Description
Unit I Graphics Primitives and Scan Conversion Algorithms
Introduction, graphics primitives - pixel, resolution, aspect ratio, frame buffer. Display devices, applications of computer graphics.
Introduction to OpenGL - OpenGL architecture, primitives and attributes, simple modelling and rendering of two- and three-dimensional geometric objects, GLUT, interaction, events and call-backs picking. (Simple Interaction with the Mouse and Keyboard)
Scan conversion: Line drawing algorithms: Digital Differential Analyzer (DDA), Bresenham. Circle drawing algorithms: DDA, Bresenham, and Midpoint
Unit II Polygon, Windowing and Clipping
Polygons: Introduction to polygon, types: convex, concave and complex. Inside test. Polygon Filling: flood fill, seed fill, scan line fill. Windowing and clipping: viewing transformations, 2-D clipping: Cohen – Sutherland algorithm line Clipping algorithm, Sutherland Hodgeman Polygon clipping algorithm, Weiler Atherton Polygon Clipping algorithm.
Unit III 2D, 3D Transformations and Projections
2-D transformations: introduction, homogeneous coordinates, 2-D transformations - Translation, scaling, rotation and shear, rotation about an arbitrary point. 3-D transformations: introduction, 3-D transformations - Translation, scaling, rotation and shear, rotation about an arbitrary axis. Projections : Parallel (Oblique: Cavalier, Cabinet and orthographic: isometric, diametric, trimetric) and Perspective ( Vanishing Points – 1 point, 2 point and 3 point)
Unit IV Light, Colour, Shading and Hidden Surfaces
Colour models: Properties of Light, CIE chromaticity Diagram, RGB, HSV, CMY. Illumination Models: Ambient Light, Diffuse reflection, Specular Reflection, and the Phong model, Combined diffuse and Specular reflections with multiple light sources, warn model, Shading Algorithms: Halftone, Gauraud and Phong Shading. Hidden Surfaces Introduction, Back face detection and removal, Algorithms: Depth buffer (z), Depth sorts (Painter), Area subdivision (Warnock)
Unit V Curves and Fractals
Curves: Introduction, Interpolation and Approximation, Blending function, B-Spline curve, Bezier curve, Fractals: Introduction, Classification, Fractal generation: snowflake, Triadic curve, Hilbert curve, Applications.
Unit VI Introduction to Animation and Gaming
Segment: Introduction, Segment table, Segment creation, closing, deleting and renaming, Visibility. Animation: Introduction, Conventional and computer based animation, Design of animation sequences, Animation languages, Key- frame, Morphing, Motion specification. Gaming: Introduction, Gaming platform (NVIDIA, i8060), Advances in Gaming.
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