CT72 Computer Graphics
Structure No of Hours (40)
1. Introduction 2
2. Line Drawing 4
3.Geometric Transformations 2
4. Clipping Algorithms 4
5. Curve Drawing 8
6. 3D drawing 8
7.
Hidden Surface Elimination 4
8. Illumination Models and Rendering 4
9. Other topics 4
Details.
1. Introduction
1.1. Applications of Computer
graphics
1.2. Use in data visualization and
CAD
1.3. Colour monitors, RGB scheme
1.4. Introduction to OpenGL
2. Line drawing
2.1. DDA algorithm
2.2. Bresenham line algorithm
2.3.
2.4. Polygon filling algorithms
2.4.1
splitting concave polygons
2.5. openGL line functions
3. Geometric Transformations
3.1. 2 D translation
3.2. 2 D rotation
3.3. Scaling
3.4. shearing
3.5. Reflection about a line
3.6. Composite transformation
3.7. OpenGL functions
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4. Clipping algorithms
4.1. Cohen Sutherland line clipping
4.2. Cyrus Beck clipping
4.3. Handling concave windows
4.4. Mid point subdivision method
5. Curve Drawing
5.1. C0 , C1 , C2 continuities
5.2. Hermite curves
5.3. Bezier curves
5.3.1. parametric curve representation
5.3.2. Bezier form
5.3.3. Joining two cubic Bezier curves
5.3.4. Relating Bezier to Hermite curve
5.3.5. Drawing Bezier curves by hand
given slope and end point values
5.3.6. Bezier surface generation
5.4. B-Spline
Curve
5.4.1. Curve equations
5.4.2. Uniform periodic Curve
5.4.3. Cubic periodic curve
5.4.4. Open uniform curve
5.4.5. Relating end point and slope
information to draw curves
5.4.6.
5.5. Displaying curves on computer
screen
5.5.1. Horner’s rule
5.5.2. Forward difference calculations
5.6. OpenGL curve functions
6. 3D viewing
6.1. 3D geometric transformations
6.2. Types of projections –
parallel, isometric, perspective
6.3. Parallel Projections
6.3.1. Front view, Top view, side
views
6.3.2. Axonometric views - types
6.3.3. Isometric view generation
6.4. Perspective projections
6.4.1. One vanishing point perspective
6.4.2. Two vanishing point perspective
6.5. 3D clipping – parallel and
perspective
6.6. Generating solids
6.6.1. Sweep representation
6.6.2. CSG constructive solid geometry
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7. Hidden surface elimination
7.1. Back face detection
7.2. Depth buffer method
7.3. A-buffer method
7.4. Scan line method
7.5. Painters algorithm (depth
sorting)
8. Illumination Models and
Rendering
8.1. Basic illumination models
8.2. Diffuse reflection
8.3. Specular reflection
8.4. Constant intensity surface
rendering
8.5. Gouraud surface rendering
8.6. Phong rendering
8.7. Ray tracing method
9. Other topics
9.1. Fractals
9.1.1. fractal dimension
9.1.2. fractal generation
9.1.3. self-similar factals
9.1.4. random midpoint displacement
methods
9.1.5. self squaring fractals
9.2. Animation
9.2.1. Key frame systems
9.2.2. Morphing
9.2.3. Simulating accelerations
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