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CGA Syllabus1 2

This document outlines a course on computer graphics and animation. The course aims to teach fundamentals of 2D and 3D graphics, color models, 3D modeling and rendering techniques, and animation tools. It is divided into 5 units covering graphics primitives, 2D and 3D transformations, color models and illumination, surface detection and rendering, and computer animation. The course requires a prerequisite in data structures and algorithms.

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0% found this document useful (0 votes)
85 views3 pages

CGA Syllabus1 2

This document outlines a course on computer graphics and animation. The course aims to teach fundamentals of 2D and 3D graphics, color models, 3D modeling and rendering techniques, and animation tools. It is divided into 5 units covering graphics primitives, 2D and 3D transformations, color models and illumination, surface detection and rendering, and computer animation. The course requires a prerequisite in data structures and algorithms.

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sinduja.cse
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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COMPUTER GRAPHICS AND L T P C

ANIMATION 3 0 0 3

COURSE OBJECTIVES
 To understand the fundamentals of graphics.
 To gain and understand the acquired knowledge pertaining to 2D and 3D concepts in graphics.
 To familiarize the fundamental concepts of graphical color models.
 To understand the basic 3D modeling and rendering techniques.
 To know the working principles of animation tools.

COURSE PRE-REQUISITES: Data Structures and algorithm

UNIT-I FUNDAMENTALS OF COMPUTER GRAPHICS 9


Attributes of Graphics Primitives, Implementation Algorithms for Graphics primitives and
attributes-Line drawing: DDA, Bresenham’s, Circle generation, Ellipse generation,
Implementation style for fill styles: Scan line polygon filling algorithm, Boundary fill and Flood
fill
UNIT-II 2D AND 3D TRANSFORMATION VIEWING 9
2D transformation: Translation, Scaling, Rotation, Composite transformation, Reflection,
Shearing, Raster Transformation - 2D Viewing: Pipeline, Normalization.
3D Transformation: Translation, Scaling, Rotation, Reflection, Shearing, 3D Viewing: Projection,
Three-Dimensional Viewing concepts, 3D Viewing pipe line, Three-Dimensional viewing
coordinate parameters, Projection transformation: Parallel projection, Orthogonal projection:
oblique, Perspective projection, View volume.
UNIT-III COLOR MODELS AND ILLUMINATION 9
Color Models: Chromaticity Diagram, RGB model, YIQ model, CMY model, CMYK model, HSV
model, HLS model, Transformation between color models. Illumination models: Lighting Models,
Basic Illumination models: Ambient Light, Diffusion Light, Specular reflection.
UNIT-IV VISIBLE SURFACE DETECTION AND SURFACE RENDERING 9
Visible Surface Detection Methods: Back face detection, Depth buffer method, A-Buffer method,
Scan-line method, Depth-sorting method, BSP-Tree method, Area-subdivision method, Octree
method, Ray-casting method, Curve and Line frame detection, Polygon rendering method –
Constant intensity, Gouraud surface rendering, Phong surface rendering and Fast Phong surface
rendering.
UNIT-V COMPUTER ANIMATION 9
Raster methods of Animation, Design of Animation sequence, traditional Animation sequence,
Key frame animation sequence, Key frame system, Motion Specification: Direct motion
specification, Goal-Directed systems, Kinematics and Dynamics. Introduction to the flash
interface, Setting stage dimensions, working with panels, panel layouts, Layers & Views, Shaping
Objects – Overview of shapes, Drawing & Modifying Shapes, Bitmap Images & Sounds,
Animation -Principles, Frame by frame animation, tweening, masks
TOTAL:45 PERIODS
COURSE OUTCOMES
Upon completion of the course, the students will be able to:
 Understand the concepts of computer graphics primitives and various graphics
algorithms.
 Design and demonstrate the 2D and 3D object transformation and viewing through
graphics
principles.
 Understand the various color models and comprehend the complexities of illumination in
virtual scenes.
 Express their ability to model the hidden surface and render the respective 3D objects to
project on the screen.
 Comprehend and apply animation techniques towards the formation of motion pictures.

TEXT BOOKS
1. Donald D. Hearn, Pauline Baker, Warren Carithers - Computer graphics with Open GL.-
Pearson New International Edition, 4th Edition, Pearson Education Ltd., 2014.
2. Sumanta Guha, Computer Graphics Through OpenGL - From Theory to Experiments,
3rd Edition, CRC Press, 2019.
3. Robert R, Snow D, Flash CS4 Professional Bible, Wiley Publishing, 2011

REFERENCES
1. JungHyun Han, Introduction to Computer Graphics with OpenGL-ES, CRC Press, 2018.
2. Steve Marschner, Peter Shirley, Fundamentals of Computer Graphics, Fourth Edition, CRC
Press, 2016.
3. Edward Angel, Dave Shreiner, Interactive Computer Graphics - A Top-Down Approach
with Shader-Based OPENGL, 6th Edition, Addison-Wesley, 2012.

WEBSITE LINKS
1. https://www.javatpoint.com/computer-graphics-tutorial
2. https://www.udemy.com/course/blender-basics-a-quick-intro-to-3d-modeling-and-
rendering/
3. https://www.tutorialboneyard.com/simple-flash-animation/
CO-PO MAPPING:
Program Outcomes
PO1 PO2 PO3 PO4 PO5 PO6 PO7 PO8 PO9 PO10 PO11 PO12
CO-1 2 1 1 - 1 - 2 - - 2 - -

CO-2 2 1 1 - 2 - 1 - - 1 - -

CO-3 2 1 - 1 1 - 2 - - 2 - -

CO-4 2 2 1 - 2 - 1 - - 1 - -

CO-5 2 1 1 2 3 2 2 - - 2 - 2

Avg 2 1.2 1 1.5 1.8 2 1.6 - - 1.6 - 2

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