mid-Term Exam Lab Record Continuous Internal Viva Attend PE Viva
Performance

Weightage (%) 10 10 20 5 5 30 20

PDSA
ACTIVITY 1: Write a program to draw line using slope intercept equation.
Description: To graph a linear equation in slope-intercept form, we can use the information given by that form. For example, y=2x+3 tells us that the slope
of the line is 2 and the y-intercept is at (0,3). This gives us one points the line goes through, and the direction we should continue from that point to draw
the entire line.

Pre-Activity Questions: Q1. What is the slope?


Q2. What is the advantage of using slope intercept equations?
Q3. What is the slope intercept form of the equation of the line?
ACTIVITY 2: Write a program to implement scan convert using polar co-ordinates
Description: In mathematics, the polar coordinate system is a two-dimensional coordinate system in which each point on a plane is determined by a distance
from a reference point and an angle from a reference direction. The reference point (analogous to the origin of a Cartesian coordinate system) is called the
pole, and the ray from the pole in the reference direction is the polar axis. The distance from the pole is called the radial coordinate or radius, and the angle
is called the angular coordinate, polar angle, the process of representing continuous graphics objects as a collection of discrete pixels is called scan conversion.
Scan conversion or scan converting rate is a video processing technique for changing the vertical / horizontal scan frequency of video signal for different
purposes and applications. The device which performs this conversion is called a scan converter. The application of scan conversion is wide and covers video
projectors, cinema equipment, TV and video capture cards, standard and HDTV televisions, LCD monitors, radar displays and many different aspects of
picture processing.
Pre-Activity Questions: Q1. What is the principle of Scan Conversion?
Q2. Write polar coordinates of a scan conversion?
ACTIVITY 3: To Implement Liang Barsky Line Clipping Algorithm
Description: In computer graphics, the Liang–Barsky algorithm (named after You-Dong Liang and Brian A. Barsky) is a line clipping algorithm. The
Liang–Barsky algorithm uses the parametric equation of a line and inequalities describing the range of the clipping window to determine the
intersections between the line and the clip window. With these intersections it knows which portion of the line should be drawn. This algorithm is
significantly more efficient than Cohen–Sutherland. The idea of the Liang–Barsky clipping algorithm is to do as much testing as possible before
computing line intersections. To compute the final line segment: 1. A line parallel to a clipping window edge has {\displaystyle p_{i}=0} for that
boundary. 2. If for that {\displaystyle i} {\displaystyle q_{i}0} the line proceeds inside to outside. 4. For nonzero {\displaystyle p_{k}} {\displaystyle
u=q_{i}/p_{i}} gives the intersection point.
Pre-Activity Questions: Q1. What is line clipping algorithm?
Q2. What is CG clipping?
ACTIVITY 4: To Perform 3D Transformations such as Translation, Rotation, Scaling.
Pre-Activity Questions: Q1. What is Transformation computer graphics?
Q2. What is composite transformation in CG?
ACTIVITY 5: Write a Program to draw HUT or another Geometrical figure
Description: A figure drawing is a drawing of the human form in any of its various shapes and postures using any of the drawing media. The term can
also refer to the act of producing such a drawing. The degree of representation may range from highly detailed, anatomically correct renderings to loose
and expressive sketches. A "life drawing" is a drawing of the human figure from observation of a live model. A figure drawing may be a composed
work of art or a figure study done in preparation for a more finished work such as a painting Figure drawing is arguably the most difficult subject an
artist commonly encounters, and entire courses are dedicated to the subject. The human figure is one of the most enduring themes in the visual arts, and
the human figure can be the basis of portraiture, illustration, sculpture, medical illustration, and other fields.
Pre-Activity Questions Q1. What do you understand by Animation?
Q2. Write the various names of geometrical figures?

Mapping Continuous Evaluation Components/PSDA with CLOs:

Bloom’s Level > Remembering Understanding Applying Analyzing Evaluating

Course
Learning CLO1 CLO2 CLO3 CLO4 CLO5
Outcomes
Assessment
type/PSDA

HA  

Mid Term    

LR    

Viva Voce     

CP   

PSDA 1 

PSDA 2 

PSDA 3 

PSDA 4 

PSDA 5 

Text:
D. Hearn and P. Baker , “Computer Graphics”, Prentice-Hall, 2nd Edition, 1996.
S. Harrington, “Computer Graphics – A Programming Approach”, Mc-Graw Hill Book Co., 2nd Edition, 1987.

References:
W. M. Newman and Robert F. Spraull , “Principle of Interactive Computer Graphics”, Mc-Graw Hill Book Co, 2nd Edition, 1979.
J.D Foley and A Van Dam, “Fundamentals of Interactive Computer Graphics”, Addison-Wesley Publishing Co., 2004.
D.F Rogers, “Procedural Elements of Computer Graphics “ McGraw hill Book Co., 1985

Web References:
www.psu.edu/courses/art/art201_jxm22/tutorials
-
www.cgtutorials.com

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