User:Subekshya Poudel/Teaching Lesson Plan 25

From ICTED-WIKI
Revision as of 11:03, 7 May 2024 by Subekshya Poudel (talk | contribs) (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...")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

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 6th sem

Unit: Five

Time: 50 min

No. of Students:

Specific Objective

At the end of this lesson students will be able to:

  • understand the concept of image space methods for rendering in 3D graphics
  • learn about Z-Buffer, A-Buffer, and Scanline methods for visibility determination
  • explore principles and algorithms behind each image space method

Teaching Materials

  • Laptop
  • Presentation slide
  • Projector
  • Whiteboard and marker

Teaching Learning Activities

1. I will begin the class by asking students what they understand about object space and image space.
2. Then define image space methods as techniques used for visibility determination and rendering in 3D graphics.
3. Discuss the importance of image space methods in handling complex scenes efficiently.
4. Introduce Z-Buffer, A-Buffer, and Scanline methods as examples of image space techniques.
5. Present the principles behind Z-Buffer, A-Buffer, and Scanline methods with figure.
6. Discuss the algorithms used for visibility determination and rendering in each method.
7. Illustrate each algorithm with examples and diagrams to demonstrate their effectiveness.
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.
9. Ask students if there is any confusion on today's topic and provide guidance and assistance if needed.

Assessment

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

2. Explain the concept of scanline algorithm with figure.