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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 . TU . BIT

Computer Graphics

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Course Title: Computer Graphics

Course No: BIT304

Nature of the Course: Theory + Lab

Semester: 5

Full Marks: 60 + 20 + 20

Pass Marks: 24 + 8 + 8

Credit Hours: 3

Course Description

Course Objectives

Course Contents

1. Introduction and Overview of Graphics System
3 hrs
1.1. Definition and Representative uses of Computer Graphics
1.2. Computer Graphics vs. Image Processing
1.3. Application Areas
1.4. Overview of Coordinate System
1.5. Definition of Scan Conversion, Rasterization and Rendering
1.6. Raster Scan & Random Scan Displays
1.7. Architecture of Raster Graphics System with Display Processor
1.8. Architecture of Random Scan Systems
2. Output Primitives
6 hrs
2.1. Scan conversions of point, line, circle and ellipse
  • DDA algorithm for line drawing
  • Bresenham algorithm for line drawing
  • Midpoint algorithm for circle
  • Midpoint algorithm for ellipse drawing (Mathematical derivation for above algorithms is expected)
2.2. Filled Area Primitive
  • Scan line Polygon Fill algorithm
  • Inside outside tests
  • Boundary Fill and Flood fill algorithm
3. Two Dimensional Geometric Transformations
3 hrs
3.1. Basic transformations: Translation, Scaling, Rotation
3.2. Matrix representation and Homogeneous Coordinates
3.3. Composite transformation
3.4. Other transformations: Reflection and Shear
4. Two-Dimensional Viewing and Clipping
3 hrs
4.1. Viewing transformation pipeline and Window to Viewport coordinate transformation
4.2. Clipping operations
  • Point clipping
  • Line clipping algorithms: Cohen-Sutherland, Liang-Barsky
  • Polygon Clipping Algorithms: Sutherland Hodgeman
5. Three-Dimensional Graphics
6 hrs
5.1. 3D Transformations
  • Translation, Rotation, Scaling, Reflection and Shear
  • Composite transformations: Rotation about an arbitrary axis
5.2. Projections: Parallel, Perspective (Matrix Representation)
6. Three-Dimensional Object Representation and Curve Modeling
6 hrs
6.1. Boundary Surface Representation Vs Space Partitioning Representation
6.2. Polygon Surface Representation: Polygon Table and Polygon Meshes
6.3. Wireframe and Sweep Representation
6.4. Octree Representation
6.5. Bezier Curve
6.6. B-Spline Curve
6.7. Fractal-Geometry
  • Fractal Dimension
  • Koch Curve
7. Visible Surface Detection
6 hrs
7.1. Image Space and Object Space techniques
7.2. Back Face Detection
7.3. Z-Buffer
7.4. A-Buffer
7.5. Scan-Line method
7.6. Painter's Algorithms
7.7. Area Subdivision method
8. Illumination and Surface Rendering methods
6 hrs
8.1. Introduction
8.2. Ambient, Diffuse and Specular reflections illumination Model
8.3. Constant, Gouraud and Phong shading models
9. Virtual Reality and Animation
3 hrs
9.1. Virtual Reality
  • Concept of Virtual Reality
  • Components of VR System
  • Types of VR System
  • 3D position Tracker
  • Navigation and Manipulation Interface
  • Application of VR
9.2. Animation
  • Introduction to Animation
  • Traditional Animation Techniques
  • Principles of Animation
  • Key framing: Character and Facial Animation
  • Deformation
  • Motion capture
10. Introduction to Open GL
2 hrs
10.1. Introduction to OpenGL
10.2. Callback Functions
10.3. Color Commands
10.4. Drawing Pixels, Lines, and Polygons using OpenGL
10.5. Viewing
10.6. Lighting

Laboratory Works

  1. 1.Implement DDA Line Drawing algorithm
  2. 2.Implement Bresenham's Line algorithm
  3. 3.Implement midpoint Circle algorithm
  4. 4.Implement midpoint Ellipse algorithm
  5. 5.Implement Area Filling Algorithm: Boundary Fill, Flood Fill
  6. 6.Implement Scan line Polygon Filling algorithm
  7. 7.Implement 2D Transformations: Translation, Scaling, Rotation, Reflection, Shear
  8. 8.Implement Line Clipping Algorithm: Cohen Sutherland / Liang Barsky
  9. 9.Implement 3D transformation
  10. 10.Implement Curve: Bezier for n control points, B Spline
  11. 11.Perform Animation (such as Rising Sun, Moving Vehicle, Smileys, Screen saver, etc.)

Reference Books

  1. 1.Hearn & Baker, "Computer Graphics C version", 2nd Edition, Pearson Publication
  2. 2.James D. Foley, Andries van Dam, Steven K Feiner, John F. Hughes, "Computer Graphics Principles and Practice in C", 2nd Edition, Pearson Publication
  3. 3.D. Rogers, "Procedural Elements for Computer Graphics", Tata McGraw-Hill Publications
  4. 4.Zhigang Xiang, Roy Plastock, "Computer Graphics", Schaum's Outlines McGraw-Hill Education
  5. 5.Rajesh K. Maurya, "Computer Graphics", Wiley India Publication
  6. 6.F. S. Hill, "Computer Graphics using OpenGL", Third edition, Pearson Publications

Notes:

Source:

This course covers the basic concepts of Computer Graphics, various algorithms for basic graphics primitives, 2-D geometric transformations on graphical objects, various Clipping algorithms on graphical objects, 3-D geometric transformations, curve representation techniques and projections methods, object surface modeling, visible surface detection, application of illumination and rendering algorithms, virtual reality and animation technique along with basic concept of Open GL.
The main objective of this course is to equip students with the fundamental knowledge and basic technical competence in the field of Computer Graphics, to emphasize on implementation aspect of Computer Graphics Algorithms and to prepare the student for advance areas and professional avenues in the field of Computer Graphics.
Scan conversions: lines, circles, ellipse, filling algorithms, clipping algorithms, 2D and 3D transformation, Curves, Visible surface determination, Simple animations, Application of these through exercises using appropriate programming languages.
This syllabus follows the official BIT curriculum of Tribhuvan University. In case of any doubt or revision, the university’s published syllabus shall be considered authoritative.