Computer Graphics - Syllabus

Course Overview and Structure

Embark on a profound academic exploration as you delve into the Computer Graphics course (CG) within the distinguished Tribhuvan university's CSIT department. Aligned with the 2074 Syllabus, this course (CSC209) seamlessly merges theoretical frameworks with practical sessions, ensuring a comprehensive understanding of the subject. Rigorous assessment based on a 60 + 20 + 20 marks system, coupled with a challenging passing threshold of , propels students to strive for excellence, fostering a deeper grasp of the course content.

This 3 credit-hour journey unfolds as a holistic learning experience, bridging theory and application. Beyond theoretical comprehension, students actively engage in practical sessions, acquiring valuable skills for real-world scenarios. Immerse yourself in this well-structured course, where each element, from the course description to interactive sessions, is meticulously crafted to shape a well-rounded and insightful academic experience.


Course Description: The course coversconcepts of graphics hardware, software, and

applications,data structures for representing 2D and 3D geometric objects, drawing algorithms

for graphical objects, techniques for representing and manipulating geometric objects,

illumination and lighting models, and concept of virtual reality.


Course Objectives: The objective of this course is to understand the theoretical foundation as

wellas the practical applications of 2D and 3D graphics.


Units

Key Topics

  • Characteristics of Distributed Systems
    IN-1.1

    This topic covers the key characteristics of distributed systems, including decentralization, resource sharing, and concurrency.

  • Design Goals of Distributed Systems
    IN-1.2

    This topic explores the design goals of distributed systems, including scalability, fault tolerance, and security.

  • Types of Distributed Systems
    IN-1.3

    This topic discusses the different types of distributed systems, including client-server, peer-to-peer, and hybrid systems.

Key Topics

  • Scan Converting a Point and a Straight Line
    SC-1

    This topic covers the scan conversion of a point and a straight line using algorithms such as DDA Line Algorithm and Bresenham's Line Algorithm.

  • Scan Converting Circle and Ellipse
    SC-2

    This topic covers the scan conversion of circle and ellipse using Mid Point Circle and Ellipse Algorithm.

  • Area Filling
    SC-3

    This topic covers various area filling algorithms including Scan Line Polygon fill Algorithm, Inside-outside Test, Scan line fill of Curved Boundary area, Boundary-fill and Flood-fill algorithm.

Key Topics

  • 2-Dimensional Transformation
    TW-1

    Introduction to 2-dimensional transformations, including concepts and principles.

  • 2-D Translation, Rotation, Scaling
    TW-2

    Understanding and applying 2-dimensional translation, rotation, and scaling transformations.

  • Homogeneous Coordinates, Reflection, Shear Transform
    TW-3

    Exploring homogeneous coordinates and their application in 2-dimensional reflection and shear transformations.

  • 3-Dimensional Transformation
    TW-4

    Introduction to 3-dimensional transformations, including concepts and principles.

Key Topics

  • Relational Model Concepts
    TH-1

    This topic covers the fundamental concepts of the relational model, including domains, attributes, tuples, and relations, as well as the characteristics of relations.

  • Relational Model Constraints
    TH-2

    This topic explores the different types of constraints in the relational model, including domain constraints, key constraints, and constraints on null values.

  • Relational Database Schemas
    TH-3

    This topic discusses the concept of relational database schemas, including relational database state, entity integrity, referential integrity, and foreign keys.

Key Topics

  • Representing Surfaces
    3D-1

    This topic covers the representation of surfaces in 3D graphics, including boundary and space partitioning.

  • Polygon Surface
    3D-1.1

    This topic explores the representation of polygon surfaces, including polygon tables, surface normals, spatial orientation, plane equations, and polygon meshes.

  • Wireframe Representation
    3D-1.2

    This topic discusses the wireframe representation of 3D objects.

  • Blobby Objects
    3D-1.3

    This topic covers the representation of blobby objects in 3D graphics.

  • Representing Curves
    3D-2

    This topic covers the representation of curves in 3D graphics, including parametric cubic curves and spline representation.

  • Parametric Cubic Curves
    3D-2.1

    This topic explores the representation of parametric cubic curves in 3D graphics.

  • Spline Representation
    3D-2.2

    This topic discusses the spline representation of curves in 3D graphics, including cubic spline interpolation, Hermite curves, Bezier curves, and B-spline curves and surfaces.

  • Quadric Surface
    3D-3

    This topic covers the representation of quadric surfaces in 3D graphics, including spheres and ellipsoids.

Key Topics

  • Sweep, Boundary and Spatial-Partitioning Representation
    SO-6.1

    This topic covers the sweep, boundary, and spatial-partitioning representation methods used in solid modeling. It explains how these methods are used to create and manipulate 3D objects.

  • Binary Space Partition Trees (BSP)
    SO-6.2

    This topic introduces Binary Space Partition Trees (BSP), a data structure used in solid modeling to efficiently represent and manipulate 3D objects. It explains how BSP trees are constructed and used in various applications.

  • Octree Representation
    SO-6.3

    This topic covers the octree representation method used in solid modeling. It explains how octrees are used to efficiently represent and manipulate 3D objects, and their applications in computer graphics.

Key Topics

  • Image Space and Object Space Techniques
    VI-1

    This topic covers techniques used in image space and object space for visible surface detection. It includes methods for transforming 3D objects into 2D images.

  • Back Face Detection and Depth Buffering
    VI-2

    This topic explains back face detection, depth buffer (Z-buffer), A-buffer, and scan-line algorithms used for visible surface detection.

  • Depth Sorting Method (Painter's Algorithm)
    VI-3

    This topic covers the depth sorting method, also known as Painter's Algorithm, used for visible surface detection.

  • BSP Tree, Octree, and Ray Tracing Methods
    VI-4

    This topic covers the use of BSP tree, octree, and ray tracing methods for visible surface detection.

Key Topics

  • Basic Illumination Models
    IL-1

    This topic covers the fundamental concepts of ambient light, diffuse reflection, specular reflection, and the Phong model in computer graphics.

  • Intensity Attenuation and Color Considerations
    IL-2

    This topic explores the concepts of intensity attenuation, color considerations, transparency, and shadows in computer graphics.

  • Polygon Rendering Methods
    IL-3

    This topic covers various polygon rendering methods, including constant intensity shading, Gouraud shading, Phong shading, and fast Phong shading.

Key Topics

  • Introduction to E-commerce
    IN-1

    Overview of E-commerce and its significance in the digital age.

  • E-business vs E-commerce
    IN-2

    Understanding the differences between E-business and E-commerce.

  • Features of E-commerce
    IN-3

    Key characteristics and benefits of E-commerce.

Key Topics

  • Introduction to E-commerce
    IN-1

    Overview of E-commerce and its significance in the digital age.

  • E-business vs E-commerce
    IN-2

    Understanding the differences between E-business and E-commerce.

  • Features of E-commerce
    IN-3

    Key characteristics and benefits of E-commerce.

  • Pure vs Partial E-commerce
    IN-4

    Types of E-commerce models and their applications.

  • History of E-commerce
    IN-5

    Evolution and development of E-commerce over time.

Lab works

Laboratory Works:

Students should be able to write program on the most of the contents listed in syllabus, using any

known programming language (C, C++) in previous semester. Majorly, students should on

computer graphics primitives like line, circle and ellipse drawing algorithm to hidden surface

removal techniques. After completing the basic lab session the students must be able to design

some project works like game, 3D rotation, screen saver etc. Some sample lab sessions can be as

following:-

Unit 2 : Scan Conversions Algorithm (10 Hours)

  • Study of Fundamental Graphics Functions
  • Implementation of Line drawing algorithms: DDA Algorithm, Bresenham's Algorithm
  • Implementation of Circle drawing algorithms: Bresenham's Algorithm, Mid-Point Algorithm

Unit 3 : Two-Dimensional Geometric Transformations ( 4 Hours)

  • Simulation of 2D transformation, Rotation and Scaling
  • Write a program to implement Cohen Sutherland line clipping algorithm

Unit 4 : Three-Dimensional Geometric Transformation (12 Hours)


  • Write a program to perform shear transformation on a rectangle
  • Write a program to perform 2D Transformation on a line
  • Write a program to draw a car using in build graphics function and translate it from bottom left corner to right bottom corner of screen
  • Write a program to draw a cube using in build library function and perform 3D transformations

              Translations in x, y, z directions

              Rotation by angle 450 about z axis, rotation by 600 about y-axis in succession.

              Scaling in x-direction by a factor of 2, scaling in y- direction by a factor of 3


Unit 5 : 3D Objects Representation ( 4 Hours)

  • Implementation of polygon tables.
  • Write a program to draw Bezier curve, sphere


Unit 7 : Visible Surface Detections (10 Hours)

  • Back face detection:- Implementation of Depth Buffer, A – Buffer, Scan-Line algorithm
  • Implementation of rotation of 3D cube.


Unit 10 : Introduction to OpenGL (5 Hours)

  • Event driven programming
  • Point, Line and Polygon
  • Drawing 3D objects