Computer Graphics
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Course Title: Computer Graphics
Course No: IT 221
Nature of the Course: Theory + Lab
Semester: 5
Credit Hours: 3
Course Description
Course Objectives
Course Contents
2.1. Input Devices
- Mouse, Touch Screen, Light Pen, Data Glove, Tablet (Digitizer), Bar Code Reader
2.2. Output Devices
- Monochromatic & Color CRT
- Raster and Random Scan Display
- Flat Panel Display: LED, LCD
- Simple Architecture on Raster, Random Scan System
- Concept of Three Dimension viewing devices
2.3. Graphics Software
- Software standards
- Need of machine independent graphics language
2.4. Color Models
- RGB
- HSV
- Conversion between HSV and RGB color models
3.1. Line Drawing Algorithm
- DDA (With positive and negative slope)
- Bresenham's Line Algorithm: for positive slope (m<=1, m>1); for negative slope (m<=1, m>1)
3.4. Circle Algorithm
- General circle equation
- Mid-Point circle equation
3.5. 2D Geometric Transformation
- Basic Transformation: Translation, Rotation, Scaling
- Homogenous Coordinate
- Composite Transformation: Successive Translation, Successive Rotation, Successive Scaling, Pivot point rotation, Fixed point scaling
- Other Transformation: Reflection, Shear
3.6. Two Dimensional Viewing
- Viewing pipeline
- Window to viewport coordinate transformation
- Clipping: Introduction and application of clipping; Line Clipping: Cohen Sutherland line clipping; Polygon clipping: Sutherland Hodgeman polygon clipping
4.1. 3D object representation
- Polygon surface
- Polygon tables
- Plane equations
- Polygon meshes
4.2. Projections
- Parallel Projections: Isometric, Oblique
- Perspectives Projections
- Derivation of projections
4.3. 3D Transformations
- Translation
- Rotation: General 3D rotation, Geometric transformations in Java 3D
- Scaling: Fixed point scaling
- Reflection
- Shear
5.2. Different types of algorithm
- Depth buffer (z-buffer) method
- A-Buffer method
- Scan line method
- Depth sorting method (Painter's Algorithm)
- Clipping in Java 3D
6.2. Basic illumination models
- Ambient light
- Diffuse reflection
- Specular reflection and Phong model
- Intensity attenuation
- Color consideration
- Transparency
- Transparency in Java 3D
- Shadows
6.3. Polygon rendering methods
- Constant intensity shading
- Light sources in java 3D
- Gouraud shading
- Phong Shading
- Shading in Java 3D
- Constant and Gouraud Shading in Java 3D
7.2. Computer animation
- Design of animation sequences
- Computer animation languages
- Morphing and simulating accelerations
- Animation in Java 3D
- Projections in Java 3D
8.2. Buffered Images in Java 2D
- Double Buffering in Java 2d
- Loading and Saving of Images with Java 2D
- Textures in Java 2D
8.6. Color models
- Colors in Java 2D
- Color interpolation
- Color interpolation with Java 2D
Laboratory Works
- 1.DDA
- 2.Bresenhams line drawing algorithm
- 3.Circle
- 4.Basic transformation on 2D
- 5.Simple 3D Object
- 6.Basic Transformation on 3D object
Reference Books
- 1.Computer Graphics, C Versions (Prentice Hall): Hearne and Baker
- 2.Computer Graphics - Principles and Practices: J.D. Foley, S.K. Feiner and J.F. Hughes
- 3.Computer Graphics: Principles and Practice, 2nd Edition (3rd would be released around mid 2013) - the book also called The Bible of CG
- 4.Fundamentals of Computer Graphics, 3rd Edition
- 5.Computer Graphics using OpenGL, 2nd or 3rd Edition*
- 6.Interactive Computer Graphics: A Top-Down Approach with Shader-Based OpenGL, 6th Edition*
- 7.3D Computer Graphics: A Mathematical Introduction with OpenGL*
- 8.Introduction of Computer Graphics: Using Java 2D and 3D, Frank Klawonn, Second Edition, Springer
- 9.Digital Image Processing: An algorithmic Introduction using Java, Wilhelm Burger, Mark, J. Burge, First edition, Springer
- 10.Fundamentals of Computer Graphics, Peter Shirley, Michael Ashikhmin, Steve Marschner, Third edition, A K Peters/CRC Press