Third Semester

Selction Image

Computer Graphics

Course Title: Computer Graphics

Course No.: CSC209

Course Nature: Theory + Lab

Semester: Third

Year: Second

Full Marks: 60 + 20 + 20

Pass Marks: 24 + 8 + 8

Credit Hours: 3

Course Description: The course covers concepts of graphics hardware, software, and applications, data structures for representing 2D and 3D geometric objects, drawing algorithms for graphical objects, techniques for representing and manipulating geometric objects, illumination and lighting models, and concept of virtual reality.

Course Objectives: Discuss representation of data and algorithms used to perform operations on data Demonstrate different operations in terms of Micro-operations Explain architecture of basic computer and micro-programmed control unit Understand and memory and I/O organization of a typical computer system Demonstrate benefits of pipelined systems.

Contents of Chapter

Unit 1. Introduction of Computer Graphics (3 Hrs.)

1.1 A Brief Overview of Computer Graphics, Areas of applications
1.2 Graphics Hardware: Display Technology, Architecture of Raster-Scan Displays, Interlaced refresh procedure, refresh buffer, frame buffer, Vector Displays, Display Processors, Hard copy devices. Input Devices
1.3 Graphics Software: Software standards, Coordinate Representations, PHIGS Workstations, Need of machine independent graphics language
1.4 Human visual system: basic of how we perceived the world, strength and weakness of the human visual system
1.5 Color models: RGB, CMYK, HVS, XYZ

Unit 2. Scan Conversion Algorithm (6 Hrs.)

2.1 Scan Converting a Point and a straight Line: DDA Line Algorithm, Bresenham’s Line Algorithm
2.2 Scan Converting Circle and Ellipse :Mid Point Circle and Ellipse Algorithm
2.3 Area Filling: Scan Line Polygon fill Algorithm,Inside- outside Test,Scan line fill of Curved Boundary area, Boundary-fill and Flood-fill algorithm

Unit 3.Two-Dimensional Geometric Transformations (5 Hrs.)

3.1 Two-Dimensional translation, Rotation,Scaling, Reflection and Shearing
3.2 Homogeneous Coordinate and 2D Composite Transformations. Transformation between Co-ordinate Systems
3.3 Two Dimensional Viewing: Viewing pipeline,Window to viewport coordinate transformation
3.4 Clipping: Point,Lines(Cohen Sutherland line clipping,Liang-BarskyLineClipping),Polygon Clipping(Sutherland Hodgeman polygon clipping)

Unit 4. Three-Dimensional Geometric Transformation (5 Hrs.)

4.1 Three-Dimensional translation, Rotation,Scaling, Reflection and Shearing
4.2 Three-Dimensional Composite Transformations
4.3 Three-Dimensional Viewing: Viewing pipeline, world to screen viewing transformation, Projection concepts(Orthographic, parallel,perspective projections)

Unit 5. 3D Objects Representation (7 Hrs.)

5.1 Representing Surfaces: Boundary and Space partitioning
5.1.1 Polygon Surface: Polygon tables , Surface normal and Spatial orientation of surfaces, Plane equations, Polygon meshes
5.1.1 Polygon Surface: Polygon tables , Surface normal and Spatial orientation of surfaces, Plane equations, Polygon meshes
5.1.3 Blobby Objects
5.2 Representing Curves: Parametric Cubic Curves, Spline Representation,Cubic spline interpolation, Hermite Curves,Bezier and B-spline Curve and surface, Fractals and its applications
5.3 Quadric Surface: Sphere and Ellipsoid

Unit 6. Solid Modeling (4 Hrs.)

6.1 Solids and solid modeling, boundary point, interior point, closure
6.2 Sweep ,Boundary and Spatial-Partitioning Representation
6.3 Binary Space Partition Trees (BSP)
6.4 Octree Representation

Unit 7. Visible Surface Detections (5 Hrs.)

7.1 Visible surface and hidden surface, Coherence for visibility
7.2 Image Space and Object Space Techniques
7.3 Back Face Detection, Depth Buffer (Z-buffer), A-Buffer and Scan-Line Algorithms
7.4 Depth Sorting Method (Painter’s Algorithm)
7.5 BSP tree Method, Octree and Ray Tracing

Unit 8. Illumination Models and Surface Rendering Techniques (5 Hrs.)

8.1 Defining Realism, Image Synthesis Validation, challenges in computing light, optics model
8.2 Basic Illumination Models:Ambientlight, Diffuse reflection,Specular reflection and Phong model
8.3 Intensity attenuation and Color consideration ,Transparency,Shadows
8.4 Polygon Rendering Methods : Constant intensity shading, Gouraud shading , Phong Shading and Fast Phong Shading, Real time vs offline rendering

Unit 9. Introduction to Virtual Reality (2 Hrs.)

9.1 Concept of Virtual reality
9.2 Virtual Reality Components of VR System, Types of VR System, 3D Position Trackers, Navigation and Manipulation Interfaces
9.3 Visual computation in virtual reality
9.4 Augmented Reality
9.5 Application of VR

Unit 10. Introduction to OpenGL(3 Hrs.)

10.1Introduction, Callback functions, Color commands, Drawings pixels, lines, polygons using OpenGL, OpenGL and Direct X APIs - key differences, Viewing, Lighting and reflectance model

Laboratory Works:

  1. DDA Line Algorithm
  2. Bresenham’s line drawing algorithm
  3. Mid Point Circle Algorithm
  4. Mid Point Ellipse Algorithm
  5. Basic transformation on 2D including Translation, Rotation and Scaling
  6. Simple 3D Object with basic transformations including Translation, Rotation and Scaling
  7. Clipping
  8. Hidden surface removal
  9. Basic Drawing Techniques in OpenGL

Text Books:

  1. Donald Hearne and M.Pauline Baker, “Computer Graphics, C Versions.” Prentice Hall

Reference Books:

  1. J.D. Foley, S.K. Feiner and J.F. Hughes, “Computer Graphics – Principles and Practises” (Second Edition in C)
  2. R.K. Maurya, “Computer Graphics with Virtual Reality”, Wiley India
  3. F.S. Hill, Stephen M.Kelley, “Computer Graphics using Open GL” Prentice Hall