Thanks to visit codestin.com
Credit goes to www.scribd.com

0% found this document useful (0 votes)
15 views10 pages

Computer Graphics Refers To

The document provides an overview of computer graphics, detailing its definition, types, applications, and various display techniques. It covers fundamental concepts such as clipping, coordinate transformations, and 3D viewing methods, including projection techniques and transformations. Additionally, it discusses graphics software types and the importance of anti-aliasing and scan conversion in rendering images.

Uploaded by

joywanja1633
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
15 views10 pages

Computer Graphics Refers To

The document provides an overview of computer graphics, detailing its definition, types, applications, and various display techniques. It covers fundamental concepts such as clipping, coordinate transformations, and 3D viewing methods, including projection techniques and transformations. Additionally, it discusses graphics software types and the importance of anti-aliasing and scan conversion in rendering images.

Uploaded by

joywanja1633
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 10

• Computer graphics refers to:

o Digital representation and manipulation of image data

o Technologies for creating and modifying images

o A sub-field of computer science focused on methods for incorporating and


manipulating visual content, often called rendering

• Types of Computer Graphics:

o Interactive Computer Graphics

o Non-Interactive Computer Graphics

Applications of Computer Graphics:

• Graphical User Interface (GUI):

o Multiple windows, icons, and menus improve computer setup efficiency.

• Computer Art:

o Painting packages allow artists to create electronic paintings simulating


various brush strokes, widths, and colors.

o Photorealistic techniques, morphing, and animations are essential for


commercial art, films (24 frames/sec), and video monitors (30 frames/sec).

• Computer-Aided Design (CAD) for Engineering and Architecture:

o Objects displayed in wireframe form.

o Multi-window environments enable different zooming scales and views.

o Animations help test performance.

Two Basic Color Display Techniques:

1. Beam–Penetration Method:

o Used with a random scan monitor for displaying pictures.

o Two phosphorus layers: Red and Green are coated inside the screen.

o Electron beam penetration determines the displayed color:

▪ A powerful beam passes through the red layer, exciting the green
layer.

▪ A slower beam excites only the red layer.


▪ Medium-speed electrons create a mix of red and green, producing
orange and yellow.

o Advantages:

▪ Better resolution

▪ Lower cost

▪ Inexpensive

o Disadvantages:

▪ Only four possible colors

▪ Time-consuming

2. Shadow–Mask Method:

o Used with a raster scan monitor for displaying pictures.

o Provides a wider color range than the beam penetration method.

o Structure:

▪ Three phosphorus color dots (Red, Green, Blue) at each pixel position.

▪ Metal screen or plate just before the phosphorus screen.

▪ Shadow grid behind the phosphorus-coated screen with triangular


holes.

o Working:

▪ The shadow mask directs the electron beam to specific dots on the
screen, displaying a picture.

▪ It uses three electron guns that direct beams through the shadow
mask to hit the desired pixel.

▪ The shadow mask allows for a broader range of colors and images
than the beam penetration method.

Two Kinds of Redrawing Mechanisms:

1. Raster / Bitmap-Scan:

o Each pixel has one of 2ⁿ intensities or colors, where n is the number of bits
per pixel.

o For true color, 24 bits per pixel are used (8 bits for red, green, and blue, each
with 256 levels of intensity).
o Picture data is stored in a frame buffer (called a bitmap in black-and-white
systems, pix map in color systems).

o The electron beam scans the screen from top to bottom, refreshing the
screen one row at a time, turning the beam on and off to create illuminated
spots.

o This scanning process is called refreshing, and a full scan is called a frame.

o Frame rate is typically 60–80 frames per second (60 Hz to 80 Hz).

2. Random / Vector-Scan:

o The image is represented by continuous geometric objects (lines, curves, etc.)


using mathematical formulas.

o The electron beam is directed only to the parts of the screen where a picture
is to be drawn.

o The picture definition is stored as line-drawing commands in a refresh display


file or buffer.

o Random-scan systems generally have higher resolution than raster systems


and can produce smooth line drawings, but they cannot display realistic
shaded scenes.

Display Controller:

• A raster display device reads the frame buffer and generates control signals for
horizontal and vertical scanning.

• Display controllers include a color map, which maps the input pixel value to the
output color.

Anti-Aliasing:

• Aliasing occurs when jagged or stair-step appearances appear due to integer pixel
positions.

• One way to reduce aliasing is by displaying objects at a higher resolution, but there is
a limit to how large the frame buffer can be while maintaining an acceptable refresh
rate.

Scan Conversion:

• The process of converting basic, low-level objects into their corresponding pixel map
representations.

• This is often an approximation of the object, as the frame buffer is a discrete grid
Types of Graphics Software:

1. General Programming Package:

o Provides an extensive set of graphics functions for high-level programming


languages (e.g., C, FORTRAN).

o Includes basic drawing elements like lines, curves, polygons, color


transformations, etc.

o Example: OpenGL.

2. Special-Purpose Application Package:

o Customized for specific applications, providing required facilities with user


interfaces, so users don't need to worry about programming.

o Example: CAD, medical, and business systems.

Coordinate Representations:

• Most general packages use Cartesian coordinates for graphics.

• If coordinates are in a different reference frame, they must be converted to Cartesian


coordinates before being input.

• Special-purpose packages may allow other coordinate systems suited to the


application.

• Modeling Coordinates (or Local/Master Coordinates) are used to define the shape
of objects.

• Once shapes are defined, objects are placed in World Coordinates.

• The World Coordinates are converted to Device Coordinates (or Screen Coordinates)
for display on output devices.

• Often, Normalized Device Coordinates (ranging from 0 to 1) are used before


converting to specific device coordinates.

Graphics Functions:

• A general-purpose graphics package provides functions for creating and manipulating


pictures.

• Output Primitives: Basic building blocks such as characters, strings, points, lines,
curves, filled areas, and shapes.

• Input Functions: Used for controlling and processing input from devices like mouse
or tablet.
• Control Operations: Manage housekeeping tasks, such as clearing the display screen.

• Graphics Functions: Built-in functions available for user tasks, such as drawing,
manipulation, and control of graphic elements.

Images on the Screen:

• Objects in the real world have size and location, which can be represented on the
screen using a screen coordinate system.

• The screen coordinate system ensures the object is displayed in the same relative
position as in the real world.

Windows and Clipping:

• World Coordinate System: Defines the position of objects in the real world.

• Windowing: Refers to displaying only part of an object inside a window, which is a


rectangular pane.

• Viewport: A section of the screen where the images encompassed by the window in
the world coordinate system will be drawn.

• Coordinate Transformation: Required to transform the image from the world


coordinate system to the screen's coordinate system (viewport).

Clipping Process:

• Sometimes, only part of an object is visible, and parts outside the window are "cut
off" from view. This is known as clipping.

• Clipping involves checking each line or object to determine if it is inside or outside


the window.

• If a line crosses the window's boundary, the intersection is calculated and only the
portion inside the window is displayed.

Coordinate Transformation Equations:

To map the coordinates of an object from the world to the viewport:

1. Normalize Window Coordinates:

Normalized Point on Window=(XW−XWminXWmax−XWmin,YW−YWminYWmax−YWmin)\tex


t{Normalized Point on Window} = \left( \frac{X_W - X_{Wmin}}{X_{Wmax} - X_{Wmin}},
\frac{Y_W - Y_{Wmin}}{Y_{Wmax} - Y_{Wmin}} \right)Normalized Point on Window=(XWmax
−XWminXW−XWmin,YWmax−YWminYW−YWmin)

2. Normalize Viewport Coordinates:


Normalized Point on Viewport=(XV−XVminXVmax−XVmin,YV−YVminYVmax−YVmin)\text{Nor
malized Point on Viewport} = \left( \frac{X_V - X_{Vmin}}{X_{Vmax} - X_{Vmin}}, \frac{Y_V -
Y_{Vmin}}{Y_{Vmax} - Y_{Vmin}} \right)Normalized Point on Viewport=(XVmax−XVminXV
−XVmin,YVmax−YVminYV−YVmin)

3. Final Transformation:

XV=XVmin+(XW−XWmin)×SxX_V = X_{Vmin} + (X_W - X_{Wmin}) \times S_xXV=XVmin+(XW


−XWmin)×Sx YV=YVmin+(YW−YWmin)×SyY_V = Y_{Vmin} + (Y_W - Y_{Wmin}) \times S_yYV
=YVmin+(YW−YWmin)×Sy

Where S_x and S_y are scaling factors.

Clipping Algorithms:

1. Point Clipping:

o Determines whether a point lies within the window.

o If the point's X and Y coordinates fall within the window's bounds, it is inside
the window.

2. Line Clipping (Cohen-Sutherland Algorithm):

o Clips line segments that fall outside the window.

o Uses a 4-bit code for each endpoint of a line to determine its position relative
to the window.

o Logical operations (AND, OR) of the endpoint codes help decide whether the
line is inside, outside, or intersects the window boundary.

Cohen-Sutherland Line Clipping Steps:

o Assign a 4-bit code for each endpoint (left, right, bottom, top).

o If both endpoints are inside the window, accept the line.

o If both endpoints are outside, reject the line.

o If one endpoint is outside, calculate the intersection with the window and
continue the process.

3. Liang-Barsky Line Clipping:

o Uses parametric equations to find intersection points, solving inequalities to


find the parameter range for the line segment within the window.

4. Polygon Clipping (Sutherland-Hodgman Algorithm):

o Clips polygons against each edge of the clipping window.


o Handles cases of edges that are inside, outside, or crossing the window.

Polygon Clipping Types:

o Edges completely inside the window: Add the inside vertex point.

o Edges leaving the window: Add intersection points.

o Edges entirely outside: Discard.

o Edges entering the window: Save intersection and inside points.

5. Text Clipping:

o There are three methods for text clipping:

▪ All or None String Clipping: If the entire string is inside, keep it.
Otherwise, discard it.

▪ All or None Character Clipping: If a character is outside, discard the


portion of it that lies outside the window.

Summary of Key Concepts:

• Windowing and viewporting allow us to display part of an object in a specific region


of the screen.

• Clipping ensures only the visible part of an object is displayed on the screen,
removing anything outside the viewing area.

• Several algorithms (Cohen-Sutherland, Liang-Barsky, Sutherland-Hodgman) are used


to handle clipping for points, lines, polygons, and text efficiently.

THREE-DIMENSIONAL VIEWING

Key Concepts

• 3D viewing lets us see objects from different spatial angles (front, side, inside, etc.).

• 3D objects must be projected onto 2D viewing surfaces like a computer screen.

• Clipping boundaries define the view volume.

• Projection operations convert 3D coordinates to 2D coordinates on the view plane.

Modeling Transformation
• Transforms objects from local coordinates to a world coordinate system.

• Advanced 3D view methods:

o Flexible vibrating mirrors used for depth simulation.

o Stereoscopic devices provide separate views for each eye to simulate depth.

PROJECTION METHODS

1. Parallel Projection

• Projects 3D points to the 2D plane using parallel lines.

• Preserves size and proportions, but not realistic.

• No perspective depth—used in technical drawings.

Types of Parallel Projection

1. Orthographic Projection

o Projection lines are perpendicular to the view plane.

o Types:

▪ Top

▪ Front

▪ Side

▪ Axonometric (e.g., Isometric)

o Isometric Projection:

▪ Equal scale along all 3 axes.

▪ Preserves line parallelism but not angles.

2. Oblique Projection

o Projection lines are not perpendicular to the view plane.

o Types:

▪ Cavalier Projection: 45° angle; true length preserved.

▪ Cabinet Projection: ~63.4° angle; depth reduced to ½ length.

2. Perspective Projection
• More realistic: parallel lines converge at a point (vanishing point).

• Size of object decreases with distance.

• Center of projection is finite.

Perspective Projection Types

• One-point: Simple, one vanishing point.

• Two-point: Adds more depth, two vanishing points.

• Three-point: Most realistic, includes vertical vanishing point.

Steps in Perspective Projection

1. Modeling Transformation: To world coordinates.

2. Viewing Transformation: To viewing coordinates.

3. Perspective Transformation: 3D object appears deformed for realism.

4. Parallel Projection: Final 2D projection.

Formula concept (e.g., using similar triangles): y=f⋅pypzy = \frac{f \cdot py}{pz}y=pzf⋅py
Where f is focal length and pz is depth.

VIEW VOLUMES

• Static view: View plane at origin; projection center adjusted.

• Animated view: Move through scene by shifting the viewing coordinate system.

THREE-DIMENSIONAL TRANSFORMATIONS

1. Translation

• Moves object in x, y, z directions.

• Translation vector: Tx, Ty, Tz

• Equations:

o x1 = x + Tx

o y1 = y + Ty

o z1 = z + Tz

2. Scaling
• Changes the size of objects.

• Scaling factors: Sx, Sy, Sz

• Uniform scaling: Sx = Sy = Sz

• Differential scaling: scaling factors differ.

Scaling relative to a fixed point (a, b, c):

1. Translate object to origin.

2. Scale.

3. Translate back.

You might also like