CG Report
CG Report
CG Report
ON
“ATOM SIMULATION”
Submitted in the partial fulfillment of requirements
FOR
Computer Graphics and Visualization Lab (18CSL67)
Submitted by
Raghavendra M 4BD20CS074
Aditya D Benkikere 4BD20CS122
PROJECT GUIDES:
2023
Department of Computer Science and Engineering.
Bapuji Institute of Engineering & Technology
Davangere- 577004
Bapuji Institute of Engineering and Technology
Davangere -577004
CERTIFICATE
This is to certify that Raghavendra M and Aditya D Benkikere bearing USN
4BD20CS074 and USN 4BD20CS122 respectively of Computer Science and Engineering
department have satisfactorily submitted the mini project report entitled “DEFFIE-HELLMAN
KEY EXCHANGE”. The report of the project has been approved as it satisfies the academic
requirements in respect of project work prescribed for the academic year 2023.
Head of Department
Place: (1)
(2)
ACKNOWLEDGEMENT
We express our sincere thanks to our guide Prof. Madhuri deekshith S & Prof. Naveen
H M for giving us constant encouragement, support and valuable guidance throughout the course
of the project without whose stable guidance this project would not have been achieved.
We express whole hearted gratitude to Dr. Nirmala C R who is our respectable HOD of
Computer Science & Engineering Department. We wish to acknowledge her help who made our
task easy by providing with his valuable help and encouragement.
We also express our whole hearted gratitude to our principal, Dr. Aravind H B, for his
moral support and encouragement.
We would like to extend my gratitude to all my family members and friends especially for
their advice and moral support.
RAGHAVENDRA M (4BD20CS074)
ADITYA D BENKIKERE (4BD20CS062)
Vision and Mission of the Institute
Vision
“To be a centre of excellence recognized nationally internationally, in distinctive areas of engineering
education and research, based on a culture of innovation and invention.”
Mission
“BIET contributes to the growth and development of its students by imparting a broad based
engineering education and empowering them to be successful in their chosen field by inculcating in
them positive approach, leadership qualities and ethical values.”
Vision
“To be a centre-of-excellence by imbibing state-of-the-art technology in the field of Computer
Science and Engineering, thereby enabling students to excel professionally and be ethical.”
Mission
1. Adapting best teaching and learning techniques that cultivates Questioning and
Reasoning culture among the students.
2. Creating collaborative learning environment that ignites the critical thinking in
students
and leading to the innovation.
3. Establishing Industry Institute relationship to bridge skill gap and make them
industryready and relevant.
4. Mentoring students to be socially responsible by inculcating ethical and moral
values.
Program Educational Objectives (PEOs):
PEO1 To apply skills acquired in the discipline of computer science and engineering
forsolving Societal and industrial problems with apt technology intervention.
PEO2 To continue their carrier ion industry /academia or pursue higher studies and
research.
PEO3 To become successful entrepreneurs, innovators to design and develop software
products and services that meets societal, technical and business challenges.
PEO4 To work in the diversified environment by acquiring leadership qualities with
effectivecommunication skills accompanied by professional and ethical values.
PSO1 Analyse and develop solutions for problems that are complex in nature but
applying theknowledge acquired from the core subjects of this program.
PSO2 To develop secure, scalable, resilient and distributed applications for industry
and
societal Requirements.
PSO3 To learn and apply the concepts and contract of emerging technologies like artificial
intelligence, machine learning, deep learning, big-data analytics, IOT, cloud
computingetc for any real time problems.
Course Outcomes :
The above abstract summarizes a mini project focused on the application of the Diffie-Hellman key
exchange algorithm in computer graphics. The project aims to explore and implement the algorithm
to establish secure communication channels between a client and a server. The abstract covers the
introduction and explanation of the Diffie-Hellman algorithm, its use in computer graphics, the
implementation process, security analysis, and the demonstration of successful results. The project
emphasizes the importance of the Diffie-Hellman algorithm in ensuring secure data transmission in
computer graphics systems.
CONTENTS
CHAPTER 1
INTRODUCTION
1.1 OPENGL
OpenGL is the abbreviation for Open Graphics Library. It is a software interface for
graphics hardware. This interface consists of several hundred functions that allow you, a graphics
programmer, to specify the objects and operations needed to produce high-quality color images of
two-dimensional and three-dimensional objects. Many of these functions are actually simple
variations of each other, so in reality there are about 120 substantially different functions.The main
purpose of OpenGL is to render two-dimensional and three-dimensional objects into the frame
buffer. These objects are defined as sequences of vertices (that define geometric objects) or pixels
(that define images).OpenGL performs several processes on this data to convert it to pixels to
form the final desired image in the frame buffer.
1.2 HISTORY
As a result, SGI released the OpenGL standard In the 1980s, developing software that
could function with a wide range of graphics hardware was a real challenge. Software developers
wrote custom interfaces and drivers for each piece of hardware. This was expensive and resulted
in much duplication of effort.
By the early 1990s, Silicon Graphics (SGI) was a leader in 3D graphics for workstations.
Their IRIS GL API was considered the state of the art and became the de facto industry standard,
overshadowing the open standards-based PHIGS. This was because IRIS GL was considered easier
to use, and because it supported immediate mode rendering. By contrast, PHIGS was considered
difficult to use and outdated in terms of functionality.
SGI's competitors (including Sun Microsystems, Hewlett-Packard and IBM) were also able
to bring to market 3D hardware, supported by extensions made to the PHIGS standard. This in
turn caused SGI market share to weaken as more 3D graphics hardware suppliers entered the
market. In an effort to influence the market, SGI decided to turn the Iris GL API into an open
standard.
SGI considered that the Iris GL API itself wasn't suitable for opening due to licensing and
patent issues. Also, the Iris GL had API functions that were not relevant to 3D graphics. For
example, it included a windowing, keyboard and mouse API, in part because it was developed
before the X Window System and Sun's NEWSsystems were developed.
In addition, SGI had a large number of software customers; by changing to the OpenGL
API they planned to keep their customers locked onto SGI (and IBM) hardware for a few years
while market support for OpenGL matured. Meanwhile, SGI would continue to try to maintain
their customers tied to SGI hardware by developing the advanced and proprietary Iris Inventor and
Iris Performer programming APIs.
• Stable
OpenGL implementations have been available for more than seven years on a wide variety
of platforms. Additions to the specification are well controlled, and proposed updates are
announced in time for developers to adopt changes. Backward compatibility requirements
ensure that existing applications do not become obsolete.
All OpenGL applications produce consistent visual display results on any OpenGL API-
compliant hardware, regardless of operating system or windowing system.
• Evolving
Because of its thorough and forward-looking design, OpenGL allows new hardware
innovations to be accessible through the API via the OpenGL extension mechanism. In this
way, innovations appear in the API in a timely fashion, letting application developers and
hardware vendors incorporate new features into their normal product release cycles.
• Scalable
OpenGL API-based applications can run on systems ranging from consumer electronics to
PCs, workstations, and supercomputers. As a result, applications can scale to any class of
machine that the developer chooses to target.
• Easy to use
OpenGL is well structured with an intuitive design and logical commands. Efficient
OpenGL routines typically result in applications with fewer lines of code than those that
make up programs generated using other graphics libraries or packages. In addition,
OpenGL drivers encapsulate information about the underlying hardware, freeing the
application developer from having to design for specific hardware features.
• Well-documented
Numerous books have been published about OpenGL, and a great deal of sample code is
readily available, making information about OpenGL inexpensive and easy to obtain.
The following diagram illustrates how OpenGL processes data. As shown, commands enter
from the left and proceed through a processing pipeline. Some commands specify geometric
objects to be drawn, and others control how the objects are handled during various processing
stages.
• Display list
Rather than having all commands proceed immediately through the pipeline, you can
choose to accumulate some of them in a display list for processing later.
• Evaluator
The evaluator stage of processing provides an efficient way to approximate curve and
surface geometry by evaluating polynomial commands of input values.
OpenGL processes geometric primitives - points, line segments, and polygons all of which
are described by vertices. Vertices are transformed, and primitives are clipped to the
viewport in preparation for rasterization.
• Rasterization
• Per-fragment operations
These are the final operations performed on the data before it is stored as pixels in the
frame buffer Per-fragment operations include conditional updates to the frame buffer based
on incoming and previously stored z values (for z buffering) and blending of incoming
pixel colors with stored colors, as well as masking and other logical operations on pixel
values.
• Pixel operation
Input data can be in the form of pixels rather than vertices. Such data which might describe
an image for texture mapping skips the first stage of processing and instead processed as
pixels in the pixel operation stage.
• Texture memory
The result of pixel operation stage is either stored as texture memory for use in rasterization
stage or rasterised and resulting fragment merged into the frame buffer just as they were
generated from the geometric data.
Most of our applications will be designed to access OpenGL directly through functions in
three libraries. They are
• GL – Graphics Library
Functions in the main GL (or OpenGL in Windows) library have names that begin with the
letters gl and are stored in a library usually referred to as GL (or OpenGL in Windows).
This library uses only GL functions but contain code for creating common objects and
simplifying viewing. All functions in GLU can be created from the core GL library but
application programmers prefer not to write the code repeatedly. The GLU library is
available in all OpenGL implementations; functions in the GLU library begins with the
letters glu.
To interface with the window system and to get input from external devices into our
programs we need at least one more library. For the X window System, this library is called
GLX, for Windows, it is wgl, and for the Macintosh, it is agl. Rather than using a different
library for each system, we use a readily available library called the OpenGL Utility Toolkit
(GLUT) , which provides minimum functionality that should be expected in any modern
windowing system.
The above figure shows the organization of the libraries for an X Window System
environment.
#include<GL/glut.h>
or
#include<GLUT/glut.h>
Our basic model of a graphics package is a black box, a term that engineers use to denote
a system whose properties are described only by its inputs and outputs; we may know nothing
about its internal workings.
• Primitive function: The primitive functions define the low-level objects or atomic entities
that our system can display. Depending on the API, the primitives can include points, lines,
polygons , pixels, text, and various types of curves and surfaces.
• Attribute functions
If primitives are the what of an API – the primitive objects that can be displayed- then
attributes are the how. That is, the attributes govern the way the primitive appears on the
display. Attribute functions allow us to perform operations ranging from choosing the color
with which we display a line segment, to picking a pattern with which to fill inside of a
polygon.
• Viewing functions
The viewing functions allow us to specify various views, although APIs differ in the degree
of flexibility they provide in choosing a view.
• Transformation functions
One of the characteristics of a good API is that it provides the user with a set of
transformations functions such as rotation, translation and scaling.
• Input functions
For interactive applications, an API must provide a set of input functions, to allow users to
deal with the diverse forms of input that characterize modern graphics systems. We need
functions to deal with devices such as keyboards, mice and data tablets.
• Control functions
These functions enable us to communicate with the window system, to initialize our
programs, and to deal with any errors that take place during the execution of our programs.
• Query functions
If we are to write device independent programs, we should expect the implementation of
the API to take care of the differences between devices, such as how many colors are
supported or the size of the display. Such information of the particular implementation
should be provides through a set of query functions.
CHAPTER 2
SYSTEM REQUIREMENTS
CHAPTER 3
DESIGN
3.1 INITIALIZATION
Select Prime Numbers:
Choose two large prime numbers, p and q, where p is a prime and q is a prime divisor of (p-1).
These prime numbers ensure the security and effectiveness of the algorithm. The larger the prime
numbers, the more secure the key exchange will be.
3.2 DISPLAY
The Diffie-Hellman key exchange algorithm in the computer graphics mini project can be visually
represented as a step-by-step process. It includes displaying the generated primitive root, the private
keys of the client and server, the computed public keys, and the exchanged public keys. Additionally,
the shared secret key can be displayed once it is computed. A graphical user interface (GUI) or
console output can be utilized to present these values and facilitate a clear understanding of the key
exchange process in computer graphics.
3.3 FLOWCHART
CHAPTER 4
IMPLEMENTATION
4.1 OVERVIEW
The Diffie-Hellman key exchange algorithm, implemented in the computer graphics mini project,
enables secure communication between a client and server. It involves selecting prime numbers,
generating a primitive root, and exchanging public keys. The algorithm computes a shared secret key
based on the exchanged public keys and private keys. This key is then used to encrypt and decrypt
graphic data, ensuring confidentiality during transmission. The mini project explores the
implementation, security analysis, and successful demonstration of the algorithm, highlighting its
significance in securing data exchange in computer graphics systems.
Display Areas:
Allocate display areas where the generated public keys, exchanged public keys, and shared secret
key can be shown. These areas update dynamically as the key exchange progresses, providing real-
time feedback to the user.
Encryption/Decryption Options:
Provide options for the user to encrypt and decrypt graphic data using the shared secret key. This
can be in the form of checkboxes or buttons labeled "Encrypt" and "Decrypt" that allow the user to
apply the cryptographic operations on their chosen graphic data.
4.3 STRUCTURE
• void outputRed(int x,int y,char *string)
• void outputPink(int x,int y,char *string)
• void outputHelveticaWhite(int x,int y,char *string)
• void outputBlack(int x,int y,char *string)
• void output(int x,int y,char *string)
• void success()
• void computer()
• void computer_dest()
• void computer_intruder()
• void miniUses()
• void clearKey(int kposx)
• void keyDraw(int kposx)
• void keyfunc (unsigned char key, int x, int y)
• int main(int argc,char** argv)
4.4 ANALYSIS
Purpose:
• Main function.
• Function to displays instructions and labels on screen.
• Methods defining coordinate values for objects.
• Function for drawing different objects on screen.
• Keyboard and Mouse function for interaction.
• Display function.
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_RGB|GLUT_SINGLE);
glutInitWindowPosition(0,0);
glutInitWindowSize(1000,700);
glMatrixMode(GL_MODELVIEW);//INIT
gluOrtho2D(0,700,0,700);
glPointSize(100.0);
glutKeyboardFunc(keyfunc);//enabling keyboard
glutCreateMenu(menu);
glutAddMenuEntry("1.Exchange Public Keys",1);
glutAddMenuEntry("2.Add Your Private Key",2);
glutAddMenuEntry("3.Quit",3);
glutAttachMenu(GLUT_RIGHT_BUTTON);
//credits();
glutDisplayFunc(credits);
glutMainLoop();
glClear(GL_COLOR_BUFFER_BIT);
glColor3f(0,0,0.0); // Top
glBegin(GL_QUADS);
glVertex2f(0,650);
glVertex2f(700,650);
glVertex2f(700,700);
glVertex2f(0,700);
glEnd();
output(285,665,"PROBLEM");
int kposx=20;
int i=0;
while(i<=40){
keyDraw(kposx);
i+=1;
kposx+=1;
}
glColor3f(1,1,0); //key
glBegin(GL_LINE_LOOP);
glVertex2f(500.0+kposx,550.0);
glVertex2f(520.0+kposx,580.0);
glVertex2f(525.0+kposx,580.0);
glVertex2f(525.0+kposx,550.0);
glVertex2f(520.0+kposx,530.0);
glVertex2f(525.0+kposx,510.0);
glVertex2f(520.0+kposx,490.0);
glVertex2f(525.0+kposx,470.0);
glVertex2f(525.0+kposx,410.0);
glVertex2f(545.0+kposx,390.0); //Bottom
glVertex2f(545.0+kposx,360.0);
glVertex2f(525.0+kposx,330.0);
glVertex2f(500.0+kposx,330.0);
glVertex2f(525.0+kposx,330.0);
glVertex2f(500.0+kposx,330.0);
glVertex2f(480.0+kposx,360.0);
glVertex2f(480.0+kposx,390.0);
glVertex2f(500.0+kposx,410.0);
glVertex2f(500.0+kposx,410.0);
glEnd();
glFlush(); // keyDraw(kposx);
miniUses();
glColor3f(0,0,0.0); // Bottom
glBegin(GL_QUADS);
glVertex2f(0,50);
glVertex2f(700,50);
glVertex2f(700,0);
glVertex2f(0,0);
glEnd();
output(260,020,"Press S/s to Continue");
glFlush();
void solution(){
glClearColor(0.101,0.176,0.231,1);
glClear(GL_COLOR_BUFFER_BIT);
glColor3f(0,0,0.0); // Top
glBegin(GL_QUADS);
glVertex2f(0,650);
glVertex2f(700,650);
glVertex2f(700,700);
glVertex2f(0,700);
glEnd();
output(285,665,"SOLUTION");
int i=0;
while(i<150){
//miniSecure();
// that can be used for secret communication for exchanging data over public networks.");
miniSolution();
//miniSecure();
glColor3f(0,0,0.0); // Bottom
glBegin(GL_QUADS);
glVertex2f(0,50);
glVertex2f(700,50);
glVertex2f(700,0);
glVertex2f(0,0);
glEnd();
glFlush();
void drawCircle1(){
float theata;
glColor3f(1,0,0);
glBegin(GL_POLYGON);
for(int i=0;i<360;i++){
theata=i*3.142/180;
glVertex2f(250+10*cos(theata),250+10*sin(theata));
}
glEnd();
glFlush();
}
void drawCircle2(){
float theata;
glColor3f(1,0,0);
glBegin(GL_POLYGON);
for(int i=0;i<360;i++){
theata=i*3.142/180;
glVertex2f(250+10*cos(theata),250+10*sin(theata));
}
glEnd();
glFlush();
case 'S' :
case 's' :
// glutDisplayFunc(keys);
// glutPostRedisplay();
home();
break
case 'q':
case 'Q':
exit(0);
case '\r':
problem();
break;
default: solution();
}
void clearKey(int kposx){
glColor3f(0.101,0.176,0.231); // Top
// glColor3f(1,0,0); // Top
glBegin(GL_LINE_LOOP);
glVertex2f(500.0+kposx,550.0);
glVertex2f(520.0+kposx,580.0);
glVertex2f(525.0+kposx,580.0);
glVertex2f(525.0+kposx,550.0);
glVertex2f(520.0+kposx,530.0);
glVertex2f(525.0+kposx,510.0);
glVertex2f(520.0+kposx,490.0);
glVertex2f(525.0+kposx,470.0);
CS&E Dept, B.I.E.T, Davangere 21
Deffie-Hellmsn Key Exchange
glVertex2f(525.0+kposx,410.0);
glVertex2f(545.0+kposx,390.0); //Bottom
glVertex2f(545.0+kposx,360.0);
glVertex2f(525.0+kposx,330.0);
glVertex2f(500.0+kposx,330.0); //prob
// glVertex2f(500.0+kposx,410.0);
glVertex2f(480.0+kposx,360.0);
glVertex2f(480.0+kposx,390.0);
glVertex2f(500.0+kposx,410.0);
glEnd();
// float t=0;
// // glColor3f(0.101,0.176,0.231); //Bob head
// glBegin(GL_POLYGON);
// for(int i=0;i<360;i++){
// t=i*3.142/180;
// glVertex2f(480+10*cos(t)+i,380+20*sin(t));
// }
// glEnd();
// glFlush();
glFlush();
// glColor3f(0.75,0.85,0.65); //key
glColor3f(1,1,0); //key
glBegin(GL_LINE_LOOP);
glVertex2f(500.0+kposx,550.0);
glVertex2f(520.0+kposx,580.0);
glVertex2f(525.0+kposx,580.0);
glVertex2f(525.0+kposx,550.0);
glVertex2f(520.0+kposx,530.0);
glVertex2f(525.0+kposx,510.0);
glVertex2f(520.0+kposx,490.0);
glVertex2f(525.0+kposx,470.0);
glVertex2f(525.0+kposx,410.0);
glVertex2f(545.0+kposx,390.0); //Bottom
glVertex2f(545.0+kposx,360.0);
glVertex2f(525.0+kposx,330.0);
glVertex2f(500.0+kposx,330.0);
glVertex2f(525.0+kposx,330.0);
glVertex2f(500.0+kposx,330.0);
glVertex2f(480.0+kposx,360.0);
glVertex2f(480.0+kposx,390.0);
glVertex2f(500.0+kposx,410.0);
glVertex2f(500.0+kposx,410.0);
glEnd(
CHAPTER 5
SNAPSHOTS
BOOKS:
[1] Edward Angel: Interactive Computer Graphics A Top-Down Approach with OpenGL, 5
edition, Pearson Education, 2008.
[2] Donald Hearn and Pauline Baker: Computer Graphics-OpenGL Version, 3d Edition,
Pearson 2004.
LINKS:
[1] https://www.opengl.org/
[2] https://www.glprogramming.com
[3] https://open.gl/transformations