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 |