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CSC 106 - Application Packages II

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

CSC 106 - Application Packages II

Uploaded by

olarenwajugrace8
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd

Class Note: Computer Application Packages II

Introduction to Computer Graphics


What is Computer Graphics?
Computer Graphics is a field of computer science that deals with generating images and visuals
using computers. It involves the creation, manipulation, and storage of geometric objects and
images. These visuals can be static (images) or dynamic (animations, simulations).
Applications of Computer Graphics

Computer graphics have become an essential part of modern computing, influencing many
aspects of daily life and various professional fields. Here are some key areas where computer
graphics are widely applied:

1. Entertainment

Computer graphics play a central role in the entertainment industry. This includes:

 Video Games: Modern video games heavily rely on advanced computer graphics to
create realistic and immersive environments. 3D modeling, character animation, and
visual effects all contribute to the gameplay experience. From mobile games to high-end
PC and console games, visual presentation is a key attraction.
 Movies and Animations: In filmmaking, computer graphics are used to generate visual
effects (VFX), animate characters, and build entire virtual worlds. Animated movies from
studios like Pixar and DreamWorks are created using computer graphics techniques. CGI
(Computer-Generated Imagery) allows filmmakers to produce scenes that would be
difficult, dangerous, or impossible to shoot in real life.

2. Education

Computer graphics enhance teaching and learning through visual aids and interactive tools.
Examples include:

 Simulations: In subjects like physics, chemistry, or biology, simulations help students


understand complex concepts by visualizing phenomena such as chemical reactions,
planetary motion, or electrical circuits.
 Virtual Labs: These are computer-generated environments where students can perform
scientific experiments without needing a physical lab. This is especially useful in remote
or resource-constrained educational settings.
 Interactive Diagrams and Tutorials: Educational content often uses animated graphics
and interactive diagrams to explain topics in subjects like mathematics, engineering, or
geography. These tools help learners grasp abstract concepts more easily.

3. Engineering and Design

Computer graphics are widely used in the fields of engineering and design, particularly through:

 CAD (Computer-Aided Design): CAD software enables engineers, architects, and


designers to create precise 2D and 3D models of mechanical parts, buildings, and
electrical systems. It allows for accurate visualization, testing, and modification of
designs before actual production.
 Architectural Models: Architects use computer graphics to develop detailed models of
buildings and landscapes. These models can be viewed from different angles, helping
clients and builders understand the final appearance and functionality of a project.

4. Medical Imaging

In the medical field, computer graphics contribute significantly to diagnosis and treatment
planning:

 MRI and CT Scans: These imaging techniques generate detailed visual representations
of the human body. Computer graphics help process and enhance these images, making it
easier for doctors to analyze internal organs, tissues, and abnormalities.
 3D Reconstruction of Organs: Surgeons can use computer-generated 3D models of
organs to plan surgeries or study diseases. These reconstructions provide better spatial
understanding than traditional 2D images.

5. Scientific Visualization

This application deals with representing scientific data graphically for better analysis and
communication:

 Graphs and Charts: Scientific data, such as population growth, weather patterns, or
chemical properties, are often represented in graphs and charts that are visually easy to
understand.
 Data Visualization: In research fields like climate science, astrophysics, and molecular
biology, large datasets are visualized using computer graphics to reveal patterns, trends,
or anomalies. For example, visualizing airflow around an airplane wing helps in
aerodynamics studies.
Computer graphics thus serve as a powerful tool across many sectors by making complex
information more accessible, enhancing user experience, and enabling innovation in problem-
solving and creativity.

Types of Computer Graphics


 Raster Graphics: Uses pixels to represent images (e.g., photos, scanned images)
 Vector Graphics: Uses geometric primitives like points, lines, and curves (e.g., SVG,
CAD drawings)
Basic Components of a Graphics System
 Display Devices: Monitors, projectors
 Input Devices: Mouse, keyboard, light pen, touch screen
 Graphics Processing Unit (GPU): Specialized hardware for rendering graphics
 Software: Graphics APIs (OpenGL, DirectX), CAD software, image editing tools
Key Terms in Computer Graphics
 Pixel: The smallest unit of a digital image
 Resolution: The number of pixels in an image or display
 Aspect Ratio: The ratio of width to height of an image
 Frame Buffer: A portion of memory containing the image data

WEEK 2

Basic Elements of Computer Graphics


Computer graphics refers to the creation, manipulation, and representation of visual images using
computers. Just like traditional art, computer graphics also has basic visual elements that form
the building blocks for more complex designs and illustrations.
These elements include lines, shapes, form, space, texture, and colour.

1. Lines

 Definition:
A line is a continuous mark between two points. In computer graphics, lines are used to
define shapes, create boundaries, and guide the viewer’s eye.
 Types of Lines:
o Straight – horizontal, vertical, or diagonal.
o Curved – wavy or circular arcs.
o Zigzag – alternating sharp turns.
o Dashed/Dotted – broken lines used for patterns or emphasis.
 Functions in Graphics:
o Outlining shapes.
o Dividing space.
o Creating textures or patterns.
o Suggesting movement or direction.

2. Shapes

 Definition:
A shape is a two-dimensional area enclosed by lines, curves, or color. Shapes are the
foundation for most computer graphic designs.
 Types of Shapes:
o Geometric shapes – squares, rectangles, circles, triangles; precise and regular.
o Organic shapes – irregular and natural, like leaves or clouds.
o Abstract shapes – stylized or symbolic representations.
 Uses in Graphics:
o Designing icons and logos.
o Creating backgrounds or patterns.
o Structuring layout elements.

3. Form

 Definition:
Form refers to objects that have depth as well as height and width — giving a three-
dimensional appearance.
 Representation in Computer Graphics:
o Shading – adding light and dark areas to create depth.
o Perspective – making objects appear nearer or farther.
o 3D Modeling – using software to create realistic 3D objects.
 Examples:
Spheres, cubes, cylinders, pyramids.

4. Space

 Definition:
Space is the area around, between, or within objects in a composition.
 Types of Space:
o Positive space – the main subjects or objects.
o Negative space – the empty areas around or between subjects.
 Importance in Graphics:
o Avoiding clutter by using white space.
o Creating a sense of depth (foreground, middle ground, background).
o Leading the viewer’s focus to key elements.

5. Texture

 Definition:
Texture refers to the way a surface looks or feels. In computer graphics, it is often
simulated visually.
 Types:
o Actual texture – seen in real-world images imported into graphics.
o Simulated texture – created with patterns, shading, or filters.
 Applications:
o Making surfaces look rough, smooth, glossy, or soft.
o Adding realism to 3D models.
o Enhancing visual interest.

6. Colour

 Definition:
Colour is the visual perception created by light reflected off an object. It is one of the
most powerful tools in computer graphics.
 Properties of Colour:
o Hue – the name of the colour (red, blue, green).
o Saturation – the intensity or purity of the colour.
o Value – the lightness or darkness of the colour.
 Colour Models in Graphics:
o RGB – used for digital screens (Red, Green, Blue).
o CMYK – used for printing (Cyan, Magenta, Yellow, Black).
 Functions:
o Setting mood or tone.
o Creating emphasis and contrast.
o Organizing visual hierarchy.

Summary Table
Elemen Key Idea Common Uses in
t Graphics
Line Continuous mark connecting points Borders, outlines, patterns

Shape 2D enclosed area Logos, icons, layout design

Form 3D appearance of objects 3D modeling, realistic design

Space Area around/within objects Layout, depth, focus

Texture Surface look/feel Realism, decoration

Colour Light-based visual perception Mood, emphasis, branding

Image Manipulation and Graphics Techniques


1. Adding Texts to Images
Adding text to an image is a common graphic design operation used for creating captions, labels,
watermarks, or artistic effects.

Key Concepts

 Font: Style of text (e.g., Arial, Times New Roman).


 Font Size: How large or small the text appears.
 Color: The hue and tone of the text.
 Alignment: Positioning (left, center, right, top, bottom).
 Opacity: Transparency level of the text.

Steps in Adding Text

1. Open the image in an editing tool (e.g., Photoshop, GIMP, Canva, MS Paint).
2. Select the Text Tool (T).
3. Click on the image area where you want the text to appear.
4. Type the desired text.
5. Adjust font, size, and color from the toolbar.
6. Position and align the text as needed.
7. Save/export the image in the desired format (e.g., JPEG, PNG).

Applications:
 Meme creation
 Branding and logo design
 Image annotations for educational purposes

2. Resizing Images
Resizing changes the dimensions of an image (width and height).

Key Concepts

 Pixel Dimensions: Number of horizontal and vertical pixels.


 Aspect Ratio: The proportional relationship between width and height.
 Resolution (DPI/PPI): The image detail quality for print or screen.
 Upscaling: Increasing size (may cause blurriness if too large).
 Downscaling: Reducing size (saves storage and bandwidth).

Steps in Resizing

1. Open the image in an editor.


2. Go to Image → Resize/Scale.
3. Enter new dimensions (pixels, cm, or inches).
4. Maintain aspect ratio to avoid distortion.
5. Save the resized image.

Applications:

 Preparing images for websites (faster loading)


 Printing photos at specific sizes
 Thumbnail creation

3. Painting and Drawing


This involves creating or modifying graphics by hand, digitally.

Tools in Graphic Editors

 Brush Tool: For freehand painting.


 Pencil Tool: For pixel-precise drawing.
 Eraser: Removes unwanted strokes.
 Fill/Bucket Tool: Colors large areas instantly.
 Shapes Tool: For rectangles, circles, lines.
Painting/Drawing Process

1. Choose the tool (brush, pencil, shapes).


2. Select color and size.
3. Draw/paint on the canvas or image.
4. Use layers for non-destructive editing.
5. Save work.

Applications:

 Digital art and illustrations


 Touch-up work on photos
 Annotating diagrams

4. Rendering
Rendering is the process of generating a final image from a model or scene.

Key Concepts

 2D Rendering: Producing images from vector or raster data.


 3D Rendering: Generating images from 3D models with lighting, texture, and shading.
 Rasterization: Converting vector graphics into pixels.
 Ray Tracing: Simulating light paths for realistic rendering.

Rendering Workflow in 3D

1. Create the scene/model.


2. Apply materials/textures.
3. Add lighting and camera angles.
4. Set render settings (resolution, quality).
5. Click Render to produce the image or animation.

Applications:

 Movies and game graphics


 Architectural visualization
 Product design

5. Animation
Animation is the process of creating movement in images.
Types

 Frame-by-Frame Animation: Sequence of still images played in rapid succession.


 Tweening: Interpolating frames between key positions.
 2D Animation: Flat, cartoon-like movements.
 3D Animation: Realistic, depth-based movement.

Basic Animation Steps

1. Create keyframes (major movement points).


2. Add intermediate frames (tweens).
3. Adjust timing (frames per second).
4. Export as a video or GIF.

Applications:

 Cartoons and films


 Web animations
 Educational explainer videos

6. Editing of Images
Editing is modifying images to improve or alter them.

Common Editing Operations

 Cropping: Cutting out unwanted areas.


 Adjusting brightness/contrast: Enhancing visibility.
 Color correction: Adjusting tones and hues.
 Filters and effects: Applying stylized changes.
 Cloning/Healing: Removing blemishes or objects.

Steps

1. Open image in editor.


2. Apply desired edits.
3. Preview changes.
4. Save/export.

Applications:

 Photo retouching
 Artistic transformations
 Preparing images for print or online use

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