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Computer Graphics

Computer Graphics focuses on the creation and manipulation of visual content using computers. It covers graphic primitives, transformations, viewing, rendering techniques, and basic animation, enabling the development of interactive graphics, games, and visualization applications.

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BSc. CSIT

TabFlux . Graphics and Visual Computing . FWU . BSc. CSIT

Graphics and Visual Computing

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Course Title: Graphics and Visual Computing

Course No: CSIT.315

Nature of the Course: Theory + Lab

Semester: 5

Full Marks: 60 + 20 + 20

Pass Marks: 24 + 10 + 10

Credit Hours: 3

Course Description

Course Objectives

Course Contents

1. Unit I: Computer Graphics Hardware
5 hrs
1.1. Introduction, Application Areas of Computer Graphics, Frame Buffer and Display Buffer, Stair Case Effect
1.2. Graphics Devices: Cathode Ray Tube, Raster and Random Scan Displays, CRTs for Color Display, Beam Penetration CRT, The Shadow-Mask CRT, Direct View Storage Tube
1.3. Input Devices: Keyboards, Mouse, Tablets, The Light Pen, Joysticks, Three Dimensional Devices
2. Unit II: Computer Graphics Software
5 hrs
2.1. C Graphics Basics: Graphics programming, initializing the graphics, C Graphical Functions, Simple Programs using Library Functions
2.2. Introduction to OpenGL: Basic OpenGL Syntax, Related Libraries, Header Files, Display-Window Management Using GLUT, A Complete OpenGL Program, Error Handling in OpenGL
2.3. Coordinate Reference Frames, Screen Coordinates Absolute and Relative Coordinate Specifications, Specifying A Two-Dimensional World-Coordinate Reference Frame in OpenGL, OpenGL Point Functions, OpenGL Line Functions, OpenGL Curve Functions
3. Unit III: Output Primitives
6 hrs
3.1. Line Drawing Algorithms: Line Equation, DDA Algorithm, Bresenham's Algorithm, Displaying Polylines
3.2. Circle Drawing Algorithm: Properties of Circle, Mid-point Circle Algorithm
3.3. Ellipse Generating Algorithms: Properties of Ellipse, Mid-point Ellipse Algorithm
3.4. Filling Algorithms: Scan-Line Filling Algorithm, Boundary Filling Algorithm
4. Unit IV: 2D Transformations, Clipping and Windowing
8 hrs
4.1. Transformations: Basic Transformations (Translation, Rotation, Scaling), Other Transformations (Reflection, Shear), Matrix Representations and Homogeneous Coordinates
4.2. Composite Transformations: Translation, Rotation, Scaling, General Pivot-point Rotation, General Fixed-point Scaling, Affine Transformation
4.3. 2D Viewing: Viewing Pipeline, Viewing Coordinate Reference Frame, Window to Viewport Coordinate Transformation
4.4. Clipping: Point Clipping, Line Clipping (Cohen-Sutherland Line Clipping and Liang-Barsky Line Clipping), Polygon Clipping (Sutherland-Hodgeman Clipping)
5. Unit V: 3D Concepts and Transformations
8 hrs
5.1. 3D Object Representations: Polygon Surfaces (Polygon Tables, Plane Equations, Polygon Meshes), Bezier Curve and Surfaces, B-Splines
5.2. 3D Transformations: Basic Transformations (Translation, Scaling, Rotation), Other Transformations (Shear, Reflection), General 3D Rotations, Fixed Point Scaling, Composite Transformations
5.3. 3D Viewing: Viewing Pipeline, Viewing Coordinates, Transformation from World to Viewing Coordinates, Projections (Parallel Projection, Perspective Projection)
6. Unit VI: Visible Surface Detection
5 hrs
6.1. Classification of Visible-Surface Detection Algorithms: Object Space Methods, Image Space Methods
6.2. Object Space Methods: Backface Detection
6.3. Image Space Methods: Depth-Buffer Method, A-Buffer Method, Scan-Line Method, Ray-casting Method
6.4. Hybrid Methods: Depth-Sorting Method, Area Sub-division Method, Octree Method
7. Unit VII: Surface Rendering Methods
4 hrs
7.1. Light Sources: Point Source, Distributed Light Source, Diffuse Reflection, Specular Reflection
7.2. Illumination Models: Ambient Light, Diffuse Reflection, Specular Reflection, Phong Specular Reflection, Intensity Attenuation
7.3. Polygon Rendering Methods: Constant Intensity Shading, Gouraud Shading, Phong Shading, Fast Phong Shading, Ray-Tracing Methods
8. Unit VIII: Color Models and Applications
4 hrs
8.1. Properties of Light, XYZ Color Model and CIE Chromaticity Diagram
8.2. Color Models: RGB Color Model, YIQ Color Model, CMY Color Model, HSV Color Model
8.3. Conversion between HSV and RGB Models, Color Selection and Applications

Laboratory Works

  1. 1.C Graphics Programming Basics
  2. 2.OpenGL Programming
  3. 3.Line Drawing Algorithms
  4. 4.Circle and Ellipse Drawing Algorithms
  5. 5.Filling Algorithms
  6. 6.2D Transformations
  7. 7.2D Viewing and Clipping
  8. 8.3D Transformations and Viewing
  9. 9.Visible Surface Detection
  10. 10.Surface Rendering and Color Models

Text Books

  1. 1.Donald Hearn and M. Pauline Baker, Computer Graphics C Version, Second Edition, Pearson Education, 2003.
  2. 2.Donald Hearn and M. Pauline Baker, Computer Graphics with OpenGL, Fourth Edition, Prentice Hall, 2010.

Reference Books

  1. 1.James D. Foley, Andries van Dam, Steven K. Feiner, and John F. Hughes, Computer Graphics: Principles and Practice, Third Edition, Addison-Wesley, 2013.
  2. 2.Dave Shreiner, Graham Sellers, John M. Kessenich, Bill M. Licea-Kane, OpenGL Programming Guide: The Official Guide to Learning OpenGL, 8th Edition, 2013.

Notes:

Source:

This course provides introduction to computer graphics algorithms, software and hardware. Topics include: description of different IO devices used in displaying graphics, algorithms for drawing different output primitives, 2D and 3D transformations, techniques of hidden surface removal, surface rendering methods, and color models.
Have a knowledge and understanding of the structure of an interactive computer graphics system and the separation of system components; be able to use C and OpenGL for Graphics Programming; have algorithmic understanding of output primitives and 2D geometrical transformations; be able to represent 3D geometrical objects and transform them; have a knowledge and understanding of techniques of hidden surface removal, surface rendering and color models.
Students write programs and prepare lab sheets for each of the topics discussed in class. A minimum of 3 lab hours per week is required. Students write programs using C programming language and are recommended to use OpenGL graphics library. Students may also use C-Builder to implement algorithms. A lab sheet of around 30 programming problems is recommended.
This syllabus follows the official CSIT curriculum of Far Western University. In case of any doubt or revision, the university's published syllabus shall be considered authoritative.