06CS65 - Computer Graphics And Visualization |
PART – A |
UNIT 1 |
INTRODUCTION: Applications of computer graphics; A graphics system;
Images: Physical and synthetic; Imaging systems; The synthetic camera
model; The programmer’s interface; Graphics architectures; Programmable
pipelines; Performance characteristics. Graphics Programming: The
Sierpinski gasket; Programming two-dimensional applications. |
UNIT 2 |
THE OPENGL: The OpenGL API; Primitives and attributes; Color;
Viewing; Control functions; The Gasket program; Polygons and recursion;
The three-dimensional gasket; Plotting implicit functions. |
UNIT 3 |
INPUT AND INTERACTION: Interaction; Input devices; Clients and
servers; Display lists; Display lists and modeling; Programming event-driven
input; Menus; Picking; A simple CAD program; Building interactive models;
Animating interactive programs; Design of interactive programs; Logic
operations. |
UNIT 4 |
GEOMETRIC OBJECTS AND TRANSFORMATIONS – 1: Scalars,
points, and vectors; Three-dimensional primitives; Coordinate systems and
frames; Modeling a colored cube; Affine transformations; Rotation,
translation and scaling. |
PART – B |
UNIT 5 |
GEOMETRIC OBJECTS AND TRANSFORMATIONS – 2: Transformations in homogeneous coordinates; Concatenation of
transformations; OpenGL transformation matrices; Interfaces to threedimensional
applications; Quaternions. |
UNIT 6 |
VIEWING: Classical and computer viewing; Viewing with a computer;
Positioning of the camera; Simple projections; Projections in OpenGL;
Hidden-surface removal; Interactive mesh displays; Parallel-projection
matrices; Perspective-projection matrices; Projections and shadows. |
UNIT 7 |
LIGHTING AND SHADING: Light and matter; Light sources; The Phong
lighting model; Computation of vectors; Polygonal shading; Approximation
of a sphere by recursive subdivisions; Light sources in OpenGL;
Specification of materials in OpenGL; Shading of the sphere model; Global
illumination. |
UNIT 8 |
IMPLEMENTATION: Basic implementation strategies; The major tasks;
Clipping; Line-segment clipping; Polygon clipping; Clipping of other
primitives; Clipping in three dimensions; Rasterization; Bresenham’s
algorithm; Polygon rasterization; Hidden-surface removal; Antialiasing;
Display considerations. |
REFERENCE |
TEXT BOOKS: |
1. Interactive Computer Graphics A Top-Down Approach with
OpenGL -Edward Angel, 5th Edition, Addison-Wesley, 2008.
|
Reference Books |
1. Computer Graphics Using OpenGL – F.S. Hill,Jr. 2nd Edition,
Pearson Education, 2001.
2. Computer Graphics – James D Foley, Andries Van Dam, Steven K
Feiner, John F Hughes, Addison-wesley 1997.
3. Computer Graphics - OpenGL Version – Donald Hearn and
Pauline Baker, 2nd Edition, Pearson Education, 2003. |