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.
Understand the theoretical foundation as well as the practical applications of 2D and 3D graphics.
A Brief Overview of Computer Graphics, Areas of Applications, Graphics Hardware: Display Technology, Architecture of Raster-Scan Displays, Vector Displays, Display Processors, Hard copy device, Input Devices, Graphics Software: Software standards, Need of machine independent graphics language
Scan Converting a Point and a straight Line: DDA Line Algorithm, Bresenham’s Line Algorithm, Scan Converting Circle and Ellipse: Mid Point Circle and Ellipse Algorithm, Area Filling: Scan Line Polygon fill Algorithm, Inside-outside Test, Scan line fill of Curved Boundary area, Boundary-fill and Flood-fill algorithm
Two-Dimensional translation, Rotation, Scaling, Reflection and Shearing, Homogeneous Coordinate and 2D Composite Transformations. Transformation between Co-ordinate Systems, Two Dimensional Viewing: Viewing pipeline, Window to viewport coordinate transformation, Clipping: Point, Lines (Cohen Sutherland line clipping, Liang-Barsky Line Clipping), Polygon Clipping (Sutherland Hodgeman polygon clipping)
Three-Dimensional translation, Rotation, Scaling, Reflection and Shearing, Three-Dimensional Composite Transformations, Three-Dimensional Viewing: Viewing pipeline, world to screen viewing transformation, Projection concepts (Orthographic, parallel, perspective projections)
Representing Surfaces: Boundary and Space partitioning, Polygon Surface: Polygon tables, Surface normal and Spatial orientation of surfaces, Plane equations, Polygon meshes, Wireframe Representation, Blobby Objects, Representing Curves: Parametric Cubic Curves, Spline Representation, Cubic spline interpolation, Hermite Curves, Bezier and B-spline Curve and surface, Quadric Surface: Sphere and Ellipsoid
Sweep, Boundary and Spatial-Partitioning Representation, Binary Space Partition Trees (BSP), Octree Representation
Image Space and Object Space Techniques, Back Face Detection, Depth Buffer (Z-buffer), A-Buffer and Scan-Line Algorithms, Depth Sorting Method (Painter’s Algorithm), BSP tree Method, Octree and Ray Tracing
Basic Illumination Models: Ambient light, Diffuse reflection, Specular reflection and Phong model, Intensity attenuation and Color consideration, Transparency, Shadows, Polygon Rendering Methods: Constant intensity shading, Gouraud shading, Phong Shading and Fast Phong Shading
Concept of Virtual Reality, Virtual Reality Components of VR System, Types of VR System, 3D Position Trackers, Navigation and Manipulation Interfaces, Application of VR
DDA Line AlgorithmBresenham’s line drawing algorithmMid Point Circle AlgorithmMid Point Ellipse AlgorithmBasic transformation on 2D including Translation, Rotation and ScalingSimple 3D Object with basic transformations including Translation, Rotation and ScalingClippingHidden surface removalBasic Drawing Techniques in OpenGL