Computer graphics 3 Sem Syllabus Unit & Topic Wise SPPU Syllabus

Computer graphics 3 Sem Syllabus Unit & Topic Wise SPPU Syllabus

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

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