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Section I

1. Introduction to graphics devices:


(8)
Display Devices and Adapters, Working of Printers, LCD Display. Input and Output Devices
for virtual Reality Three Dimensional Position Trackers, Navigation and Manipulation
Interfaces, Gesture Interfaces, Graphical Display, Sound displays, and Haptic Feedback.
2. Transformations: Basic 2D & 3D transformations
(8)
Translation, Scaling, Rotation,Reflection, Shearing, Multiple Transformations, Rotation about
an axis parallel to a coordinate axis, Rotation about an arbitrary axis in space, Affine and
Perspective Geometry, Orthographic projections and Axonometric projections. Viewing and
clipping: Introduction, Windowing and View-porting, Introduction to clipping, Point
clipping, line clipping: Sutherland - Cohen line clipping algorithm.
3. Raster Scan Graphics , Curves and Surfaces:
(8)
Bresenham's line and circle drawing algorithms, Scan Conversion techniques: RLE, Frame
Buffer, Scan converting polygons: Edge fill and Seed fill algorithms, Anti-aliasing and Halftoning.Curves and Surfaces:Curve Representation, Non-parametric and parametric curves,
representation of space curves, Cubic Spline, Parabolic Blended curves, Bezier curves and Bspline curves, Zbuffer, Warnock algorithm.

Section II
4. Introduction to OpenGL & GLUT Libraries:
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Introduction to OpenGL, OpenGL basic graphics primitives: The OpenGL data types,
OpenGL state, establishing the coordinate systems, Line drawing in OpenGL, drawing polylines and polygons, Design & use of GLUT & GLUI menus.
5. Introduction to Virtual Reality and Application areas
(8)
A short history of early virtual reality, early commercial VR Technology, The five classical
components of VR Systems, Design of Virtual reality systems, Important factors in VR
systems, Types of VR systems, Advantages of virtual reality areas of Virtual Reality
Medical, Education, Arts and Entertainment, Military, Manufacturing, Robotics, Information
visualization.
6. Computing Architectures for Virtual Reality
(8)
The Rendering Pipeline: The graphical rendering pipeline, The haptics rendering pipeline, PC
Graphics Architectures: Pc Graphics Accelerators, Graphics Benchmarks, Work Station
Based Architectures: the Sun Blade 1000 Architecture, the SGI Infinite Reality Architecture,
Distributed VR Architectures: Multipipeline Synchronization, Collocated rendering Pipelines,
Distributed Virtual Environments.
Text Books:
1. Mathematical elements for Computer Graphics - David F. Rogers, J. Alan Adams
(MGH Int.) (For chapters 1, 2, 5)
2. Procedural elements for Computer Graphics - David F. Rogers (MGH Int.) (For
chapters 3, 4)
3. Computer Graphics Using OpenGL F.S. Hill Jr. Stephen M. Kelley, (Pearson
Education) (Chapter6)
4. Vince, Virtual Reality Systems, Pearson Education.

5. Grigore Burdea, Philippe Coiffet,Virtual Reality Technology, 2nd edition.


Wiley.
References Books:
1. Principles of Interactive Computer Graphics - Newman Sproul (MGH) ( chapters 1,4)
2. Principles of Computer Graphics Theory and Practice Using OpenGL and Maya,
Shalini Govil-Pai, (Springer) (For Chapter 6)
3. Computer Graphics by Prof. Rajesh Maurya, (Wiley India Pvt. Ltd.) (Chapter 4)
4. Computer Graphics Hearn & Baker.
5. Computer Graphics (second Edition) - Zhigang Xiang & Roy Plastock (Schaum's
Outline Series, TMGH)

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