Full Title:Computer Graphics Algorithms
Language of Instruction:English
Module Code:PROG C8046
Credits: 5
Valid From:Semester 1 - 2014/15 ( September 2014 )
Module Delivered in No Programmes
Module Description:Students completing this module will be able to understand the theory and programming techniques relating to various raster algorithms, 2D and 3D geometric transformations, projection transformations and various scanline rendering techniques.
Learning Outcomes:
On successful completion of this module the learner should be able to
  1. understand the theory and programming techniques relating to various raster algorithms.
  2. understand the theory and programming techniques relating to 2D and 3D geometric transformations
  3. understand the theory and programming techniques relating to projection transformations
  4. understand the theory and programming techniques relating to various scanline rendering techniques

Module Content & Assessment

Indicative Content
Raster Algorithms
­Line drawing; line clipping; region filling.
Geometric Transformations
Translation, scaling & rotation; homogeneous co-ordinate systems; composite transformations; rotation about an arbitrary axis.
Projection Transformations
Parallel projection transformations; perspective projection transformations.
Scanline Rendering Algorithms
­Scanline polygon rendering; hidden surface removal; Phong’s rendering equation; efficient scanline polygon rendering techniques; texture mapping; anti-aliasing
Assessment Breakdown%
Course Work100.00%

Full Time

Course Work
Assessment Type Assessment Description Outcome addressed % of total Marks Out Of Pass Marks Assessment Date Duration
Practical/Skills Evaluation The Continuous Assessment component will normally consist of one individual assignment (35%), one group assignment (35%), one student presentation (15%) and attendance & contribution (15%). There will be one 3-hour lab timetabled classes per week. In this lecture/practical class, the delivery of new material will be integrated with the practical implementation of that material. This flexible mode of teaching will allow students to derive maximum benefit from the classes. The teaching/learning methodology will employ active learning techniques to facilitate effective student participation with a particular emphasis on problem-solving and group-based activities. The teaching/learning methodol 1,2,3,4 100.00 0 0   0
No Project
No Practical
No End of Module Formal Examination

DKIT reserves the right to alter the nature and timings of assessment


Module Workload & Resources

Workload: Full Time
Workload Type Workload Description Hours Frequency Average Weekly Learner Workload
Lecturer-Supervised Learning (Contact) Lab based lectures based on Active Learning 3.00 Every Week 3.00
Directed Reading Students will be given material to read outside of class hours 3.00 Every Week 3.00
Independent Study Students will work on assignments outside of class hours 3.00 Every Week 3.00
Total Weekly Learner Workload 9.00
Total Weekly Contact Hours 3.00
This course has no Part Time workload.
Recommended Book Resources
  • Ammeraal, L. & Zhang, K. 2007, Computer Graphics For Java Programmers, Wiley [ISBN: 9780470031605]
  • Foley, J. 2007, Computer Graphics: Principles and Practices, 3 Ed., Addison Wesley [ISBN: 9780201357172]
  • Liang, D. & Zhang, H. 2007, Computer Graphics Using Java 2D and 3D, Prentice Hall [ISBN: 9780130351180]
  • Shirley, P. et al. 2005, Fundamentals of Computer Graphics, 2 Ed., A.K. Peters Ltd. [ISBN: 9781568812694]
This module does not have any article/paper resources
Other Resources
  • Conference Proceedings: ACMProceedings of ACM Siggraph conferences
  • Website: www.gamedev.net