BIT · Semester V
Computer Graphics syllabus
Official TU syllabus for Computer Graphics (BIT304): 10 units, 65 topics. Every unit links to its notes and solved questions.
1
Fundamentals of Computer Graphics
2 Q- Definition and scope of computer graphics
- Applications of computer graphics
- Graphics pipeline overview
- Coordinate systems and transformations
- Rasterization and rendering concepts
2
Display Systems and Architecture
5 Q- Raster scan display systems
- Random scan display systems
- Vector graphics display architecture
- Raster graphics display architecture
- Screen refresh and pixel scanning
- Advantages and disadvantages of display types
3
Line and Circle Drawing Algorithms
7 Q- DDA line drawing algorithm
- Bresenham's line drawing algorithm
- Comparison of line drawing algorithms
- Midpoint circle drawing algorithm
- Bresenham's circle drawing algorithm
- Decision parameters for circle generation
4
2D Geometric Transformations
6 Q- Translation transformation
- Rotation transformation and matrices
- Scaling transformation and matrices
- Shearing transformation
- Homogeneous coordinates
- Composite transformations
- Successive rotations and angle addition
5
Clipping Algorithms
5 Q- Line clipping concepts and role
- Cohen-Sutherland line clipping algorithm
- Polygon clipping techniques
- Sutherland-Hodgman polygon clipping algorithm
- Clipping window and viewport
6
Curves and Parametric Representations
5 Q- Parametric curves and properties
- Hermite interpolation and curves
- Bezier curves and properties
- Bezier curve equations and derivations
- Parametric cubic curves
- Curve modeling and animation
7
3D Graphics and Projections
5 Q- 3D coordinate systems
- Parallel projection
- Perspective projection
- Projection coordinate calculations
- Wireframe representation of 3D objects
- 3D object representations and storage
8
Visible Surface Detection
6 Q- Z-buffer method and limitations
- Scan-line method for visible surface detection
- Object space techniques
- Image space techniques
- Line method for visible surface detection
- Area subdivision method
9
Illumination and Shading Models
10 Q- Ambient light and ambient reflection
- Diffuse reflection
- Specular reflection
- Phong illumination model
- Phong shading algorithm and procedure
- Gouraud shading model and derivations
- Flat shading and disadvantages
- Intensity attenuation
10
Polygon Representation and OpenGL
9 Q- Polygon definition and properties
- Vertex table
- Edge table
- Polygon table and error-free generation
- Boundary representation technique
- Polygon creation in OpenGL
- OpenGL and callback functions
- OpenGL viewing
- Motion capture and keyframe animation
- Virtual reality and VR system components
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