Unit I Graphics Primitives and Scan Conversion Algorithms Introduction, graphics primitives - pixel, resolution, aspect ratio, frame buffer. Display devices, applications of computer graphics. Introduction to OpenGL - OpenGL architecture, primitives and attributes, simple modelling and rendering of two- and three-dimensional geometric objects, GLUT, interaction, events and call-backs picking. (Simple Interaction with the Mouse and Keyboard) Scan conversion : Line drawing algorithms : Digital Differential Analyzer (DDA), Bresenham. Circle drawing algorithms : DDA, Bresenham, and Midpoint. (Chapters - 1,2,3) Unit II Polygon, Windowing and Clipping Polygons : Introduction to polygon, types : convex, concave and complex. Inside test. Polygon Filling : flood fill, seed fill, scan line fill. Windowing and dipping : viewing transformations, 2-D clipping: Cohen- Sutherland algorithm line Clipping algorithm, Sutherland Hodgeman Polygon clipping algorithm, Weiler Atherton Polygon Clipping algorithm. (Chapters - 4,5) Unit III 2D, 3D Transformations and Projections 2-D transformations : Introduction, homogeneous coordinates, 2-D transformations-Translation, scaling, rotation and shear, rotation about an arbitrary point. 3-D transformations : introduction, 3-D transformations - Translation, scaling, rotation and shear, rotation about an arbitrary axis. Projections : Parallel (Oblique: Cavalier, Cabinet and orthographic: isometric, diametric, trimetric) and Perspective (Vanishing Points - 1 point, 2 point and 3 point) (Chapters - 6, 7) Unit IV Light, Colour, Shading and Hidden Surfaces Colour models : Properties of Light, CIE chromaticity Diagram, RGB, HSV, CMY. Illumination Models : Ambient Light, Diffuse reflection, Specular Reflection, and the Phong model, Combined diffuse and Specular reflections with multiple light sources, warn model, Shading Algorithms : Halftone, Gouraud and Phong Shading. Hidden Surfaces : Introduction, Back face detection and removal, Algorithms: Depth buffer (z), Depth sorts (Painter), Area subdivision (Warnock) (Chapters - 8, 9, 10) Unit V Curves and Fractals Curves : Introduction, Interpolation and Approximation, Blending function, 8-Spline curve, Bezier curve, Fractals : Introduction, Classification, Fractal generation: snowflake, Triadic curve, Hilbert curve, Applications. (Chapter - 11) Unit VI Introduction to Animation and Gaming Segment : Introduction, Segment table, Segment creation, closing, deleting and renaming, Visibility. Animation : Introduction, Conventional and computer based animation, Design of animation sequences, Animation languages, Key- frame, Morphing, Motion specification. Gaming : Introduction, Gaming platform (NVIDIA, i8060), Advances in Gaming. (Chapters - 12, 13, 14)