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Advanced 3D Computer Graphics Course

This document provides an overview of a Computer Graphics course taught by Sadia Ashraf. The 3-credit course will cover topics like color models, transformations, projections, rendering techniques, and algorithms for line drawing, clipping, and filling. Students will learn to create 3D models in Blender and develop games in Unity 3D. Coursework includes assignments, quizzes, midterm and final exams, and a semester-long project to build a 3D model or game. The goal is for students to understand 3D graphics concepts and implement basic algorithms to manipulate 3D graphics.

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Hafiz AB
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0% found this document useful (0 votes)
32 views5 pages

Advanced 3D Computer Graphics Course

This document provides an overview of a Computer Graphics course taught by Sadia Ashraf. The 3-credit course will cover topics like color models, transformations, projections, rendering techniques, and algorithms for line drawing, clipping, and filling. Students will learn to create 3D models in Blender and develop games in Unity 3D. Coursework includes assignments, quizzes, midterm and final exams, and a semester-long project to build a 3D model or game. The goal is for students to understand 3D graphics concepts and implement basic algorithms to manipulate 3D graphics.

Uploaded by

Hafiz AB
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Computer Graphics

Instructor Course Overview


Sadia Ashraf
Classes BSCS

Contact Detail Session Fall 2021

sdashraf@[Link] Course Time Morning, 8:00 – 01:30 PM


Afternoon, 1:45 – 7:10 PM
Office Location Credit Hours 03 (2,1)

Ghazali Block, Total Weeks 16

Prerequisite Data Structures


Ground Floor, Room 1

Office Hours
Course Description
09:30 to 12:30
Monday In this course, students will learn about some of the advanced and emerging
topics in 3D graphics along with the classic graphics algorithms and the
12:00 to 13:00 standard phases in the graphics pipeline. This course overs ore 3d graphics
Wednesday concepts like transformation, projections and rendering. Course topics include
both the mathematical as well as technical aspects of developing graphics.

Course Materials
This course introduces basic and standard aspects of Computer Graphics that are currently being
practiced:

 CRT (Cathode Ray Tube) devices: DVST.


 Color Models: Pseudo Colors, True Colors, High colors and Deep colors
 Color Modes: Additive and Subtractive
 Transformations: 2D, 3D, HCS and Composite Transformations
 Projection: Affine and Solid Body
 World window to Viewport Transformations
 Line Drawing Algorithms: DDA (Digital differential algorithm)
 Bresenham’s Line Drawing Algorithm
 Clipping Algorithms: Cohen Sutherland Clipping Algorithm
 Sutherland Hodgeman Clipping Algorithm
 Filling Algorithms: Scanline Filling Algorithm.
 8-point filling Algorithm & 4-Point Filling Algorithm
 Rendering: Forward and Backward Rendering and rendering in Nature
 Lighting and Shading
 Texture Mapping: Minification and Magnification
 Ellipse and other Curves
 Visible Surface Detection: Painter’s Algorithm
 Ray Tracing Algorithm
 Z-Buffer Algorithm & Revision

Course Learning Outcomes


At the end of this course, Students should be able to:

CLO Description Domain Taxonomy Level PLO


Apply various concepts & related to 3d
CLO1 Cognitive 3 PLO3
Computer Graphics.
Use & understand various Algorithms in
CLO2 Cognitive 3 PLO2
Computer Graphics.
CLO3 Make 3D models in Blender Psychomotor 4 PLO5
Design & Develop games in Unity 3d and
CLO4 Cognitive 5 PLO5
OpenGL.

 Understand and be familiar with current concepts in 3d graphics, along with the basic workflow
of the graphics pipeline.
 Learn and implement basic graphics related Algorithms and techniques to create and manipulate
3d graphics.
 Be able to create a simple 3D game in Unit 3d and be familiar with the basics of game
development.
 Create a 3D model in Blender, Light and Shade it, add texture to it etc. and create a photorealistic
scene.

Fall, 2020 Page 2


Course Schedule
Week Topic Assignment/Quiz

Week 1 CRT (Cathode Ray Tube) devices: DVST. Assignment 1

Week 2 Color Models: Pseudo Colors, True Colors, High colors and Quiz 1
Deep colors

Week 3 Color Modes: Additive and Subtractive Assignment 2

Week 4 Transformations: 2D, 3D, HCS and Composite Quiz 2


Transformations

Week Topic Assignment/Quiz

Week 5 Projection: Affine and Solid Body Assignment 3

Week 6 World window to Viewport Transformations

Week 7 Line Drawing Algorithms: DDA (Digital differential Quiz3


algorithm)

Week 8 Bresenham’s Line Drawing Algorithm


Week 9 Clipping Algorithms: Cohen Sutherland Clipping Algorithm Assignment 4

Week 10 Sutherland Hodgeman Clipping Algorithm Quiz 5

Week 11 Filling Algorithms: Scanline Filling Algorithm.

Week 12 8-point filling Algorithm & 4-Point


Filling Algorithm

Week 13 Rendering: Forward and Backward Rendering and


rendering in Nature

Week 14 Lighting and Shading

Week 15 Texture Mapping: Minification and Magnification

Week 16 Ellipse and other Curves

Fall, 2020 Page 3


Semester Project
Students are required to create a 3d model in any tool of their choice or a game in Unit 3D.

Deliverables Due Date


Topic and Groups 2nd Week
Progress of the work 7th Week
Demo of the complete model 2nd last and last Week

Recommended Textbook
1. Computer Graphics with Open GL (4th Edition) by Donald D. Hearn, Prentice Hall, 2010,
ISBN10: 0136053580.
2. Foundations of 3D Computer Graphics by S. J. Gortler, The MIT press, 2012.
3. Fundamentals of Computer Graphics, 3rd Edition, A K Peters, 2009.
4. Computer Graphics: Principles and Practice, 3rd Edition, Addison Wesley, 2013.
5. Real-Time Rendering, 3rd Edition, A K Peters, 2008.

Reference Material
Online Material

 [Link]
 [Link]

Teaching Methodology
 Lecturing, Practical examples and hands on work.

Grading Policy
Your final grade will depend on the following:

 The Quality and the completeness of the work submitted throughout the semester.
 Scores in assignment and quiz.
 The marks scored in the midterms and the finals.

However, following calculations are necessary for the final evaluation:

▪ Mid Term Exam: 30%

Fall, 2020 Page 4


▪ End Term Exam: 50%
▪ Assignment and Quiz: 10%
▪ Semester Project: 10%

Academic Honesty and Cheating


The University, the Faculty, and the teaching staff take cheating, plagiarism and other forms of
academic fraud very seriously.

 Note 1: No late academic deliverables will be accepted.


 Note 2: There are no "make up" tests. Tests missed for no reason are deemed to have been written
and failed and are marked “F”.

Fall, 2020 Page 5

Common questions

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The course employs a combination of lecturing, practical examples, and hands-on work to teach complex concepts in computer graphics. The structure is designed to reinforce theoretical knowledge through immediate application in practical sessions, thereby deepening understanding and retention. Weekly quizzes and assignments encourage continual engagement with the material and provide regular feedback to students about their comprehension. The semester project further supports this by requiring students to apply their accumulated skills in a comprehensive, real-world task, fostering both creativity and technical proficiency .

The course discusses line drawing algorithms like the Digital Differential Analyzer (DDA) and Bresenham’s Line Drawing Algorithm. The DDA algorithm is simple to implement and works incrementally using floating-point arithmetic, making it accurate but computationally expensive due to the operations. On the other hand, Bresenham's algorithm uses integer arithmetic, which enhances its performance by minimizing the calculation effort. Despite its increased efficiency in terms of computational cost, Bresenham's algorithm can be less flexible when rendering anti-aliased lines due to its reliance on integer calculations. These algorithms are pivotal in raster graphics for rendering straight lines and can influence graphic processing speed and visual quality of graphic renderings .

Clipping algorithms, such as the Cohen-Sutherland and Sutherland-Hodgeman algorithms covered in the course, are used to manage how graphics are displayed within a defined viewport. They are essential for computational efficiency and enhanced performance because they eliminate the portions of graphics that fall outside of the viewable region. This limits rendering to only the visible parts, saving time and resources in rendering processes. Clipping is fundamental for improving performance in rendering engines, GUI layout management, and real-time applications where rendering speed is critical .

The course differentiates between affine and solid body projections. Affine projections deal with preserving points, straight lines, and planes. Objects appear to scale uniformly along specified axes leading to distortions unless the viewing plane is perpendicular to the axis of projection. Solid body projections involve projecting 3D structures into 2D planes while maintaining depth and shape integrity and typically involve more complex transformations than affine projections. This technique is crucial to ensure depth information in pictorial representations, especially in technical or architectural illustrations .

The Z-buffer algorithm, highlighted in the course, plays a significant role in rendering visible surfaces by managing depth information for each pixel on the screen. As scenes become increasingly complex, ensuring that only visible surfaces are rendered is crucial for efficiency and accuracy. The Z-buffer algorithm compares surface depths to ensure that the closest surfaces to the viewer are displayed, thereby preventing hidden surfaces from consuming processing resources. Its implementation is particularly important in ensuring detailed, orderly 3D visuals, and helps maintain realistic visual overlaps and accurate depth perceptions in graphical scenes .

Transformations in computer graphics are operations that change the position, size, orientation, or shape of objects in a scene. The course includes various types of transformations such as 2D and 3D transformations, Hierarchical Coordinate System (HCS), and Composite Transformations. 2D transformations include scaling, translation, rotation, and shearing of 2D objects. 3D transformations extend these concepts to 3D space, adding perspectives and projections. HCS is used for organizing transformations hierarchically which is essential in complex scene management, and Composite Transformations are combined sequences of transformations that achieve more complex effects efficiently .

Lighting and shading are crucial in transforming a 3D model's appearance from a flat, basic structure into a dynamic and realistic representation. The course teaches that lighting defines how colors and shades are perceived on a model, and shading involves the calculation of how pixels receive light and shadow based on light sources. Properly implemented lighting models can depict depth, surface qualities, and prevent a model from looking too flat or unrealistic. This interplay aids in creating visually appealing and life-like scenes by simulating realistic environmental interactions such as shadows, highlights, and midtones, significantly affecting the aesthetic quality and mood of 3D renderings .

The course covers a range of color models including Pseudo Colors, True Colors, High Colors, and Deep Colors. These models are fundamental to computer graphics as they define how colors are represented and manipulated in graphics software. Pseudo Colors are often used in false color RBG images, True Colors refer to 24-bit color depth representing images in 16 million colors, High Colors are typically 16-bit, offering a compromise between speed and quality, and Deep Colors offer greater bit depth for more color variation. These models impact how imagery is rendered on displays and can affect both aesthetics and functional readability of graphics .

The course integrates Blender and Unity 3D as practical tools to develop skills in both 3D modeling and game design. Blender is used for creating, texturing, and illuminating 3D models, helping students understand detailed modeling techniques, including lighting and shading to create photorealistic scenes. Unity 3D is introduced for game development, emphasizing the design and function of real-time graphics engines, and enabling students to create simple 3D games. These activities foster a practical understanding of both asset creation in Blender and interactive environment design in Unity 3D, bridging the gap between graphic model construction and functional game development .

Texture mapping plays a vital role in creating photorealistic graphics by applying images onto the surfaces of 3D models to add detail without the need for additional polygons. The course explores Minification and Magnification techniques in texture mapping, which are critical for handling texture appearances when the texture is either smaller or larger than the region being textured. This process allows for detailed surface appearances that enhance the visual realism of 3D rendered scenes, simulating materials, and environmental effects accurately .

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