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CSE – 503 COMPUTER GRAPHICS

  • Overview:
  • Fundamental concepts of Graphics Hardware : Display Devices, Raster scan CRT, Memory Tube, Plasma Displays, LCDs, Plotters, Printers, Interaction device-Key board, track ball, joystick, mouse, light-pen, tablet, etc. Storage devices : Communication devices; processing devices

  • Raster Scan Graphics:
  • Scan conversion, scan converting a point, a straight line, a circle, arcs and other geometric figures- Bresenham’s algorithm, frame buffers, raster addressing, line and character displays, solid area scan conversion, polygon filling, scan converting polygons- a simple ordered edge list algorithm : idea of a simple seedfill algorithm ; fundamentals of antialiasing and half toning, side effects of scan conversion

  • 2D Viewing transformations:
  • Windows & Viewports : 2D translation, scaling, and rotation, representation using hhomogeneous coordinates, composite and instance transformations.

  • 2D Clipping:
  • Point clipping, line segment and clipping, mid-point subdivision, Sutherland-Cohen subdivision, line clipping algorithm, introduction to convex polygonal clipping, interior and exterior clipping.

  • 3D Transformations:
  • Geometric transformations, coordinate transformations, homogeneous coordinates, composite transformations

  • Projection:
  • Various kinds of projections, mathematical background of perspective and parallel projections

  • 3D Viewing Transformations:
  • Viewing process in 3D, view plane coordinates, 3D clipping-midpoint subdivision algorithm, clipping strategies

  • Geometric Forms and Models:
  • Simple geometric formspoints and lines, polylines, polygons, wireframe models, curved surfaces, problems of interpolation and approximation, transforming curves and surfaces

  • Hidden Lines & Hidden Surfaces:
  • Introduction, depth comparison, basics pf Z-buffer algorithm, bean line algorithm, painter’s algorithm and subdivision algorithms for curved surface hidden line elimination

  • Ray tracing and Surface rendering

    Introduction to Graphics Kernel System:

  • GKS windows and viewport, clipping, primitive construction, segment transformations, GKS input, computer graphics applications

    TEXTBOOKS

    1. Graphics programming in C, Roger Stevens, BPB

    2. Newman & Sproull: Principles of Interactive Computer Graphics, Mc Graw Hill, Internationnal Student Edition, Kogakusha

    3. D.F. Rogers: Procedural elements for Computer Graphics, Mc Graw Hill

    REFERENCE BOOKS:

    1. K.A. Plastock and Borden Kelly: Schaum’s Outline of Computer Graphics.

    2. S. Harrington: Computer Graphics - A programming approach, Mc Graw Hill

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