Computer Graphics detailed syllabus for Computer Science & Design (CSD) for 2021 regulation curriculum has been taken from the Anna University official website and presented for the CSD students. For course code, course name, number of credits for a course and other scheme related information, do visit full semester subjects post given below.
For Computer Science & Design 4th Sem scheme and its subjects, do visit CSD 4th Sem 2021 regulation scheme. The detailed syllabus of computer graphics is as follows.
Course Objectives:
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Unit I
2D GRAPHICS PROCESSING 9 Display devices, Computer Graphics APIs, 2D output Primitives, attributes of output primitives, 2D Transformations, Viewing – Clipping.
Unit II
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Unit III
VULKAN GRAPHICS API 9 Drawing Primitives, validation layers, resource management, Physical devices and queue families, logical devices and queues, Graphics pipeline, Input assembler, vertex shader, Tesselation, Geometry shader, Rasterization, Fragment shader, color blending. Vertex buffers, uniform buffers, Texture mapping, Depth buffering, Command buffer.
Unit IV
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Unit V
DATA STRUCTURES AND PROCEDURAL GRAPHICS 9 Data Structures for Graphics – Triangle Mesh, Scene Graph, Spatial Data Structures, BSP Trees, Octrees Fractals, Particle Systems, point cloud, procedural textures, grammar-based models, Constructive Solid Geometry.
Course Outcomes:
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Laboratory Experiments:
(Reference: https://vulkan-tutorial.com/) Software Requirements: On Windows: Vulkan SDK, GLFW, GLM , C++ compiler and IDE like visual studio.
- Install vulkan sdk with c++ in Visual Studio and set up the work environment.
- Understand vulkan environment for setting up graphics experiment: setup, presentation, graphics pipeline commands, window surface, swap chain, image views, buffers.
- Drawing 2D primitives (points, lines, polygons, triangle fan, triangle strip etc.,)
- Setting up the camera, lights and performing viewing transformations. Demonstrate a Simple projection transformation for a primitive.
- Drawing 3D primitive Cube and show the cube from different camera angles and perspectives.
- Place lights and Shade the cube using any shading language or simple flat shading, with different colors for different surfaces of the cube.
- Apply basic transformations on the cube including Translation, Rotation, Scaling.
- Understand different types of shaders in Vulkan
- Using different Buffers (Depth Buffer, Stencil Buffer)to implement different effects on the 3D model.
- Applying textures on a Cube.
- Perform the above steps on other geometric objects other than Cube.
- Create a simple 3D scene with different objects and with different attributes
- Perform Rendering with Environment and Bump maps and other rendering techniques
Text Books:
- Donald D. Hearn, M. Pauline Baker, Warren Carithers, Computer Graphics with OpenGL, Pearson Education, Fourth Edition, 2011. (UNIT-I, II)
- Steve Marschner, Peter Shirley, Fundamentals of Computer Graphics, 5th Edition, CRC Press/ Taylor and Francis Group, 2021. (UNIT-IV, V)
Reference Books:
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Web References:
- https://web.wlu.ca/science/physcomp/ikotsireas/CP411_notes/
- https://vulkan.org/
- https://web.engr.oregonstate.edu/~mjb/vulkan/Handouts/ABRIDGED.1pp.pdf
- https://vulkan-tutorial.com/ (UNIT-III)
- https://opengl.org/
- https://openglbook.com/
For detailed syllabus of all other subjects of Computer Science & Design, 2021 regulation curriculum do visit CSD 4th Sem subject syllabuses for 2021 regulation.
For all Computer Science & Design results, visit Anna University CSD all semester results direct link.