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Computer Graphics Intro Lect

Computer graphics involves using algorithms and techniques to display images on a computer screen. It transforms information into a visual form using technology. Computer graphics is used in many fields like education, training, biology, maps, architecture, presentations, art, entertainment, and more. It allows for interactive changes to images using input devices or the generation of passive images for things like television. Coordinate systems are used to specify the position of objects in virtual spaces, with Cartesian and polar being common systems. Pixels are the smallest addressable elements that make up an image on a display.
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0% found this document useful (0 votes)
63 views13 pages

Computer Graphics Intro Lect

Computer graphics involves using algorithms and techniques to display images on a computer screen. It transforms information into a visual form using technology. Computer graphics is used in many fields like education, training, biology, maps, architecture, presentations, art, entertainment, and more. It allows for interactive changes to images using input devices or the generation of passive images for things like television. Coordinate systems are used to specify the position of objects in virtual spaces, with Cartesian and polar being common systems. Pixels are the smallest addressable elements that make up an image on a display.
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Computer Graphics

It is difficult to display an image of any size on the computer


screen. This method is simplified by using Computer graphics.
Graphics on the computer are produced by using various
algorithms and techniques. This tutorial describes how a rich
visual experience is provided to the user by explaining how all
these processed by the computer.

Introduction of Computer Graphics

Computer Graphics involves technology to access. The Process transforms and presents information in a
visual form. The role of computer graphics insensible. In today life, computer graphics has now become a
common element in user interfaces, T.V. commercial motion pictures.

Computer Graphics is the creation of pictures with the help of a computer. The end product of the computer
graphics is a picture it may be a business graph, drawing, and engineering.

In computer graphics, two or three-dimensional pictures can be created that are used for research. Many
hardware devices algorithm has been developing for improving the speed of picture generation with the
passes of time. It includes the creation storage of models and image of objects. These models for various
fields like engineering, mathematical and so on.

Today computer graphics is entirely different from the earlier one. It is not possible. It is an interactive user
can control the structure of an object of various input devices.

Definition of Computer Graphics:

It is the use of computers to create and manipulate pictures on a display device. It comprises of software
techniques to create, store, modify, represents pictures.

Why computer graphics used?


Suppose a shoe manufacturing company want to show the sale of shoes for five years. For this vast amount
of information is to store. So a lot of time and memory will be needed. This method will be tough to
understand by a common man. In this situation graphics is a better alternative. Graphics tools are charts
and graphs. Using graphs, data can be represented in pictorial form. A picture can be understood easily just
with a single look.

Interactive computer graphics work using the concept of two-way communication between computer users.
The computer will receive signals from the input device, and the picture is modified accordingly. Picture
will be changed quickly when we apply command.

Application of Computer Graphics


1. Education and Training: Computer-generated model of the physical, financial and economic system is
often used as educational aids. Model of physical systems, physiological system, population trends or
equipment can help trainees to understand the operation of the system.

For some training applications, particular systems are designed. For example Flight Simulator.

Flight Simulator: It helps in giving training to the pilots of airplanes. These pilots spend much of their
training not in a real aircraft but on the ground at the controls of a Flight Simulator.

Advantages:
1. Fuel Saving
2. Safety
3. Ability to familiarize the training with a large number of the world's airports.
2. Use in Biology: Molecular biologist can display a picture of molecules and gain insight into their
structure with the help of computer graphics.

3. Computer-Generated Maps: Town planners and transportation engineers can use computer-generated
maps which display data useful to them in their planning work.

4. Architect: Architect can explore an alternative solution to design problems at an interactive graphics
terminal. In this way, they can test many more solutions that would not be possible without the computer.

5. Presentation Graphics: Example of presentation Graphics are bar charts, line graphs, pie charts and
other displays showing relationships between multiple parameters. Presentation Graphics is commonly
used to summarize

o Financial Reports
o Statistical Reports
o Mathematical Reports
o Scientific Reports
o Economic Data for research reports
o Managerial Reports
o Consumer Information Bulletins
o And other types of reports

6. Computer Art: Computer Graphics are also used in the field of commercial arts. It is used to generate
television and advertising commercial.

7. Entertainment: Computer Graphics are now commonly used in making motion pictures, music videos
and television shows.

8. Visualization: It is used for visualization of scientists, engineers, medical personnel, business analysts
for the study of a large amount of information.

9. Educational Software: Computer Graphics is used in the development of educational software for
making computer-aided instruction.

10. Printing Technology: Computer Graphics is used for printing technology and textile design.
Example of Computer Graphics Packages:
1. LOGO
2. COREL DRAW
3. AUTO CAD
4. 3D STUDIO
5. CORE
6. GKS (Graphics Kernel System)
7. PHIGS
8. CAM (Computer Graphics Metafile)
9. CGI (Computer Graphics Interface)

Interactive and Passive Graphics

(a) Non-Interactive or Passive Computer Graphics:

In non-interactive computer graphics, the picture is produced on the monitor, and the user does not have
any controlled over the image, i.e., the user cannot make any change in the rendered image. One example
of its Titles shown on T.V.

Non-interactive Graphics involves only one-way communication between the computer and the user, User
can see the produced image, and he cannot make any change in the image.

(b) Interactive Computer Graphics:

In interactive Computer Graphics user have some controls over the picture, i.e., the user can make any
change in the produced image. One example of it is the ping-pong game.

Interactive Computer Graphics require two-way communication between the computer and the user. A User
can see the image and make any change by sending his command with an input device.
About coordinate systems
Coordinate systems are an important concept in computer graphics, as they are used to specify the position
and orientation of objects in a virtual space. A coordinate system is a system of numbers, symbols, and axes
that is used to describe the position of a point or object in space.

There are several different types of coordinate systems that are commonly used in computer graphics,
including the cartesian, polar, and spherical coordinate systems.

The most commonly used coordinate system in computer graphics is the Cartesian coordinate system,
which is named after the mathematician René Descartes. In this system, a point in space is defined by two
or three numbers: its x-coordinate, y-coordinate. The x-coordinate specifies the point's position along the
x-axis, the y-coordinate specifies the point's position along the y-axis. In 3D graphics a 3rd z-coordinate is
used.

The polar coordinate system is another commonly used coordinate system in computer graphics. In this
system, a point in space is defined by two numbers: its radius and angle. The radius specifies the distance
of the point from the origin, and the angle specifies the direction of the point from the origin.

To convert from Cartesian to polar coordinates, you need to first determine the radius of the point. This can
be done using the Pythagorean theorem, which states that the square of the radius is equal to the sum of the
squares of the x-coordinate and the y-coordinate. In other words, the radius is the square root of the sum of
the squares of the x-coordinate and the y-coordinate.

Once the radius has been determined, the angle can be calculated using the arc tangent function. This
function takes the y-coordinate and the x-coordinate as inputs and returns the angle in radians. The angle
can then be converted to degrees if desired.

For example, to convert the point (3,4) from Cartesian to polar coordinates, first determine the radius using
the Pythagorean theorem:

radius = sqrt(3^2 + 4^2) = 5


Next, use the arc tangent function to determine the angle:

angle = atan2(4/3) = 53.13 degrees

Therefore, the polar coordinates of the point (3,4) are (5,53.13).

Display Devices:

The most commonly used display device is a video monitor. The operation of most video monitors based
on CRT (Cathode Ray Tube). The following display devices are used:

1. Refresh Cathode Ray Tube


2. Random Scan and Raster Scan
3. Color CRT Monitors
4. Direct View Storage Tubes
5. Flat Panel Display
6. Lookup Table

Pixel or Pel:
The term pixel is a short form of the picture element. It is also called a point or dot. It is the smallest picture
unit accepted by display devices. A picture is constructed from hundreds of such pixels. Pixels are generated
using commands. Lines, circle, arcs, characters; curves are drawn with closely spaced pixels. To display
the digit or letter matrix of pixels is used.

The closer the dots or pixels are, the better will be the quality of picture. Closer the dots are, crisper will be
the picture. Picture will not appear jagged and unclear if pixels are closely spaced. So the quality of the
picture is directly proportional to the density of pixels on the screen.

Pixels are also defined as the smallest addressable unit or element of the screen. Each pixel can be assigned
an address as shown in fig:
Different graphics objects can be generated by setting the different intensity of pixels and different colors
of pixels. Each pixel has some co-ordinate value. The coordinate is represented using row and column.

P (5, 5) used to represent a pixel in the 5th row and the 5th column. Each pixel has some intensity value
which is represented in memory of computer called a frame buffer. Frame Buffer is also called a refresh
buffer. This memory is a storage area for storing pixels values using which pictures are displayed. It is also
called as digital memory. Inside the buffer, image is stored as a pattern of binary digits either 0 or 1. So
there is an array of 0 or 1 used to represent the picture. In black and white monitors, black pixels are
represented using 1's and white pixels are represented using 0's. In case of systems having one bit per pixel
frame buffer is called a bitmap. In systems with multiple bits per pixel it is called a pixmap.

Scan Conversion Definition


Raster: : a raster is a technique that defines a two-dimensional picture as a grid of square pixels or a
rectangular matrix that we are able to view through computer display, paper, and many other mediums.
Definition

• Scan conversion is the process of converting a geometric representation of an object, such as a line
or curve, into a pixel-based representation that can be displayed on a computer screen or printed on
a page.
• Scan conversion is the process of transforming vector graphics into raster graphics, which are made
up of pixels or dots that form a digital image.

Features

• Scan conversion is an important technique in computer graphics because it allows geometric shapes
to be represented on a display device using a finite number of pixels. The circuitry of the video
display device of the computer is capable of converting binary values (0, 1) into pixel-on and pixel-
off information. 0 is represented by a pixel-off. 1 is represented using pixel on. Using this ability
graphics computers represent pictures having discrete dots.
• Scan conversion is a crucial process in graphics that enables vector graphics to be displayed and
printed in a raster format.
• The process of scan conversion is important because most display devices, such as monitors and
printers, can only display raster graphics. Therefore, vector graphics must be converted into raster
graphics before they can be displayed or printed.
• The following objects can be scan converted as per need –
o Point
o Line
o Sector
o Arc
o Ellipse
o Rectangle
o Polygon
o Characters
o Filled Regions

Working Mechanism

• The basic idea behind scan conversion is to divide an object into a series of small segments, or “scan
lines,” and then determine which pixels along each scan line should be turned on to represent the
object.
• Scan conversion involves dividing the image into a grid of pixels and determining the color of each
pixel based on the information in the vector graphics file. This is done by using mathematical
algorithms to calculate the color and intensity of each pixel based on the properties of the vector
shapes that make up the image.
• Scan conversion is typically done using an algorithm that calculates the intersection points between
the object and each scan line, and then determines which pixels along each scan line lie within the
object’s boundaries.

rasterization and rendering.


Everything you see on your computer's screen, even the text you are reading right now (assuming you are
reading this on an electronic display device, rather than a printout) is simply a two-dimensional array of
pixels. If you take a screenshot of something on your screen, and blow it up, it will look very blocky.
Figure 8. An Image

Each of these blocks is a pixel. The word “pixel” is derived from the term “Picture Element”. Every pixel
on your screen has a particular color. A two-dimensional array of pixels is called an image.
The purpose of graphics of any kind is therefore to determine what color to put in what pixels. This
determination is what makes text look like text, windows look like windows, and so forth.
Since all graphics are just a two-dimensional array of pixels, how does 3D work? 3D graphics is thus a
system of producing colors for pixels that convince you that the scene you are looking at is a 3D world
rather than a 2D image. The process of converting a 3D world into a 2D image of that world is
called rendering.
There are several methods for rendering a 3D world. The process used by real-time graphics hardware, such
as that found in your computer. This process is called rasterization, and a rendering system that uses
rasterization is called a rasterizer.

Rasterization is the process by which most modern display systems turn electronic data or signals into
projected images, such as video or still graphics. This is typically a process of identifying the needs of a
specific media configuration, then allocating resources so that images are efficiently and optimally
projected on the display device.

Raster:
The term “raster” in German means “screen, frame” and derives from Latin rastrum "rake". In graphics it refers to a pattern
of closely spaced rows of dots that form an image. An example of this is screen printing.

In computer graphics “rasterization” is the process through which a vectorial image (in which the image is recorded as a
set of curves and hence is size-independent) is transformed in a bitmap image (which is size-dependent). This is usually
done for output on a video screen or for printing.

It is a term specifically used in Computer Graphics

Rasterization is a process of determining the appropriate Pixel for representing pictures or graphics objects.

Or we can say, The special procedure determines which pixel will provide the best approximation to the desired Pixel or
graphics objects.

Rendering:
Is a broad term that generally means transforming computer-readable information, for example objects in a 3d scene, to
one or more images.

Rasterization is a more specific term that typically means the process of transforming a vector (curve based) image to a
rasterized (pixel based) image.

Random Scan and Raster Scan Display:

Random Scan Display:

Random Scan System uses an electron beam which operates like a pencil to create a line image on the CRT
screen. The picture is constructed out of a sequence of straight-line segments. Each line segment is drawn
on the screen by directing the beam to move from one point on the screen to the next, where its x & y
coordinates define each point. After drawing the picture. The system cycles back to the first line and design
all the lines of the image 30 to 60 time each second. The process is shown in fig:
Random-scan monitors are also known as vector displays or stroke-writing displays or calligraphic displays.

Advantages:

1. A CRT has the electron beam directed only to the parts of the screen where an image is to be drawn.
2. Produce smooth line drawings.
3. High Resolution

Disadvantages:

1. Random-Scan monitors cannot display realistic shades scenes.

Raster Scan Display:

A Raster Scan Display is based on intensity control of pixels in the form of a rectangular box called Raster
on the screen. Information of on and off pixels is stored in refresh buffer or Frame buffer. Televisions in
our house are based on Raster Scan Method. The raster scan system can store information of each pixel
position, so it is suitable for realistic display of objects. Raster Scan provides a refresh rate of 60 to 80
frames per second.

Frame Buffer is also known as Raster or bit map. In Frame Buffer the positions are called picture elements
or pixels. Beam refreshing is of two types. First is horizontal retracing and second is vertical retracing.
When the beam starts from the top left corner and reaches the bottom right scale, it will again return to the
top left side called at vertical retrace. Then it will again more horizontally from top to bottom call as
horizontal retracing shown in fig:

Types of Scanning or travelling of beam in Raster Scan

1. Interlaced Scanning
2. Non-Interlaced Scanning

In Interlaced scanning, each horizontal line of the screen is traced from top to bottom. Due to which fading
of display of object may occur. This problem can be solved by Non-Interlaced scanning. In this first of all
odd numbered lines are traced or visited by an electron beam, then in the next circle, even number of lines
are located.

For non-interlaced display refresh rate of 30 frames per second used. But it gives flickers. For interlaced
display refresh rate of 60 frames per second is used.

Advantages:
1. Realistic image
2. Million Different colors to be generated
3. Shadow Scenes are possible.

Disadvantages:
1. Low Resolution
2. Expensive

Differentiate between Random and Raster Scan Display:

Random Scan Raster Scan

1. It has high Resolution 1. Its resolution is low.

2. It is more expensive 2. It is less expensive

3. Any modification if needed is easy 3.Modification is tough

4. Solid pattern is tough to fill 4.Solid pattern is easy to fill

5. Refresh rate depends or resolution 5. Refresh rate does not depend on the picture.

6. Only screen with view on an area is displayed. 6. Whole screen is scanned.

7. Beam Penetration technology come under it. 7. Shadow mark technology came under this.

8. It does not use interlacing method. 8. It uses interlacing

9. It is restricted to line drawing applications 9. It is suitable for realistic display.

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