Unit I
Graphics Primitives: Display Devices: Refresh Cathode Ray Tube, Raster Scan Display, Plasma display, Liquid Crystal display, Plotters, Printers.
Input Devices: Keyboard, Trackball, Joystick, Mouse, Light Pen, Tablet, and Digitizing Camera.
Input Techniques: Positioning techniques, Positioning Constraints, Scales & Guidelines, Rubber-Band techniques, Dragging, Dimensioning techniques and Graphical Potentiometers, Pointing and Selection: the use of selection points, defining a boundary rectangle, multiple selections, Menu selection.
Unit II
Mathematics for Computer Graphics: Point representation, Vector representation, Matrices and operations related to matrices, Vector addition and vector multiplication, Scalar product of two vectors, Vector product of two vectors.
Line Drawing Algorithms: DDA algorithms, Bresenham’s Line algorithm.
Segment & Display files: Segments, Functions for segmenting the display file, Posting and unposting a segment, segment naming schemes, Default error conditions, Appending to segments, Refresh concurrent with reconstruction, Free storage allocation, Display file Structure.
Graphics Operations: Clipping: Point Clipping, Line Clipping. Polygon Clipping.
Filling: Inside Tests, Flood fill algorithm, Boundary-Fill Algorithm and scan-line polygon fill algorithm.
Unit III
Conics, Curves and Surfaces: Quadric surfaces: Sphere, Ellipsoid, and Torus. Superquadrics: Superellipse, superellipsoid. Spline & Bezier Representations: Interpolation and approximation splines, parametric continuity conditions, Geometric Continuity Conditions, Spline specifications. Bezier curves and surfaces.
Unit IV
Transformation: 2D transformation, Basic Transformations, Composite transformations: Reflection, Shearing, Transformation between coordinate systems.
3 D Graphics: 3 D Display Methods, 3 D modeling, 3 D transformations, Parallel projection, Perspective projection, Visible lines and surfaces identification, Hidden surface removal
Unit V
Animation : Introduction to Animation, Principles of Animation, Types of Animation, Types of Animation Systems : Scripting, Procedural, Representational, Stochastic, etc.
Animation Tools : Hardware –SGI, PC’s, Amiga etc.
Software : Adobe Photoshop, Animation studio, Wave front etc.
Gif Animator : Microsoft GIF Animation, GIF Construction, GIFmation etc.
GKS: GKS Standards, GKS Primitives – Polyline, Polymarker, and Fill area, Text, GKS Workstation and Metafiles.
References:
1. Donald Hearn and M. Pauline Baker, “Computer Graphics”, PHI
2. Steven Harrington, “Computer Graphics: A Programming Approach”, TMH
3. Prajapati A. K, “Computer Graphics”, PPM Ed 2
4. Foley James D, ”Computer Graphics”, AW Ed 2
5. Newman and Sproul, “Principle of to Interactive Computer Graphics”, McGraw Hill
6. Rogers, “Procedural Elements of Computer Graphics”, McGraw Hill
7. Rogers and Adams, “Mathematical Elements of Computer Graphics”, McGraw Hill
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