Computer graphics 3 Sem Syllabus Unit & Topic Wise SPPU Syllabus
Unit - 1 Graphics Primitives and Scan Conversion Algorithms |
1.1 Introduction |
1.2 Graphics Primitives |
1.3 Display Devices |
1.4 Applications of Computer Graphics |
1.5 Introduction to OpenGL |
1.6 OpenGL Architecture |
1.7 OpenGL Primitives and Attributes |
1.8 GLUT |
1.9 Interaction |
1.10 Callback and Events |
1.11 Picking |
1.12 Scan Conversion |
1.13 Line Drawing Algorithms |
1.14 Circle Drawing Algorithm |
Unit - 2 Polygon, Windowing and Clipping |
2.1 Introduction to Polygon |
2.2 Types of the Polygon |
2.3 InsideOutside Test |
2.4 Polygon Filling |
2.5 Windowing and Clipping |
2.6 Viewing Transformation |
2.7 CohenSutherland Line Clipping Algorithm |
2.8 Sutherland Hodgeman Polygon Clipping Algorithm |
2.9 Weiler Atherton Polygon Clipping Algorithm |
Unit - 3 2D, 3D Transformations and Projections |
3.1 Introduction of 2D Transformation |
3.2 Homogeneous Coordinates |
3.3 2D Transformations |
3.4 Introduction of3D Transformation |
3.5 3D Transformations |
3.6 Projection |
3.7 Parallel Projection |
3.8 Perspective Projection |
Unit - 4 Light, Colour, Shading and Hidden Surfaces |
4.1 Properties of Light |
4.2 CIE Chromaticity Diagram |
4.3 RGB |
4.4 HSV |
4.5 CMY |
4.6 Illumination Model |
4.7 Shading Algorithm |
4.8 Hidden Surface |
4.9 Back Face Detection and Removal |
4.10 Depth Buffer Z Algorithm |
4.11 Depth Sort Algorithm |
4.12 Area Subdivision Algorithm |
Unit - 5 Curves and Fractals |
5.1 Curves Introduction |
5.2 Interpolation and Approximation |
5.3 Blending Function |
5.4 BSpline Curve |
5.5 Bezier Curve |
5.6 Introduction of Fractals |
5.7 Classification of Fractals |
5.8 Fractal Generation |
5.9 Application of Fractals |
Unit - 6 Introduction to Animation and Gaming |
6.1 Introduction of Segment |
6.2 Segment Table |
6.3 Segment Creation |
6.4 Segment Closing |
6.5 Segment Deleting and Renaming |
6.6 Segment Visibility |
6.7 Introduction of Animation |
6.8 Conventional and Computer Based Animation |
6.9 Design of Animation Sequences |
6.10 Animation Languages |
6.11 Key Frame |
6.12 Morphing |
6.13 Motion Specification |
6.14 Introduction of Gaming |
6.15 Gaming Platform NVIDIA I8060 |
6.16 Advances in Gaming |