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Course Pack

The Course Pack serves as a detailed pedagogical guideline for faculty members, outlining course components such as objectives, outcomes, assessment patterns, and teaching strategies. It promotes a standardized yet flexible approach to course delivery, allowing for innovation in teaching methods and assessment tools. The document also includes specific course details, prerequisites, program outcomes, and a comprehensive lesson plan for the Computer Graphics course.

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0% found this document useful (0 votes)
24 views13 pages

Course Pack

The Course Pack serves as a detailed pedagogical guideline for faculty members, outlining course components such as objectives, outcomes, assessment patterns, and teaching strategies. It promotes a standardized yet flexible approach to course delivery, allowing for innovation in teaching methods and assessment tools. The document also includes specific course details, prerequisites, program outcomes, and a comprehensive lesson plan for the Computer Graphics course.

Uploaded by

gtendr676
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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COURSEPACK

FRAMEWORK

The Course Pack is a comprehensive and complete pedagogical guideline document that describes the
components of instruction delivery by a faculty member. It consists of the scheme of the course, Course
Overview, Course Objectives, Prerequisite course, Program-specific Outcomes (PSOs), Course outcomes
(COs), Bloom’s taxonomy (Knowledge Levels), Types of Courses, Course articulation matrix, Course
assessment patterns, Course content, Lesson Plan, Bibliography, Problem-based learning/case-
studies/clinical, and Student-Centered learning (self-learning towards life-long-learning). It not only
provides a uniform design of Course delivery across the University but also ensures freedom and flexibility
to introduce innovations in learning and teaching and create vivid kinds of assessment tools (alternate
assessment tools) by a faculty member.
The course pack is developed by the faculty member teaching a course. If more than one faculty teaches
the same course, all the faculty members teaching the course shall be formed as a cluster, and a senior
faculty member (Course-lead) lead the Course delivery design in a team effort. The Course Pack provides
ample scope and opportunity to bring innovations in teaching pedagogies in a school/department.
Hence, the Course pack is a comprehensive learning-teaching strategy framework to be followed by all
the faculty members in schools/departments in the university. It is not only a tool for measuring the
learning of a class but also analyses the achievement levels (learning outcomes of the course) of all the
students in a class in a continuous manner.

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1. THE SCHEME
The scheme is an overview of work-integrated learning opportunities and gets students out into the real
world. This will give what a course entails.

Course Title Computer Graphics Course Type Theory


Course Code R1UC408B Class B. Tech CSE 4th Semester
Activity Credits weekly Hours Total Number of Classes Assessment in
Lecture 3 3 per Semester Weightage

Practical
Tutorial 0 0

Tutorial
Theory
Instruction

study
Self-

SEE
CIE
delivery Practical 1 2
Self-study 0 0

Total 4 5
45 0 30 0 50% 50%
Course
Course Lead Dr. Namrata Kumari Mr. Piyoush Kumar
Coordinator
Theory

Abhishek Kumar Agrahari; Aditya Kishore Saxena; Chandramala Amarji; D. Salangai


Nayagi; Durgesh Nandini; Gaurav Kumar; Gaurav Vinchurkar; Indrakumari; Isha Chopra;
Names Course Jyoti; Kuldeep Singh Aswan; Namrata Kumari; Nidhi Agarwal; Nisha Vasudeva; Piyoush
Instructor Kumar; Pragya Agarwal; R. Radhika; Rakesh Bharati; Ranjith M; Sachin Jain; Salman
Khursheed Ahmad; Sandeep Kumar M; Sheo Kumar; Shiksha Singh; Shobhit Kumar;
Suman Devi; Sumit Kumar Mishra; Sunil Kumar; Sunil Kumar Chowdhary; V. Gokul
Rajan; Vimal Singh

2. COURSE OVERVIEW
This course focuses on 2D and 3D interactive and non-interactive graphics. This course studies the principles
underlying the generation and display of 2D and 3D computer graphics. In this course topics include geometric
modeling, 3D viewing and projection, lighting and shading, color, and the use of one or more technologies and
packages such as OpenGL, and Blender. Course requirements usually include exam and several programming or
written homework assignments.

4. PREREQUISITE COURSE
PREREQUISITE COURSE REQUIRED No

Course code Course Title


If, yes please fill in the Details

5. PROGRAM OUTCOMES (POs):

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COURSEPACK
FRAMEWORK

In general, the Program Outcomes are defined by the respective apex body or council. In the event the POs are not prescribed
by a Council, then the concerned school offering the program to design and develop the POs based on the PEOs. This has to be
approved by the concerned BOS and submitted to the Academic Council for approval. After the completion of the course, the
student will be able to:

PO No. Description of the Program Outcome

Engineering Knowledge: Apply knowledge of mathematics, natural science, computing, engineering fundamentals
PO1: and an engineering specialization as specified in WK1 to WK4 respectively to develop to the solution of complex
engineering problems.

Problem Analysis: Identify, formulate, review research literature and analyse complex engineering problems reaching
PO2:
substantiated conclusions with consideration for sustainable development. (WK1 to WK4).

Design/Development of Solutions: Design creative solutions for complex engineering problems and design/develop
PO3: systems/components/processes to meet identified needs with consideration for the public health and safety, whole-life
cost, net zero carbon, culture, society and environment as required. (WK5).

Conduct Investigations of Complex Problems: Conduct investigations of complex engineering problems using
PO4: research-based knowledge including design of experiments, modelling, analysis & interpretation of data to provide valid
conclusions. (WK8).

Modern Tool Usage: Create, select and apply appropriate techniques, resources and modern engineering & IT tools,
PO5: including prediction and modelling recognizing their limitations to solve complex engineering problems. (WK2 and
WK6).

The Engineer and The World: Analyze and evaluate societal and environmental aspects while solving complex
PO6: engineering problems for its impact on sustainability with reference to economy, health, safety, legal framework, culture
and environment. (WK1, WK5, and WK7).

Ethics: Apply ethical principles and commit to professional ethics, human values, diversity and inclusion; adhere to
PO7:
national & international laws. (WK9).

Individual and Collaborative Team work: Function effectively as an individual, and as a member or leader in
PO8:
diverse/multi-disciplinary teams.

Communication: Communicate effectively and inclusively within the engineering community and society at large,
PO9: such as being able to comprehend and write effective reports and design documentation, make effective presentations
considering cultural, language, and learning differences.

Project Management and Finance: Apply knowledge and understanding of engineering management principles and
PO10: economic decision-making and apply these to one’s own work, as a member and leader in a team, and to manage projects
and in multidisciplinary environments..

Life-Long Learning: Recognize the need for, and have the preparation and ability for:
PO11: i) independent and life-long learning ii) adaptability to new and emerging technologies and iii) critical thinking in the
broadest context of technological change. (WK8).

6. PROGRAM SPECIFIC OUTCOMES (PSOs):


Program Specific Outcomes (PSO) are statements that describe what the graduates of a discipline-specific program should be
able to do. Two to Three PSOs per program should be designed.

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PO No. Description of the Program-Specific Outcome

PSO1 Have the ability to work with emerging technologies in computing requisite to Industry 4.0.

PSO2 Demonstrate Engineering Practice learned through industry internship and research project to solve live problems
in various domains.

7. COURSE CONTENT (THEORY)


CONTENT (Syllabus)

Fundamentals: Types of computer graphics, Graphic Displays- Random scan displays, Raster scan displays, Frame buffer and
video controller, Points and lines, Line drawing algorithms, Circle generating algorithms, Midpoint circle generating algorithm,
and introduction to parallel version of these algorithms.
Transformations: Basic transformation, Matrix representations and homogenous coordinates, Composite transformations,
Reflections and shearing. Windowing and Clipping: Viewing pipeline, Viewing transformations, 2-D Clipping algorithms-Line
clipping algorithms such as Cohen Sutherland line clipping algorithm, Liang Barsky algorithm, Line clipping against non-
rectangular clip windows; Polygon clipping – Sutherland Hodgeman polygon clipping, Curve clipping, Text clipping.
Three Dimensional: 3-D geometric primitives, 3-D Object representation, 3-D Transformation, 3-D viewing, projections, 3-D
Clipping.
Curves and Surfaces: Quadric surfaces, Spheres, Ellipsoid, Blobby objects, Introductory concepts of Spline, Bspline and Bezier
curves and surfaces.
Hidden Lines and Illumination models: Hidden Lines and Surfaces: Back Face Detection algorithm, Depth buffer method, A-
buffer method, Scan line method, basic illumination models – Ambient light, Diffuse reflection, Specular reflection ,Intensity
Attenuation, Color consideration, Transparency and Shadows.

PRACTICAL (Syllabus)

Drawing of geometric primitives: Points and lines, Line drawing algorithms, Circle generating algorithms, Midpoint circle
generating algorithm. Basic transformation, Composite transformations, Reflections and shearing. Windowing and Clipping,2-D
Clipping algorithms - Line clipping algorithms such as Cohen Sutherland line clipping algorithm, Liang Barsky algorithm, Polygon
clipping – Sutherland Hodgeman polygon clipping, Curve clipping, Text clipping, 3-D Transformation, 3-D viewing, projections.

8. COURSE OUTCOMES (COs)


After the completion of the course, the student will be able to:
CO No. Description of the Course Outcome

Understands the principles and techniques of computer graphics, e.g., the graphics pipeline, Line
R1UC408B.1 drawing algorithms and circle generation.
Apply the relevant mathematics to facilitate computer graphics, e.g., 2D and 3D rotations using both
R1UC408B.2 vector algebra, geometrical transformations.

R1UC408B.3 Analyze the concept of projections using homogeneous co-ordinations and curves & surfaces.

Develop computer games, information visualization, and business applications with computer graphics
R1UC408B.4 concepts.
9. TAXONOMY LEVEL OF THE COURSE OUTCOMES
Bloom’s taxonomy is a set of hierarchical models used for the classification of educational learning objectives into levels of
complexity and specificity. The learning domains are cognitive, affective, and psychomotor.

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COURSEPACK
FRAMEWORK

Mapping of COs with Bloom’s Level


Remember Understand Apply Analyse Evaluate Create
CO No. KL1 KL 2 KL 3 KL 4 KL 2 KL 6

R1UC408B.1 √ √

R1UC408B.2 √

R1UC408B.3 √

R1UC408B.4 √ √

10. COURSE ARTICULATION MATRIX


The Course articulation matrix indicates the correlation between Course Outcomes and Program Outcomes and their expected
strength of mapping in three levels (low, medium and high).

CO/PO Mapping (1 / 2 / 3 indicates strength of correlation) 3 - Strong, 2 - Medium, 1 – Low


Programme Outcomes (POs)
COs PO1 PO2 PO3 PO4 PO5 PO6 PO7 PO8 PO9 PO10 PO11 PSO1 PSO2
R1UC408B.1
R1UC408B.2 3 3 2 2 3 3
R1UC408B.3 3 2 1 1 1 2
R1UC408B.4 2 3 3 2 2 1 2 1 3 3

Note: 1-Low, 2-Medium, 3-High \ *first semester first course and first Course Outcome

11. TYPICAL EXAMPLE OF COURSES, CREDIT HOURS AND TEACHING HOURS


Credits Hours Hours of engagement/ Week

Type of
Tutorial

Tutorial
Theory

Theory

Course
Total
Practical

Practical
Self-study

Self-study

Integrated
3 0 1 0 4 3 0 2 0
Course

*1 credit = 3 self-learning hours (Not to mention in the lesson plan)

LESSON PLAN

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For Theory: 15 weeks*3 = 45 Classes

For Practical: 15 weeks*2 = 30 Lab Hours

Theory/Tutorial/
L-No Topics for Content Skill Competency
Practical Plan
1 Introduction, Types of computer T Understanding Basic Able to deal with
graphics of Computer geometric
Graphics primitives
2 Graphic Displays- Random scan T
displays, Raster scan displays

3 Frame buffer and video controller T

4 Points and lines, Line drawing T


algorithms(DDA) -1

5 Line drawing algorithms(DDA)-2 T Learning Line


Drawing Skill
6 Bresenhems Line Drawing algorithm - T
1

7 Bresenhems Line Drawing algorithm- T


2

8 Midpoint circle generating algorithm-1 T

9 Midpoint circle generating algorithm-2 T Understanding


Transformation Skill
10 Basic transformation T

11 Matrix representations and T


homogenous coordinates

12 Composite transformations T

13 Reflections and shearing T

14 Windowing and Clipping: Viewing T


pipeline

15 Viewing transformations T Concept of 2D Will learn drawing


Computer Graphics 2D and 3D images
16 2-D Clipping Algorithms T

17 Line clipping algorithms: Cohen T


Sutherland line clipping algorithm

18 Liang Barsky algorithm T

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COURSEPACK
FRAMEWORK

19 Line clipping against non-rectangular T


clip windows

20 Polygon clipping T

21 Sutherland Hodgeman polygon T


clipping

22 Curve clipping, Text clipping T Concept of 3D


Computer Graphics
23 3-D geometric primitives T

24 3-D Object representation T

25 3-D Transformation T

26 3-D viewing T

27 Projections T

28 3-D Clipping T Curves and Surfaces Able to implement


graphics
29 Quadric surfaces T algorithms

30 Spheres, Ellipsoid T

31 Blobby objects T

32 Introductory concepts of Spline T

33 BSpline curves and surfaces. T

34 Bezier curves and surfaces. T

35 Hidden Lines and Surfaces: Back Face T Understanding


Detection algorithm Hidden line

36 Depth buffer method T

37 A-buffer method T

38 Scan line method T

39 Illumination models – Ambient light T Apply Illumination


concept
40 Diffuse reflection, Specular reflection T

41 Intensity Attenuation T

42 Color consideration T

43 Transparency and Shadows T

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44 Revision T Advance Studies Building research
aptitude
45 Revision T

L-No Topic for Delivery Theory/Tutorial/ Skills


Practical Plan
1 Write a program for drawing graphics primitives and color it. L Understanding
Basic of Computer
2 Write a program to divide screen into four region and draw circle, L Graphics
rectangle, arc and ellipse.

3 Write a program for drawing a simple object. L

4 Write a program to draw a rectangle. The four vertices of it should be L Learning Line
entered by the end user. Drawing Skill

5 Write a program for drawing a line using DDA Line Drawing Algorithm. L

6 Write a program for drawing a line using Bresahnams Line Drawing L


Algorithm.

7 Write a program to draw two concentric circles using mid-point circle L


drawing algorithm.

8 Write a program to draw any 2-D object and perform the basic L Understanding
transformations on it Transformation
Skill
9 Write a program to draw a house like figure and perform the following L
operations. a. Scaling about the origin followed by translation. b.
Scaling with reference to an arbitrary point.

10 Write a program to draw any 2-D object and perform the L


transformations on it according to the input parameters from the
user, namely: Shearing and Reflection.

11 Write a program to perform clipping on a line against the clip window L Concept of 2D
using Cohen Sutherland line clipping algorithm. Computer Graphics

12 Write a program to implement LiangBarsky 2D Line clipping. L

13 Write a program to draw a concave polygon and fill it with desired L


color using scan fill algorithm.

14 Write a program to draw any 3-D object and perform the translation L Concept of 3D
on it according to the input parameters from the user. Computer Graphics

15 Write a program to draw any 3-D object and perform the rotation on L
it according to the input parameters from the user.

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COURSEPACK
FRAMEWORK

12. BIBLIOGRAPHY
TEXT BOOKS:
1. Computer graphics with OpenGL– Donald Hearn and M Pauline Baker, Pearson Education.
REFERENCE BOOKS:
1. Shah Satish, “8051 Microcontrollers MCS 51 Family and its variants”, Oxford,2010.
2. Computer Graphics – Amrendra N Sinha and Arun D Udai, TMH Publications.
3. Computer Graphics: A Programming Approach – Steven Harrington, TMH Publications.
4. Procedural Elements of Computer Graphics – Rogers, McGraw Hill.

NPTEL COURSES:
1. Computer Graphics, IIT Delhi by Prof. Prem K Kalra, https://nptel.ac.in/courses/106102063
2. Introduction to Computer Graphics, IIT Delhi by Prof. Prem K Kalra,
https://nptel.ac.in/courses/106102065
3. NOC:Computer Graphics, IIT Guwahati by Prof. Samit Bhattacharya,
https://nptel.ac.in/courses/106103224
4. Computer Graphics, IIT Madras by Prof. Sukhendu Das, https://nptel.ac.in/courses/106106090

WEBSITES:
1. https://www.javatpoint.com/computer-graphics-tutorial
2. https://www.geeksforgeeks.org/introduction-to-computer-graphics/
3. https://www.tutorialspoint.com/computer_graphics/computer_graphics_quick_guide.htm

YOUTUBE LINKS:
1. https://www.youtube.com/playlist?list=PLrjkTql3jnm9cY0ijEyr2fPdwnH-0t8EY
2. https://www.youtube.com/playlist?list=PLYwpaL_SFmcAtxMe7ahYC4ZYjQHun_b-T

13. COURSE ASSESSMENT

Pattern for Integrated (Blended) Course:


CIE Total Marks

Type of Course (B) Final Marks CIE*0.5+SEE*0.5


LAB Work@ + Record MTE LAB EXAM* CIE SEE

INTEGRATED 25 50 25 100 100 100


@ Lab Work-15 marks + Lab Record-10 marks
*Passing Criteria-30% of marks to be secured in the lab Exam conducted by two examiners (one internal and one external)

16. PRACTICE QUESTIONS


1. Define Computer Graphics? Explain Applications of Computer Graphics?
2. Explain the working of the cathode ray tube with a suitable diagram.
3. Draw and explain the Architecture of Raster Scan Display with display processor.
4. Explain

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i]Scan Conversion?
ii]Rendering
iii]Rasterization
iv] Pixel
5. What is the difference between Raster scan Display and Random Scan Display?
6. Explain Digital Differential Algorithm (DDA) Line drawing Algorithm with Mathematical Derivation.
7. Explain Bresenhams Line drawing Algorithm with Mathematical Derivation (Equation).
8. Explain Mid Point Circle drawing Algorithm with Mathematical Derivation (Equation).
9. Explain Flood Fill Algorithm?
10. Draw a Line between the points (2,7) and (9,1) using DDA Algorithm.
11. Draw a Line between the points (1,1) and (5,3) using Bresenhems Algorithm.
12. Explain Translation with Matrix representation and Example?
13. Explain Scaling with Matrix representation and Example?
14. Explain Rotation with Matrix representation and Example?
15. Write and Explain the Homogeneous Coordinates representation?
16. Explain Reflection and it types with their matrix representation.
17. Explain 2-D Shear Transformation in detail.
18. Explain in detail the concept of window and viewport.
19. Explain Cohen-Sutherland line clipping Algorithm.
20. Explain liang barsky Line clipping Algorithm.
21. Explain Sutherland – Hodgman Polygon Clipping.
22. Explain Point Clipping with Example.
23. Explain 3- D Transformation.
24. Explain 3-D Rotation in brief.
25. Explain Bezier curve.
26. Explain Parallel Projection of an Object.
27. Explain Perspective Projection of an Object.
28. Explain Back-Face Detection method with equation.
29. Explain Depth Buffer method with equation and also write the algorithm.
30. Discriminate the basic concepts of Classification of Visible Surface Detection algorithm
31. Explain Area subdivision Method.
32. What is Animation Languages, Explain various types.
33. Define Keyframe and explain.
34. Explain Morphing with detailed procedure
35. Explain Weiler-Atherton Polygon clipping.

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COURSEPACK
FRAMEWORK

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