Syllabus :
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 threedimensional
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-I: 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-II: Geometric Objects and
Transformations;
Transformation in Homogeneous Coordinates; Concatenation
of Transformations;
OpenGL Transformation Matrices; Interfaces to threedimensional
applications;
Quaternion’s.
UNIT
– 6
Viewing
: Classical and computer viewing; Viewing with a Computer;
Positioning of the
camera; Simple projections; Projections in OpenGL; Hiddensurface
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; Four 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.