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Computer Graphics Using OpenGL Sub Code: IS6E21 Credits: 3:1:0 Prerequisite: NIL Hours : 56 Unit 1

Graphics Systems and Models, Applications of Computer Graphics,Mode, Detect and Initgraph, Refresh Cycle, Aspect Ratio, and Flicker effect. grayscale image, NAPLP, Fundamentals of Computer Graphics such as DPU, graphics cards,Programmable Pipelines, Performance Characteristics, Graphics Programming: The Sierpinski Gasket Programming, Two-Dimensional Applications, The OpenGL API, Primitives, Attributes, Color, Viewing, Control Functions. The Gasket Program, Polygons and Recursion, Three-Dimensional Gasket, Plotting Implicit Functions, Display devices, CRT, Shadow Mask CRT.Installing OpenGL API and executing some example problems, OpenGL functions ...11 Unit 2 Input devices: Light Pen, Digitizer/tablet, Data Glove, touch screen and Joystick/Trackball, Data Representations in geometrical modelling. Data structure for Computer Graphics. Edge table, Active Edge Table (AET). Winged edge data structure. A Simple Paint Program, Building Interactive Models, Animating Interactive Programs, Design of Interactive Programs, Logic Operations, Geometric Objects, Transformation: Mathematical Formulation of fundamental transformations with respect to origin and arbitrary axis/point. Transformations in Homogeneous Coordinates, Concatenation of Transformations, OpenGL Transformation Matrices, Interfaces to Three-Dimensional Applications, Translation, Rotation, Scaling, w. r. t. origin. Reflection, w. r. t. arbitrary axes. Animation techniques, Interactions, Display file structure, Double Buffering ...11 Unit 3 Viewing:Classical and Computer Viewing, Viewing with a Computer, Positioning of the Camera, Simple Projections, Projections in OpenGL, Hidden-Surface Removal, Interactive Mesh Displays, Parallel-Projection Matrices, Perspective-Projection Matrices, Projections and Shadows, Shading: Light and Matter, Light Sources. The Phong Reflection Model, Computation of Vectors, Polygonal Shading, Approximation of a Sphere by Recursive Subdivision, Light Sources in OpenGL. Specification of Materials in OpenGL, Shading of the Sphere Model, Global Illumination. .....12 Unit 4 Basic Implementation Strategies: Clipping, Line-Segment Clipping, Polygon Clipping, Clipping of Other Primitives, Clipping in Three Dimensions, Rasterization, Bresenhams Algorithm, , Polygon Rasterization, Antialiasing, Display Considerations. The OpenGL Shading Language: Linking, Shaders with OpenGL Programs, Moving Vertices, Lighting with Shaders, Fragment Shaders, Per-Vertex Versus Per-Fragment Phong Shading, Samplers, Cube Maps, HiddenSurface Removal ....11 Unit 5 Curves and Surfaces: Representation of Curves and Surfaces, Design Criteria, Parametric Cubic Polynomial Curves, Interpolation, Hermite Curves, Hermite Surfaces, Bezier Curves, Bezier Surfaces, General B-Splines, Rendering of Curves and Surfaces, The Utah Teapot, Algebraic Surfaces, Curves and Surfaces in OpenGL ....11 Text Book: 1. Edward Angel, Interactive Computer Graphics: A Top-Down Approach Using OpenGL, 5th Edition, Addison-Wesley, 2009. 2 OpenGL programming Guide, Pearson Education (2nd Ed. & above) Reference Books: 1. D. Hearn and M. Pauline Baker, Computer Graphics (OpenGL Version),Pearson Education, 2nd Edition, 2003. 2. Francis S Hill, Jr, Computer Graphics Using OpenGL, 2/E, Pearson Education, 2001.

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