User:Subekshya Poudel/Teaching Lesson Plan 25: Difference between revisions

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(Created page with "<div style="column-count: 2; column-gap: 20px;"> '''Subject :''' Computer Graphics '''Period:''' Fourth '''Topic:''' Three Dimensional Graphics '''Teaching Item:''' Visible Surface Detection Methods: Image space(Z-Buffer, A-Buffer and Scanline) Methods '''Level:''' Bachelor 6<sup>th</sup> sem '''Unit:''' Five '''Time:''' 50 min '''No. of Students:''' <br> </div> == Specific Objective == At the end of this lesson students will be...")
 
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'''Topic:''' Three Dimensional Graphics
'''Topic:''' Three Dimensional Graphics


'''Teaching Item:''' Visible Surface Detection Methods: Image space(Z-Buffer, A-Buffer and Scanline) Methods
'''Teaching Item:''' Basic illumination model: Ambient Light, Specular Highlights and Diffuse Reflection


'''Level:''' Bachelor 6<sup>th</sup> sem
'''Level:''' Bachelor 6<sup>th</sup> sem
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At the end of this lesson students will be able to:
At the end of this lesson students will be able to:


* understand the concept of image space methods for rendering in 3D graphics
* understand the illumination lighting source
* learn about Z-Buffer, A-Buffer, and Scanline methods for visibility determination
* calculate different kind of basic illumination model
* explore principles and algorithms behind each image space method
* compare the different basic illumination model


== Teaching Materials ==
== Teaching Materials ==
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== Teaching Learning Activities ==
== Teaching Learning Activities ==


1. I will begin the class by asking students what they understand about object space and image space.<br>
1. I will begin the class by asking students what they understand about illumination<br>
2. Then define image space methods as techniques used for visibility determination and rendering in 3D graphics.<br>
2. Some students will answer lightning.<br>
3. Discuss the importance of image space methods in handling complex scenes efficiently.<br>
3. Then begin the topic by defining illumination model deals with intensity and color of a point on surface of an object.<br>
4. Introduce Z-Buffer, A-Buffer, and Scanline methods as examples of image space techniques.<br>
4. Discuss different types lightning sources with figure and example.<br>
5. Present the principles behind Z-Buffer, A-Buffer, and Scanline methods with figure.<br>
5. Present the figure of different components of basic illumination model:Ambient Light, Diffuse Reflection and Specular Highlights.<br>
6. Discuss the algorithms used for visibility determination and rendering in each method.<br>
6. Explain each components of illumination model and show how to calculate ambient light, diffuse reflection and specular highlights. <br>
7. Illustrate each algorithm with examples and diagrams to demonstrate their effectiveness.<br>
7. Illustrate each algorithm with examples and diagrams to demonstrate their effectiveness.<br>
8. Discuss how Z-Buffer, A-Buffer, and Scanline methods are used in real-world graphics applications, such as computer-aided design (CAD), animation, and gaming.<br>
8. Ask students to differentiate among the basic illumination model.<br>
9. Ask students if there is any confusion on today's topic and provide guidance and assistance if needed.
9. Show the comparison table of different basic illumination model<br>
10. Ask students if there is any confusion on today's topic and provide guidance and assistance if needed.


== Assessment ==
== Assessment ==


1. Describe the concept of image space methods in 3D graphics and discuss the principles behind Z-Buffer, A-Buffer, and Scanline algorithms.  
1. Describe basic illumination model.  


2. Explain the concept of scanline algorithm with figure.
2. Compare and contrast sepcular highlights and diffuse reflection with figure.