Programme:
BICTE
Course Title: Computer
Graphics
Course No. : ICT
Ed 466 Nature
of Course: Theoretical + Practical
Level: Bachelor Credit
Hours: 3 (2T+1P)
Semester:
Six Teaching
Hours: 64 (32T+32P)
1. Course
Description
This
course deals with computer graphics consisting of history and application of computer
graphics, output primitives, geometrical transformations 2D and 3D, color
models, clipping, introduction to three-dimensional graphics, projection and
its types, visible surface detection algorithms, illumination model, polygon
rendering methods and understanding of computer
simulation, animation and virtual reality.
2. General
Objectives
·
To familiarize the
students with computer graphics and its applications
·
To understand the Input
hardware and Output Hardware with architecture
·
To make the students
competent in implementing algorithm of graphical primitives: point, line and circle.
·
To enable the students to
implement two and three – dimensional transformations
·
To apply the students to
demonstrating rendering and illumination techniques
·
To know about different color models
·
To understand computer
animation and virtual reality.
3. Specific
Objectives and Contents
Specific
Objectives |
Contents |
· to
summarize key milestones in the history of computer graphics. ·
to illustrate real-world applications of
computer graphics in diverse field · to compare
and contrast of raster and random scan displays architecture · to
identify the different graphical input devices and output devices · to explain
the working principles of CRTs and flat-panel displays. |
Unit I: Computer
Graphics and Hardware 4T+3P ·
History and
Applications of Computer Graphics ·
Input Devices:
Mouse, Keyboard, Touch Panel, Light Pen, Digitizer, Data Glove, Bar Code,
OCR, OMR, MICR ·
Hardcopy
Output Devices: Printer, Plotter ·
Display
Devices: CRT (monochrome and color), LED, LCD Plasma ·
Architecture
of Raster Scan and Random Scan System Practical Work Prepare Case Study Report on one or more topics mentioned below: ·
Touch Panel ·
CRT ·
LED and LCD ·
Bar Code ·
History and Application of Computer Graphics |
· to define
the concept of pixel · to
recall the definition of points and lines in computer graphics. · to
implement the DDA algorithm. · to
implement the Bresenham's line drawing algorithm. · to
utilize the Midpoint Circle algorithm to draw circle |
Unit II: Output Primitives 6T+9P 2.1 Pixel
and Straight Line 2.2 Line
Drawing Algorithms: Digital Differential Analyzer (DDA), Bresenham's Line Drawing 2.3 Midpoint
Circle Algorithm Practical Works ·
Write program to draw a line using DDA algorithm. ·
Write program to draw a line using Bresenham's line drawing algorithm. ·
Write program to draw a circle using Midpoint circle algorithm. ·
Write program to draw different geometrical shapes with the help of
library functions/methods. |
· To
define different types of 2D and 3D Transformations · To
represent 2D and 3D transformations in homogeneous form · to generate
successive and composite transformations · To
define viewing pipeline · to
apply transform objects from world coordinate to viewing coordinate |
Unit III: 2D and
3D Transformation 6T+6P 3.1 2D
and 3D Transformations: Translation, Rotation (about origin and arbitrary
point), Scaling (about origin and arbitrary point), Reflection and Shear 3.2 Representation
of 2D and 3D Transformation in Homogeneous Coordinate System 3.3 Successive
and Composite Transformations 3.4 Window
to Viewport Transformations 3.5 2D
and 3D Viewing Pipeline Practical Works ·
Write program to illustrate all types of 2D and 3D transformations |
· to
understand clipping and its need · to apply
point clipping ·
to utilize Cohen-Sutherland line
clipping algorithm · to
illustrate Sutherland-Hodgeman polygon clipping algorithm |
Unit IV: Clipping 4T+6P=10 4.1 Introduction
to Clipping 4.2 Point
Clipping 4.3 Line
Clipping o
Cohen-Sutherland Line Clipping Algorithm 4.4 Polygon
Clipping o
Sutherland-Hodgeman Polygon Clipping
Algorithm Practical Works Write program to
implement ·
Point Clipping ·
Cohen-Sutherland line clipping algorithm ·
Sutherland Hodgeman Polygon Clipping algorithm |
· to
define 3D object · to
derive the parallel and perspective projection matrices · to
understand different types of visible surface detection methods · to identify
basic illumination models · to
apply polygon rendering methods · to
know the idea behind color models |
Unit V: Three Dimensional
Graphics 9T+5P 5.1 3D Object Representation : Polygon Table 5.2 Projection:
Definition and Types, Derivation of Parallel and Perspective Projection
Matrices 5.3 Visible Surface Detection Methods: Object Space
(Depth Sorting) and Image Space (Z-Buffer, A-Buffer and Scanline) Methods 5.4 Basic Illumination model: Ambient Light, Specular
Highlights and Diffuse Reflection 5.5 Polygon Rendering Methods: Constant, Gouraud and Phong Shading 5.6 RGB, HSV and CMYK Color models Practical Works · Write
program to create 3D object. · Write
program to illustrate parallel projection · Write
program to illustrate perspective projection |
· to understand
the simulation, animation and virtual reality concept ·
to make use of animation tool |
Unit VI:
Computer Simulation, Animation and Virtual Reality 3T+3P 6.1 Introduction to Computer Animation 6.3 Introduction to Simulation 6.4 Introduction of Virtual Reality Practical Works · Use
Animation tool to create simple animated video |
4. Instructional
Techniques
The
instructional techniques for this course are divided into two groups. First group consists of general instructional
techniques applicable to most of the units. The second group consists of
specific instructional techniques applicable to specific units.
5.1 General Techniques
· Providing
the reading materials to the students to familiarize the units.
·
Lecture, question-answer, discussion,
brainstorming, practical, and buzz session.
5.2 Specific
Instructional Techniques
5. Evaluation
Evaluation of students' performance is divided into parts: Internal
assessment and internal and external practical examination and theoretical
examinations. The distribution of points is given below:
Internal Assessment |
External Practical
Exam/Viva |
Semester Examination (Theoretical exam) |
Total Points |
40 Points |
20 Points |
40 Points |
100 Points |
Note: Students must pass
separately in internal assessment, external practical exam and semester
examination.
5.1
Internal
Assessment (40 Points)
Internal
assessment will be conducted by subject teacher based on following criteria:
1)
Class
Attendance 5
points
2)
Learning
activities and class performance 5 points
3)
First
assignment ( written assignment) 10 points
4)
Second
assignment (Case Study/project work with presentation ) 10
points
5)
Terminal
Examination
10 Points
Total
40 points |
5.2
Semester Examination (40 Points)
Examination Division, Dean office
will conduct final examination at the end of semester. Objective question (Multiple choice questions 10 x 1 point) 10 Points Short answer questions (6 questions x 5 marks) 30 Points |
Total
40 points
|
5.3
Practical Exam/Viva (20 Points)
Examination
Division, Dean Office will conduct final practical examination at the end of
semester. Practical record book, practical written test, demonstration of
practical activities and viva are assessment indicators.
6. Prescribed
Textbook
Hearn and Baker, “Computer Graphics, C Version”, Second Edition, Prentice- Hall of
India Private Limited, 2003
7. Recommended
Books and References
1. Edward
Angel and Dave Shreiner Interactive Computer Graphics A Top-Down Approach
With Shader-Based OPENGL, 6th edition ISBN-13: 978-0-13-254523-5
2. Peter
Shirley and Steve Marschner ,Fundamentals
of Computer Graphics, Third Edition CRC Press Taylor & Francis Group
13: 978-1-4398-6552-1
3. Issac Victor Kerlow, The Art of 3D Computer Animation and Effects,
John Wiley, 2004, ISBN:0471430366.
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