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Computer Graphics Fundamentals Course

Hearn and Baker . Foley also

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0% found this document useful (0 votes)
23 views3 pages

Computer Graphics Fundamentals Course

Hearn and Baker . Foley also

Uploaded by

r6wnsf2dgp
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

Bayesian probabilistic inference, Bayesian networks, Dempster-

9
Shafer theory, Introduction to fuzzy sets and fuzzy logic.
Basic reasoning using fuzzy concepts, production rules, Chomsky
10
hierarchy of grammars, context-free grammars.
11 Hill climbing and its variations, best first search.
12 A* algorithm, constraint satisfaction problem, means-end analysis.
Introduction to game playing, min-max procedure, alpha-beta
13
pruning.
Overview of linguistics, Chomsky hierarchy of grammars, parsing
14-15
techniques..

Assessment Methods
Written tests, assignments, quizzes, presentations as announced by the instructor in the class.

Keywords
Artificial Intelligence, Problem Solving, Knowledge Representation, Reasoning, Uncertainty,
Natural Language Processing

Computer Graphics (BHCS14) Discipline Specific Core Course - (DSC)


Credit: 06

Course Objective
This course introduces fundamental concepts of Computer Graphics with focus on modelling,
rendering and interaction aspects of computer graphics. The course emphasizes the basic
principles needed to design, use and understand computer graphics system.

Course Learning Outcomes


On successful completion of the course, students will be able to:
1. Describe Standard raster and vector scan devices as well as Graphical Input and output devices
2. Implement algorithms for drawing basic primitives such as linecircle and ellipse.
3. Implement algorithms for line clipping and polygon clipping and filling.

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4. Implement a 3D object representation scheme and carryout 2D and 3D Transformation, 3D
projections
5. Implement visible surface determination algorithms, Illumination models and surface
rendering methods, color models
6. Implement a simple computer animation algorithm

Detailed Syllabus
Unit 1
Introduction: Introduction to Graphics systems, Basic elements of Computer graphics,
Applications of computer graphics. Architecture of Raster and Random scan display devices,
input/output devices.
Unit 2
Drawing and clipping primitives: Raster scan line, circle and ellipse drawing algorithms,
Polygon filling, line clipping and polygon clipping algorithms
Unit 3
Transformation and Viewing: 2D and 3D Geometric Transformations, 2D and 3D Viewing
Transformations (Projections- Parallel and Perspective), Vanishing points.
Unit 4
Geometric Modeling: Polygon Mesh Representation, Cubic Polynomial curves (Hermite and
Bezier).
Unit 5
Visible Surface determination and Surface Rendering: Z-buffer algorithm, List-priority
algorithm and area subdivision algorithm for visible surface determination. Illumination and
shading models, RGB color model and Basics of Computer Animation.

Practical
1. Write a program to implement Bresenham’s line drawing algorithm.
2. Write a program to implement mid-point circle drawing algorithm.
3. Write a program to clip a line using Cohen and Sutherland line clipping algorithm.
4. Write a program to clip a polygon using Sutherland Hodgeman algorithm.
5. Write a program to fill a polygon using Scan line fill algorithm.
6. Write a program to apply various 2D transformations on a 2D object (use homogenous

63
Coordinates).
7. Write a program to apply various 3D transformations on a 3D object and then apply parallel
and perspective projection on it.
8. Write a program to draw Hermite /Bezier curve.

References
1. Baker, D.H. (2008). Computer Graphics. 2nd edition. Prentice Hall of India.
2. Foley, J. D., Dam, A.V, Feiner, S. K., & Hughes, J. F. (1995). Computer Graphics: Principles
and Practice in C. 2nd edition. Addison-Wesley Professional.

Additional Resources:
1. Bhattacharya, S. (2018). Computer Graphics. Oxford University Press
2. Cohen, D. I. A. (2011). Introduction to Computer Theory. 2nd edition. Wiley India.
3. Marschner, S., & Shirley, P. (2017) Fundamentals of Computer Graphics. 4th edition. CRC
Press
4. Rogers, D. F. (1989). Mathematical Elements for Computer Graphics. 2nd edition. McGraw
Hill.

Course Teaching Learning Process


● Use of ICT tools in conjunction with traditional class room teaching methods
● Interactive sessions
● Class discussions

Tentative weekly teaching plan is as follows:

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Common questions

Powered by AI

Hermite and Bezier curves are paramount in geometric modeling for their ability to create smooth and precise shapes in computer graphics. Hermite curves use endpoints and tangents to define the curve, offering explicit control over curve entry and exit points . Bezier curves, defined by control points, allow for more intuitive shaping, as the curve’s form can be easily predicted and adjusted due to the convex hull property . Both types offer flexibility and precision, essential for animation and CAD applications .

Alpha-beta pruning is crucial in enhancing AI performance in real-time strategic environments by effectively reducing the number of nodes evaluated in a game tree, allowing AI to analyze deeper levels within the same time constraints. This capability is especially important in real-time strategy games where decisions must be made quickly and optimally . By minimizing unnecessary computations, alpha-beta pruning facilitates more efficient use of computational resources, enabling complex strategic assessments and prompt responses critical to maintaining competitive advantage in dynamic and adversarial settings .

The Chomsky hierarchy classifies grammars into types based on their generative power, influencing AI's natural language processing (NLP) systems by providing foundational structures for understanding linguistic constructs. Type 0 grammars (unrestricted) are the most powerful, while Type 3 (regular) are the least. Context-free grammars (Type 2), extensively used in NLP, allow for the generation and parsing of languages that include nested hierarchical structures typical in human languages . Adapting these structures guides the design of parsers and syntax analyzers critical in creating syntactically aware AI systems like chatbots and translators .

Alpha-beta pruning significantly enhances the efficiency of the min-max procedure by eliminating branches in the game tree that do not require evaluation because they cannot affect the final decision. By pruning these branches, it reduces the computational complexity from O(b^d) to O(b^(d/2)), where b is the branching factor and d is the depth of the tree, thus allowing deeper or more complex game trees to be evaluated within the same resources . This leads to faster decision-making in AI game playing, allowing for more strategic plays .

Visible surface determination algorithms in 3D computer graphics face several computational challenges, including the need to efficiently manage memory and processing power. Algorithms like the Z-buffer method require significant storage to maintain depth information for each pixel, causing high memory demands . List-priority and area subdivision methods, while mitigating some memory issues, demand increased computational complexity to manage dynamic lists and recursive subdivision processes, impacting speed and scalability, particularly in scenes with high polygon counts or complexity .

Fuzzy sets and fuzzy logic enhance AI’s capability to process ambiguity and vagueness by allowing for reasoning that operates on degrees of truth rather than binary true/false values. This mimics human reasoning wherein decisions are often made based on linguistic terms and imprecise concepts rather than precise data . Fuzzy logic provides a mathematical framework to accommodate such uncertainty, enabling the development of systems that can make decisions with uncertain or noisy input data .

The A* algorithm is robust in finding the least-cost path due to its combination of the uniform-cost search and heuristic-informed search, which makes it optimal and complete when an admissible heuristic is used . However, its weakness in constraint satisfaction problems lies in its potential computationally expensive memory usage due to storing a large number of nodes, possibly leading to inefficiencies in highly constrained or large-scale problems .

Hill climbing and means-end analysis are both problem-solving strategies in AI. Hill climbing is a local search algorithm that iteratively moves toward increasing the value of the objective function, akin to climbing a hill until reaching the peak . This method is simple but can easily get stuck in local maxima. In contrast, means-end analysis identifies the differences between the current state and goal state and systematically reduces these differences by achieving intermediate sub-goals. Unlike hill climbing, means-end analysis can backtrack if it encounters a dead end, making it generally more robust in complex problem spaces .

Bayesian probabilistic inference and Dempster-Shafer theory are both methods of handling uncertainty in AI. Bayesian inference uses prior probabilities and updates them with new evidence to form posteriors using Bayes’ theorem . In contrast, the Dempster-Shafer theory offers a framework for combining evidence without needing precise prior probabilities, allowing for degrees of belief to be assigned to subsets of propositions rather than just single propositions. This provides more flexibility but can be more computationally complex .

Raster scan devices create images by scanning lines horizontally across the screen, from top to bottom, illuminating pixels row by row. This method is effective for complex shading and texturing, often used in TVs and monitors . In contrast, vector scan devices draw images with continuous lines directly from one point to another, which is optimal for line art or text, as used in oscilloscopes or specialized display devices . Both techniques offer unique advantages in rendering graphical data depending on the application requirements .

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