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Guidelines

The document outlines the guidelines for the DSE in Foundations of Computer Graphics for B.A(Prog) and BSc.(Prog) students, effective from the academic year 2024-25. It details the course structure, including topics, chapters, and suggested weeks for each unit, covering areas such as graphics systems, drawing and clipping primitives, transformations, geometric modeling, visible surface determination, and basics of computer animation. Additionally, it provides essential readings, additional references, and a suggested practical list for hands-on exercises.

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Atul Dwivedi
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0% found this document useful (0 votes)
13 views

Guidelines

The document outlines the guidelines for the DSE in Foundations of Computer Graphics for B.A(Prog) and BSc.(Prog) students, effective from the academic year 2024-25. It details the course structure, including topics, chapters, and suggested weeks for each unit, covering areas such as graphics systems, drawing and clipping primitives, transformations, geometric modeling, visible surface determination, and basics of computer animation. Additionally, it provides essential readings, additional references, and a suggested practical list for hands-on exercises.

Uploaded by

Atul Dwivedi
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
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Guidelines for DSE for B.A(Prog), BSc.

(Prog) Physical Sc/Math Sc

Foundations of Computer Graphics


DSE
(Effective from Academic year 2024-25)

Unit Topics Chapter Ref. Suggested


Number of
Weeks
1 Introduction: Introduction to Ch 1 1 2
Graphics systems, Basic elements 1.1-1.8
of Computer graphics, Ch 2
Applications of computer 2.1-2.6
graphics, Architecture of Raster
and Vector scan display devices,
Color Lookup Table, Display
devices (Cathode Ray Tube
(CRT) , Colored CRTs, Direct
View Storage tube(DVST),
Plasma Panel, LCD, LED,
Emissive and Non-emissive
displays), Input devices.

2 Drawing and clipping Ch 3 2 3


primitives: Raster scan line 3.2-3.2.2, 3.3
(Digital Differential Analyzer (only 1st order
(DDA) and Bresenhams) and differences),
circle drawing algorithms, line 3.12.3,3.14,3.17-
clipping using Cohen and 3.17.3
Sutherland Line clipping
algorithm and polygon clipping
using Sutherland and Hodgeman
Polygon clipping algorithm.

3 Transformation and Viewing: Ch 2 3 4


Transformation and Viewing: 2.1-2.21
Basic 2D transformations Ch 3
(Translation, Rotation, scaling, 3.1- 3.9,
reflection and shearing), 3.11,3.12 (pp
Homogenous coordinates, 135-136),3.13-
composite transformation, 3D 3.15,3.17
Geometric Transformations,
Viewing Transformations
(Projections- Parallel and
Perspective), Vanishing points.
4 Geometric Modelling: Polygon Ch 11 2 2
Mesh Representation, Cubic 11.1-11.1.1, 11.2-
Polynomial curves (Hermite). 11.2.1

5 Visible Surface determination Ch 15 2 3


and Surface Rendering: Need for 15.4, 15.7.1
hidden surface removal, Z-buffer
algorithm and area subdivision Ch 14 1
algorithm for visible surface 14.1-14.2(till
determination. Phong Illumination page no.
model, Phong and 524),14.3,14.4(till
Gouraud shading models, page no.
Halftoning and Dithering. 540),14.5(till
page no. 545)

6 Basics of Computer Animation: Ch 16 1 1


Storyboard layout, keyframe 16.1-16.6
systems, simulating motion,
morphing.

Essential/recommended readings
1. Hearn, D & Baker, M.P. Computer Graphics, 2nd edition, Prentice Hall of India, 2006.
2. Foley, J. D., Dam, A.V, Feiner, S. K., & Hughes, J. F. Computer Graphics: Principles
and Practice in C, 2nd edition, Pearson education, 1999.
3. Rogers, D. F. Mathematical Elements for Computer Graphics, 2nd edition, McGraw
Hill Education, 2002.

Additional References
1. Bhattacharya, S. Computer Graphics, Oxford University Press, 2018.
2. Marschner, S., & Shirley, P. Fundamentals of Computer Graphics, 4th edition CRC
Press, 2017.

Suggested Practical List :


Practical exercises such as
1. Write a program to implement Bresenham’s line drawing algorithm.
2. Write a program to implement a midpoint circle drawing algorithm.
3. Write a program to clip a line using Cohen and Sutherland line clipping algorithm.
4. Write a program to clip a polygon using Sutherland Hodgemann algorithm.
5. Write a program to fill a polygon using the Scan line fill algorithm.
6. Write a program to apply various 2D transformations on a 2D object (use homogeneous
Coordinates).
7. Write a program to apply various 3D transformations on a 3D object and then apply
parallel and perspective projection on it.
8. Write a program to draw Hermite /Bezier curve.

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