Download as pdf or txt
Download as pdf or txt
You are on page 1of 8

Course Code: IT5103

Government Polytechnic, Pune


'180OB' – Scheme

Programme Name : Diploma in Information Technology


Programme Code : 01/02/03/04/05/06/07/08/15/16/17/18/19/21/22/23/24/26
Course Title : Graphics and Gaming Technology
Course Code : IT5103
Prerequisite :
course code and NA
name
Class Declaration : YES

1. TEACHING AND EXAMINATION SCHEME

Teaching Total Examination Scheme


Scheme Credits Theory Practical Total
(In Hours) (L+T+P) Marks Marks Marks
L T P C ESE PA $ESE PA
Marks 80 20 25 25 150
3 - 2 5
Exam Duration 3 Hrs 1 Hr
Legends : L- Lecture, P- Practical, T- Tutorial, C- Credits ,ESE-End Semester
Examination, PA-Progressive Assessment (Test I,II/Term Work), *-Practical Exam,
$- Oral Exam, #- Online Examination Each Lecture/Practical period is of one clock
Hour

2. RATIONALE

Today’s graphics oriented PCs require that students explore and understand a dazzling
array of graphics techniques and technologies. Graphics under ‘C’ details the
fundamentals of graphics programming for the Personal Computers and compatibles,
teaching ‘C’ programmers of all level how to create impressive graphics easily and
efficiently. An important characteristic of technical education is an emphasis on their
challenging nature, the structured character of the concepts, the critical role of
quantitative problem solving, and the importance of qualitative reasoning.

3. COMPETENCY
• Create the most conducive environment for innovation in technology and
digital.

4. COURSE OUTCOMES (COs)


1. Explain components in Computer Graphics.
2. Write ‘C’ programs to draw line,circle and fill the polygons.
3. Compute 2D and 3D transformations using two dimensional and three dimensional
Matrices..
4. Explain back-face removal algorithms ,shading algorithms and color models
5. Use methods of controlling animation and achieve real-time animation using
Maya/OpenGL.

IT,GPP Page 435 of 462 180 OB


Course Code: IT5103

5. SUGGESTED PRACTICALS/ EXERCISES

Unit Relevant Appro


No. CO ximat
Sr. Practical Exercises e
No. (Outcomes in Psychomotor Domain) Hours
Requi
red.
1. 1 Study of Video Display Devices. CO1 02
2. 2 Programs for displaying the point on the screen, graphics
CO2 02
demonstration program.
3. 2 Programs for drawing: Lines, circles and ellipse. CO2 02
4. 2 Programs for drawing and filling polygon. CO2 02
5. 3 Programs for two-dimensional translation, scaling,
CO3 04
rotation & reflection.
6. 3 Programs for drawing 3-D figures. CO3 02
7. 3 Programs for three-dimensional translation, scaling,
CO3 04
rotation.
8. 4 Case study of some (Minimum 03) popular video games. CO4 04
9. 5 Use at least One Advanced Technology Programming
(Any one).
1. Use OpenGL ES to draw a line for Android Mobile.
2. Use Microsoft IDE to Draw a line Diagram. CO5 04
3. Use VRML to draw a line Diagram.
4. Use Parallel programming using Cuda to draw a
Polygon.
10. 5 Use Direct3D/Maya or open source equivalent to draw a
Bouncing ball animation. CO5 04

11 All Micro-project
All COs 02
(Refer point 11 for Micro Project list)
Total Hours 32

Sr.No. Performance Indicators Weightage in %


a. Distinguish between Normal and Graphical window 20
b. Logical thinking to apply line and circle drawing algorithms in 30
program
c. Ability to apply mathematical calculations 30
d. Importance of Computer Animation 10
e. Applications of Graphics and Gaming concepts 10
Total 100

IT,GPP Page 436 of 462 180 OB


Course Code: IT5103

6. MAJOR EQUIPMENT/ INSTRUMENTS REQUIRED

The major equipment with broad specification mentioned here will usher in uniformity in
conduct of practical, as well as aid to procure equipment by authorities concerned.

Sr. Experiment
Equipment Name with Broad Specifications
No. Sr.No.
1 Hardware: Personal Computer (i3-i5 preferable), RAM minimum 2
GB.
For all
2 Operating System : Windows 7/Windows 8/Windows10/Linux or
Experiments
any other.
3 Software tools: Any compiler.

7. THEORY COMPONENTS

Unit Outcomes (UOs) Topics and Sub-topics


(In Cognitive domain)
Section I
Unit –1 Graphics Systems(Weightage-12 , Hrs- 06)
1a. Define the scope of 1.1 Need of Computer Graphics, Applications,
Graphics Advantages, Future Scope.
1b. State all Graphics 1.2 Graphics Software, Graphics Functions &
input devices Standards
1c. Explain the 1.3 Video display Devices
advantages and 1.4 Graphics input devices and Coordinate
future scope of representations
graphics in Computer
1d. Compare Raster scan
and Random scan
display devices

UNIT 2. Raster Scan Graphics(Weightage-16 , Hrs- 10)


2a. Apply Bresenham’s 2.1Line Drawing Algorithms: Digital Differential Analyzer,
and DDA algorithms Bresenham’s Algorithm
to draw line,circle 2.2Circle Generation- Bresenham’s Algorithm
2b. Use of polygon 2.3Polygon Filling : Seed fill algorithms: Flood fill,
filling methods. Boundary fill, scan line algorithms
2c. Compare Boundary 2.4Character Generation:-Stroke method, Starburst method,
fill and Flood fill Bitmap method ,Introduction to Frame Buffers
algorithms
2d. Discuss Character
generation Methods
2e. Compare DDA line
and circle drawing
with Bresenham’s
line and circle
drawing algorithms

IT,GPP Page 437 of 462 180 OB


Course Code: IT5103

Unit Outcomes (UOs) Topics and Sub-topics


(In Cognitive domain)
UNIT 3. Two and Three Dimensional Transformations(Weightage-12 , Hrs-08)
3a. Define 3.1 Basic 2D Transformations: Translation, Scaling, Rotation
Translation,scaling 3.2 Matrix representations & homogeneous coordinates
and rotation 3.3 Composite Transformations-Scaling relative to a fixed
3b. Apply 2D pivot, rotation about a pivot point
Transformations 3.4 Other 2D transformations
using 3.5 Three dimensional transformation
Translation,scaling
and rotation factors
3c. Apply Composite
Transformations
using
Translation,scaling
and rotation factors
3d. Compare 2D and 3D
transformations.
Section II
UNIT 4 . Curves, Fractals, Hidden Surfaces, Light and Color Models(Weightage-18 ,
Hrs-12)
4a. Discuss object space 4.1 Hidden surfaces: Introduction, back-face removal algorithm:
and image space Painter’s algorithm
methods 4.2 Light and Color: Introduction, Diffused illumination, point
4b. Learn the various source illumination.
color models 4.3 Shading Algorithms, reflections, shadows.
4c. Explain various 4.4 Color models and tables: RGB, HIS, CMY.
Shading algorithms 4.5 Introduction to curve generation: Bezier Curve and its
4d. Compare Point properties
source and Diffused
illumination methods
4e. Define properties of
Bezier curve
4f. Describe advantages
of RGB over HIS
UNIT 5 . Animation and Gaming Platforms(Weightage-14 , Hrs- 08)
5a. Enlist methods for 5.1 Introduction, Conventional and Computer based Animation.
controlling 5.2 Real Time animation by look up Table
animation 5.3 Methods for controlling Animation: Full Explicit Control,
5b. Explain animation Procedural Control.
languages used for 5.4 Basic Guidelines of Animation.
Animation 5.5 Animation Languages: Linear list notations, General purpose
5c. Evaluate Look-Up languages, Graphical Languages.
table to achieve Real
time animation
5d. Discuss basic
guidelines used for
animation

IT,GPP Page 438 of 462 180 OB


Course Code: IT5103

Unit Outcomes (UOs) Topics and Sub-topics


(In Cognitive domain)
UNIT 6. Gaming Technologies(Weightage-8 , Hrs- 04)
6a. Use of OpenGL 6.1 Introduction to OpenGL: Basic OpenGL Syntax, Related
using its syntax Libraries, Header files, Display window Management,
6b. Discuss the Complete OpenGL Program, OpenGL ES
connection between 6.2 NVIDIA GPU: Connection between CPU and GPU,
CPU and GPU Architecture
6c. Discuss OpenGL 6.3 Graphics Memory Pipeline
syntax,Headerfiles. 6.4Introduction to Graphics Tools:-Maya,3D Studio Max.
6d. Demonstrate
Complete OpenGL
program
6e. Demonstrate
Computer animation
using various
Graphics Tools.

8. SUGGESTED SPECIFICATION TABLE FORQUESTION PAPER DESIGN

Distribution of Theory Marks


Unit Teaching A and
Unit Title U Total
No Hrs R Level above
Level Marks
Levels
Section - I
I Graphics Systems 06 06 04 02 12
II Raster Scan Graphics 10 08 04 04 16
III Two and Three Dimensional
08 04 04 04 12
Transformations
Total 24 18 12 10 40
Section - II
Curves, Fractals, Hidden
IV Surfaces, Light and Color 12 04 04 10 18
Models
Animation and Gaming
V 08 04 08 02 14
Platforms
VI Gaming Technologies 04 03 02 03 08
Total 24 11 14 15 40
Total 48 29 26 25 80

9. SUGGESTED STUDENT ACTIVITIES

Other than the classroom and laboratory learning, following are the suggested student-related
co-curricular activities which can be undertaken to accelerate the attainment of the various
outcomes in this course: Students should conduct following activities in group and prepare
reports of about 5 pages for each activity, also collect/record physical evidences for their
(student’s) portfolio which will be useful for their placement interviews:

IT,GPP Page 439 of 462 180 OB


Course Code: IT5103

a. Prepare journal based on practical performed in laboratory.


b. Give seminar on relevant topic
c. Undertake micro-projects.

10. SUGGESTED SPECIAL INSTRUCTIONAL STRATEGIES (if any)

These are sample strategies, which the teacher can use to accelerate the attainment
of the various outcomes in this course:

a. Massive open online courses (MOOCs) may be used to teach various


topics/sub topics.
b. About 15-20% of the topics/sub-topics which is relatively simpler or
descriptive in nature is to be given to the students for self-directed learning
and assess the development of the COs through classroom presentations.
c. With respect to item No.9, teachers need to ensure to create opportunities
and provisions for co-curricular activities.
d. Use different Audio-Visual media for Concept understanding.
e. Guide student(s) in undertaking micro-projects.
f. Demonstrate students thoroughly before they start doing the practice.
g. Observe continuously and monitor the performance of students in Lab.

11. SUGGESTED MICRO-PROJECTS

Only one micro-project is planned to be undertaken by a student assigned to him/her in the


beginning of the semester. S/he ought to submit it by the end of the semester to develop the
industry oriented COs. Each micro-project should encompass two or more COs which are in
fact, an integration of PrOs, UOs and ADOs. The micro-project could be industry application
based, internet-based, workshop-based, laboratory-based or field-based. Each student will
have to maintain dated work diary consisting of individual contribution in the project work
and give a seminar presentation of it before submission. The total duration of the micro-
project should not be less than 16 (sixteen)student engagement hours during the course.

In the first four semesters, the micro-project could be group-based. However,


in higher semesters, it should be individually undertaken to build up the skill and
confidence in every student to become problem solver so that s/he contributes to the
projects of the industry. A suggestive list is given here. Similar micro-projects could
be added by the concerned faculty:
a. Sinking Ship. ...
b. Arrival and departure of the train. ...
c. Scientific calculator. ...
d. Tower of Hanoi. ...
e. Windmill. ...
f. Steam engine.
g. Festival celebration
h. Walking man in rain with Umbrella

IT,GPP Page 440 of 462 180 OB


Course Code: IT5103

12. SUGGESTED LEARNING RESOURCES

S.N. Title of Book Author Publication

1 Computer Graphics, Donald Hearn and M. Pauline Baker Prentice-Hall,


ISBN:9788177587654.

Game architecture and Radha Shankamani,Sauabh Wiley India,


2 Jain,Gaurang Sinha. ISBN-
Programming,
10:9788126528875
Procedural Elements David F.Rogers McGraw-Hill,1998
3 for Computer Graphics ISBN:0070535485,
9780070535480

13. SOFTWARE/LEARNING WEBSITES

1. https://www.sciencehq.com/computing-technology/graphics-concepts.html
2. https://www.tutorialspoint.com/computer_graphics/index.htm

14. PO - COMPETENCY- CO MAPPING


PO1 PO2 PO3 PO4 PO5 PO6 PO7
CO
Basic and Discipline Specific

Society ,Sustainability and


Engineering Practices for
Design/Development of

Experimentations and

Project Management

Life Long Learning


Engineering Tools,
Problem Analysis

Environment
knowledge

Solutions

Testing

Explain components in
2 - - - - - 2
Computer Graphics.
Write ‘C’ programs to draw
3 3 3 2 2 1 3
line,circle and fill the polygons.
Compute 2D and 3D
transformations using two
3 3 3 2 2 2 3
dimensional and three
dimensional matrices..
Explain back-face removal
algorithms ,shading algorithms 2 1 1 3 - 2 3
and color models
Use methods of controlling
animation and achieve real-time 2 3 3 3 1 1 3
animation using Maya/OpenGL
Summary
3 3 3 3 2 2 3

IT,GPP Page 441 of 462 180 OB


Course Code: IT5103

PSO - COMPETENCY- CO MAPPING

CO /PSO Hardware Database Software


and Technologies Development
Networking
Explain components in Computer
- - 1
Graphics
Write ‘C’ programs to draw
- - 3
line,circle and fill the polygons.
Compute 2D and 3D transformations
using two dimensional and three - - 3
dimensional matrices.
Explain back-face removal
algorithms ,shading algorithms and - - 1
color models
Use methods of controlling animation
and achieve real-time animation - - 3
using Maya/OpenGL.
Summary 2
- -

(Smt.A.B.Bhusagare)
(Smt. M.U. Kokate)
Signature of Course Expert
Signature of Head of Department

(Smt. M.U. Kokate) (Mr.A.S. Zanpure)

Signature of Programme Head Signature of CDC In-charge

IT,GPP Page 442 of 462 180 OB

You might also like