Introduction:
Application areas of Computer Graphics, overview of graphics systems, video-display devices, raster-scan systems, random scan systems, graphics monitors and work stations and input devices
Output primitives:
Points and lines, line drawing algorithms (Bresenham’s and DDA Algorithm), midpoint circle and ellipse algorithms
Polygon Filling:
Scan-line algorithm, boundary-fill and flood-fill algorithms
2-D geometrical transforms:
Translation, scaling, rotation, reflection and shear transformations, matrix representations and homogeneous coordinates, composite transforms, transformations between coordinate systems
2-D viewing:
The viewing pipeline, viewing coordinate reference frame, window to view-port coordinate transformation, viewing functions, Cohen-Sutherland algorithms, Sutherland –Hodgeman polygon clipping algorithm.
3-D object representation:
Polygon surfaces, quadric surfaces, spline representation, Hermite curve, Bezier curve and B-Spline curves, Bezier and B-Spline surfaces. Basic illumination models, polygon rendering methods.
3-D Geometric transformations:
Translation, rotation, scaling, reflection and shear transformations, composite transformations.
3-D viewing:
Viewing pipeline, viewing coordinates, view volume and general projection transforms and clipping.
Computer animation:
Design of animation sequence, general computer animation functions, raster animation, computer animation languages, key frame systems, motion specifications
Visible surface detection methods:
Classification, back-face detection, depth-buffer, BSP-tree methods and area sub-division methods
TEXT BOOKS:
1. “Computer Graphics C version”, Donald Hearn and M. Pauline Baker, Pearson Education
2. “Computer Graphics Principles & practice”, second edition in C, Foley, Van Dam, Feiner and Hughes, Pearson Education.
3. Computer Graphics, Steven Harrington, TMH
REFERENCES:
1. Procedural elements for Computer Graphics, David F Rogers, Tata Mc Graw hill, 2nd edition.
2. Principles of Interactive Computer Graphics”, Neuman and Sproul, TMH.
3. Principles of Computer Graphics, Shalini Govil, Pai, 2005, Springer.
Course Outcomes
1. Acquire familiarity with the relevant mathematics of computer graphics.
2. Be able to design basic graphics application programs, including animation
3. Be able to design applications that display graphic images to given specifications