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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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TabFlux . Computer Graphics and Visualization . TU . BCT-NEW

Computer Graphics and Visualization

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Course Title: Computer Graphics and Visualization

Course No: CT 201

Nature of the Course: Theory + Lab

Semester: 3

Full Marks: 40 + 60 + 50

Pass Marks: 16 + 24 + 20

Credit Hours: 3

Course Description

Course Objectives

Course Contents

1. Introduction and Application
4 hrs5 marks
1.1. History of computer graphics
1.2. Overview of graphic systems
  • Video display devices: Raster-scan displays, random-scan displays, flat panel displays, three-dimensional viewing devices
  • Graphics software and tools: Coordinate representations, graphics functions, software standards, PHIGS workstations, DirectX, OpenGL, WebGL, Maya, Blender, Unity
1.3. Graphics pipeline
  • Two-dimensional (2D) viewing pipeline
  • Three-dimensional (3D) viewing pipeline
1.4. Applications in various fields like medicine, engineering, art, uses in augmented and virtual realism
2. Raster Graphics and Algorithms
9 hrs13 marks
2.1. Rasterizing a point
2.2. Rasterizing a straight line
  • DDA line algorithm
  • Bresenham's line algorithm
2.3. Rasterizing a circle and an ellipse
  • Mid-point circle and ellipse algorithm
2.4. Scan-line polygon fill algorithm
2.5. Scan-line fill of curved boundary areas
2.6. Boundary-fill algorithm
2.7. Flood-fill algorithm
2.8. Point clipping
2.9. Line clipping
  • Cohen-Sutherland line clipping
  • Liang-Barsky line clipping
2.10. Polygon clipping: Weiler-Atherton polygon clipping
2.11. Text clipping
3. 2D and 3D Coordinate Systems and Viewing Transformations
9 hrs13 marks
3.1. 2D transformation: Translation, rotation, scaling, reflection, shear
3.2. 2D composite transformation
3.3. Window-to-viewport coordinate transformation
3.4. 3D display methods
  • Parallel projection
  • Perspective projection
3.5. 3D transformation: Translation, rotation, scaling, reflection, shear
3.6. 3D composite transformation
3.7. Projection and viewing transformation
4. Curve Modeling and Surface Modelling
4 hrs5 marks
4.1. Introduction to parametric cubic curves, splines, Bezier curves
4.2. Surface modeling: Polygon surface, vertex table, edge table, polygon table, surface normal and spatial orientation of surfaces
5. Visible Surface Determination
4 hrs5 marks
5.1. Image space and object space techniques
5.2. Back face detection, Z-Buffer, A-Buffer, Scan-Line method
6. Illumination and Surface Rendering Methods
4 hrs5 marks
6.1. Algorithms to simulate ambient, diffuse and specular reflections
6.2. Constant, Gouraud, Phong and Fast Phong shading models
7. Computer Animation and Visualization
5 hrs7 marks
7.1. Computer animation functions
7.2. Raster animations
7.3. Key-frame systems
7.4. Motion specifications
  • Direct-motion specifications
  • Goal-directed systems
  • Kinematics and dynamics
8. Latest Trends in Computer Graphics
6 hrs7 marks
8.1. Interactive visualization
8.2. Distributed scene rendering
8.3. Augmented reality (AR), virtual reality (VR) and mixed reality (MR)
8.4. Game development and real-time graphics
8.5. Applications of AR, VR and gaming

Laboratory Works

  1. 1.DDA line algorithm
  2. 2.Bresenham's line algorithm
  3. 3.Mid-point circle algorithm
  4. 4.Mid-point ellipse algorithm
  5. 5.Lab on 2-D transformations
  6. 6.Lab on 3-D transformations
  7. 7.Program for viewing and shading the 3D object
  8. 8.Clipping hidden surface removal
  9. 9.Implement the discrete techniques
  10. 10.Basic drawing techniques in OpenGL
  11. 11.A simple computer animation
  12. 12.A simple AR/VR scene or application using a framework (e.g., Unity, ARKit, Unreal Engine)

Reference Books

  1. 1.Hearn D., Baker, M. P. (1997). Computer Graphics C version (2nd edition), Prentice Hall.
  2. 2.Theoharis, T., Papaioannou, G., Platis, N., Patrikalakis, N. M. (2008). Graphics and Visualization: Principles & Algorithms. United States: CRC Press.
  3. 3.Foley, J. D. (1995). Computer Graphics: Principles and Practice in C (2nd edition). Germany: Addison-Wesley.

Notes:

Source:

This course provides basic principles and their applications to computer graphics and visualization, covering geometric transformations, 2D and 3D object modeling, rendering techniques, animation, and latest trends in computer graphics.
The objective of this course is to provide basic principles and their applications to computer graphics and visualization. After completion of this course, students will be able to understand geometric transformations and their applications, two-dimensional and three-dimensional object modeling techniques, rendering techniques, animation and get an overview of the latest trends in computer graphics.

Practical sessions covering implementation of graphics algorithms including line drawing, circle and ellipse algorithms, 2D and 3D transformations, viewing and shading, clipping, hidden surface removal, OpenGL drawing, animation, and AR/VR scene development. Students are required to develop a prototype project demonstrating understanding of computer graphics concepts, working in teams and exploring new programming languages or platforms such as Unity, Unreal Engine, or WebGL. (45 hours)

This syllabus follows the official BCT curriculum of Tribhuwan University. In case of any doubt or revision, the university's published syllabus shall be considered authoritative. https://ioe.tu.edu.np/pages/computer-engineering-curriculum-structure-2635