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Chapter 1
INTRODUCTION
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Chapter 2
LITERATURE SURVEY
CG (Computer graphics) started with the display of data on hardcopy plotters and
cathode ray tube screens soon after the introduction of computer themselves. It includes
the creation, storage, and manipulation of models and images of objects. These models
include physical, mathematical, engineering, architectural, and even conceptual or
abstract structures, natural phenomena, and so on. Computer Graphics today is largely
interactive- the user controls the contents, structure, and appearance of objects and their
displayed images by using input devices, such as keyboard, mouse or touch sensitive
panel on the screen. Bitmap graphics is used for user-computer interaction. A Bitmap is
an ones and zeros representation of points (pixels, short for ‘picture elements’) on the
screen. Bitmap graphics provide easy-to-use and inexpensive graphics-based applications.
The concept of ‘desktop’ is a popular metaphor for organizing screen space. By
means of a window manager, the user can create, position, and resize rectangular screen
areas, called windows, that acted as virtual graphics terminals, each running an
application. This allowed users to switch among multiple activities just by pointing at the
desired window, typically with the mouse. Graphics provides one of the most natural
means of communicating with the computer, since our highly developed 2D and 3D
pattern – recognition abilities allow us to perceive and process pictorial data rapidly and
efficiently. In many designs, implementation, and construction processes, the information
pictures can give is virtually indispensable.
2.1 Interactive and Non-Interactive graphics:
Computer graphics is the creation and manipulation of pictures with the aid of
computers. It is divided into two broad classes:
Non-Interactive Graphics.
Interactive Graphics.
2.1.1 Non-Interactive graphics:
This is a type of graphics where observer has no control over the pictures produced
on the screen. It is also called as Passive graphics.
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2.1.2 Interactive Graphics:
This is the type of computer graphics in which the user can control the pictures
produced. It involves two-way communication between user and computer. The computer
upon receiving signal from the input device can modify the displayed picture
appropriately. To the user it appears that the picture changes instantaneously in response
to his commands. The following fig. shows the basic graphics system:
Input devices Image in FB output devices
Fig 2.1: Basic Graphics System.
2.2 About OpenGL:
OpenGL is an open specification for an applications program interface for defining
2D and 3D objects. The specification is cross-language, cross-platform API for writing
applications that produce 2D and 3D computer graphics. It renders 3D objects to the
screen, providing the same set of instructions on different computers and graphics
adapters. Thus it allows us to write an application that can create the same effects in any
operating system using any OpenGL-adhering graphics adapter.
In Computer graphics, a 3-dimensional primitive can be anything from a single
point to an ‘n’ sided polygon. From the software standpoint, primitives utilize the basic 3-
dimensional rasterization algorithms such as Bresenham's line drawing algorithm,
polygon scan line fill, texture mapping and so forth.
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OpenGL is a low-level, procedural API, requiring the programmer to dictate the exact
steps required to render a scene. OpenGL's low-level design requires programmers to
have a good knowledge of the graphics pipeline, but also gives a certain amount of
freedom to implement novel rendering algorithms.
Fig 2.2: The OpenGL rendering pipeline.
2.3 Advantages of OpenGL:
With different 3D accelerators, by presenting the programmer to hide the complexities
of interfacing with a single, uniform API.
To hide the differing capabilities of hardware platforms, by requiring that all
implementations support the full OpenGL feature set (using software emulation if
necessary).
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Chapter 3
REQUIREMENT SPECIFICATION
3.1 Hardware requirements:
3.2 Software requirements:
3.3 Development platform:
3.4 Language used in coding:
3.5 Functional Requirements:
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Chapter 4
ALGORITHM DESIGN AND ANALYSIS
4.1 Pseudo Code:
4.2 Analysis:
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Chapter 5
IMPLEMENTATION
4.1 Functions Used:
4.2 User Defined Functions:
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Chapter 6
RESULTS AND DISCUSSIONS
6.1 Discussions:
6.2 Snapshots:
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Chapter 7
CONCLUSIONS AND FUTURE SCOPE
7.1 General Constraints:
7.2 Future Enhancements:
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BIBLIOGRAPHY
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No.22/1, Opp., Manyata Tech Park Rd, Nagawara, Bengaluru, Karnataka 560045.
Approved by AICTE & Affiliated by VTU
Department of Computer Science & Engineering
DEPARTMENT MISSION AND VISION
VISION
To advance the intellectual capacity of the nation and the international
community by imparting knowledge to graduates who are globally recognized as
innovators, entrepreneur and competent professionals.
MISSION
M - 1. To provide excellent technical knowledge and computing skills to make the
graduates globally competitive with professional ethics.
M - 2. To involve in research activities and be committed to lifelong learning to make
positive contributions to the society. Institute
INSTITUTE MISSION AND VISION
VISION
To empower students through wholesome education and enable the students to
develop into highly qualified and trained professionals with ethics and emerge as
responsible citizen with broad outlook to build a vibrant nation.
MISSION
M - 1. To achieve academic excellence through in-depth knowledge in science, en-
gineering and technology through dedication to duty, innovation in teaching
and faith in human values.
M - 2. To enable our students to develop into outstanding professionals with high
ethical standards to face the challenges of the 21st century
M - 3. To provide educational opportunities to the deprived and weaker section of
the society, to uplift their socio-economic status.
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PROGRAM OUTCOMES(PO’S)
PO-1. Engineering knowledge: Apply the knowledge of mathematics, science, engi-
neering fundamentals, and an engineering specialization to the solution of
complex engineering problems.
PO-2. Problem analysis: Identify, formulate, review research literature, and analyze
complex engineering problems reaching substantiated conclusions using first
principles of mathematics, natural sciences, and engineering sciences.
PO-3. Design/development of solutions: Design solutions for complex engineering
problems and design system components or processes that meet the specified
needs with appropriate consideration for the public health and safety, and the
cultural, societal, and environmental considerations.
PO-4. Conduct investigations of complex problems: Use research-based knowl-
edge and research methods including design of experiments, analysis and in-
terpretation of data, and synthesis of the information to provide valid conclu-
sions.
PO-5. Modern tool usage: Create, select, and apply appropriate techniques, re-
sources, and modern engineering and IT tools including prediction and mod-
eling to complex engineering activities with an understanding of the limita-
tions.
PO-6. The engineer and society: Apply reasoning informed by the contextual
knowledge to assess societal, health, safety, legal and cultural issues and the
consequent responsibilities relevant to the professional engineering practice.
PO-7. Environment and sustainability: Understand the impact of the professional
engineering solutions in societal and environmental contexts, and demonstrate
the knowledge of, and need for sustainable development.
PO-8. Ethics: Apply ethical principles and commit to professional ethics and respon-
sibilities and norms of the engineering practice.
PO-9. Individual and team work: Function effectively as an individual, and as a
member or leader in diverse teams, and in multidisciplinary settings.
PO-10.Communication: Communicate effectively on complex engineering activities
with the engineering community and with society at large, such as, being able
to comprehend and write effective reports and design documentation, make
effective presentations, and give and receive clear instructions.
PO-11.Project management and finance: Demonstrate knowledge and understand-
ing of the engineering and management principles and apply these to one’s
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own work, as a member and leader in a team, to manage projects and in multi-
disciplinary environments.
PO-12.Life-long learning: Recognize the need for, and have the preparation and abil-
ity to engage in independent and life-long learning in the broadest context of
technological change
PROGRAM SPECIFIC OUTCOMES (PSOs)
PSO-1. Problem-Solving Skills: An ability to investigate and solve a problem by
analysis, interpretation of data, design and implementation through appropri-
ate techniques, tools and skills.
PSO-2. Professional Skills: An ability to apply algorithmic principles, computing
skills and computer
science theory in the modelling and design of computer-based systems.
PSO-3. Entrepreneurial Ability: An ability to apply design, development principles
and management skills in the construction of software product of varying
complexity to become an entrepreneur.
PROGRAM EDUCATIONAL OBJECTIVES (PEO)
PEO-1. To provide students with a strong foundation in engineering fundamentals and
in the computer science and engineering to work in the global scenario.
PEO-2. To provide sound knowledge of programming and computing techniques and
good communication and interpersonal skills so that they will be capable of
analyzing, designing and building innovative software systems.
PEO-3. To equip students in the chosen field of engineering and related fields to en-
able him to work in multidisciplinary teams.
PEO-4. To inculcate in students professional, personal and ethical attitude to relate en-
gineering issues to broader social context and become responsible citizen.
PEO-5. To provide students with an environment for life-long learning which allow
them to successfully adapt to the evolving technologies throughout their pro-
fessional career and face the global challenges.
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