Computer Graphics and Multimedia Mod 1,2, 3, 4
Computer Graphics and Multimedia Mod 1,2, 3, 4
Module-1
1. CAD (computer aided design):-Computer graphics are used in building design, metro
projects, aircraft, automobiles, construction, Spacecraft, Optical system, chips, tools,
etc.
-A computer graph is made, before starting any projects.
-In some application, objects are first displayed in a wireframe outline form, that
shows the shape and internal features of the object.
-wireframe display allow designers to quickly understand.
-You can also design your project in 2D and 3D.
-TinkerCAD, FreeCAD, BlocksCAD, Creo, Fusion 360°, Solidworks, AutoCAD, CATIA,
OpenSCAD, Rhino are some popular Computer-Aided Design (CAD) software.
2. Presentation graphics :-It is used to summarize financial statistical scientific or
economic data.
-Presentation Graphics is commonly used to summarize
● Financial Reports
● Statistical Reports
● Mathematical Reports
● Scientific Reports
● Economic Data for research reports
● And other types of reports
-For example- Bar chart, Line chart.
-3D graphs can provide a more dramatic and more attractive representation of data
relationships.
3. Computer Art :-Using computer graphics we can create fine and commercial art
which include animation packages, paint packages.
-These packages provide facilities for designing object shapes and specifying object
motion.
-Cartoon drawing, paintings, logo design can also be done.
-A common graphical method is morphing.
Morphing:- one object is transformed into another object
4. Entertainment :-Computer graphics finds a major part of its utility in the movie
industry and game industry.
-Used for creating motion pictures , music video, television shows, cartoon animation
films.
-Final Draft, Studio Binder, The black list, Movie Magic, Gorilla, Share Grid, KitSplit,
Gofundme are some popular software for making entertainment.
5. Education & training :-Computer generated models are extremely useful for teaching
huge number of concepts and fundamentals in an easy to understand and learn
manner.
-Using computer graphics many educational models can be created through which
more interest can be generated among the students regarding the subject.
-Training:-Specialised system for training like simulators can be used for training the
candidates in a way that can be grasped in a short span of time with better
understanding.
-Creation of training modules using computer graphics is simple and very useful.
6. Visualization :-It is used for visualization of scientists, engineers, medical personnel,
business analysts for the study of a large amount of information.
-These works can be made easy with the help of graphics.
7. Image Processing :-In computer graphics a computer is used to create a picture.
-This image processing is used to modify photograph.
-The main applications of image processing are Improve picture quality.
-To apply image processing method first digitize a photograph.
-Then digital methods can be applied to rearrange pictureparts to enhance color
separation or to improve the quality of shading.
8. Graphical User Interface :-Computer Graphics is one of the main keys to the graphics
users’ interface.
-Computer graphics use to visual control items such as buttons, Menus, Mouse Scroll
bar, Icons, etc.
-You can easily do desktop publishing works through computer graphics.
-The attractive desktop and wallpaper that appear on your computer are due to
graphics only.
-With the help of GUI, you can easy to access and control a compute.
*Video Display Devices:-Typically, the primary output device in a graphics system is a
video monitor.
-The operation of most video monitors is based on the standard cathode-ray
tube (CRT) design, but several other technologies exist.
-This are the Categories of video display devices ;
● Cathode ray tube
● Raster-Scan Display
● Random-Scan Display
● Color CRT Monitors
● Direct View Storage tubes
● Flat-panel Display
1. Refresh Cathode ray tube (9 marks) :The fig illustrates the basic operation of a CRT.
-The primary components of an electron gun in a CRT are the heated metal
cathode and a control grid.
-Heat is supplied to the cathode by direding a current through a coil of wire, called
the filament.
-This causes electrons to be “boiled off”.
-Negatively charged electrons are then accelerated toward the phosphor coating by a
high positive voltage.
-Intensity of the electron beam is controlled by setting voltage levels on the
control grid.
-A high negative voltage applied to the control grid will shut off the beam by repelling
electrons and stopping them from passing through the small hole at the end of the
control grid .
-The amount of light emitted by the phosphor coating depends on the number of
electrons striking the screen.
-we control the brightness of a display by varying the voltage on the control grid.
-The focusing system in a CRT is needed to force the electron beam to converge into
a small spot as it strikes the phosphor.
-Otherwise, the electrons would repel each other, and the beam would spread out as
it approaches the screen.
-Focusing is accomplished with either electric or magnetic fields.
-Focusing deflection of the electron beam can be controlled either with electric fields
or with magnetic fields.
-Two pairs of coils are used, with the coils in each pair mounted on opposite sides of
the neck of the CRT envelope.
-One pair is mounted on the top and bottom of the neck, and the other pair is
mounted on opposite sides of the neck.
-One pair of plates is mounted horizontally to control the vertical deflection, and the
other pair is mounted vertically to control horizontal deflection.
2. Raster-Scan Display (9 marks) :-The most common type of graphics monitor employing
a CRT is the raster-scan display, based on television technology.
-In a raster-scan system, the electron beam is swept across the screen, one row at a
time from top to bottom.
-The beam intensity is turned on and off to create a pattern of illuminated spots.
-Picture definition is stored in a memory area called the refresh buffer or frame
buffer.
-This memory area holds the set of intensity values for all the screen points.
-Stored intensity values are then retrieved from the refresh buffer and "painted" on
the screen one row at a time (Fig. 2-7).
-Each screen point is referred to as a pixel or pel.
-The capability of a raster-scan system to store intensity information for each screen
point makes a realistic display of scenes.
-Intensity range for pixel positions depends on the capability of the raster
system.
In black-and-white system, each screen point is either on or off.
-one bit per pixel is needed to control the intensity of screen positions.
-For a bit level system, a bit value of 1 indicates that the electron beam is to be
turned on at that position, and a value of 0 indicates that the beam intensity is to be
off.
-On a black-and-white system with one bit per pixel, the frame buffer is commonly
called a bitmap.
-For systems with multiple bits per pixel, the frame buffer is referred to as a pixmap.
-At the end of each scan line, the
electron beam returns to the left
side of the screen to begin
displaying the next scan line.
Q)What is the horizontal retrace of the electron beam?(3 marks)
-At the end of each scan line, the electron beam returns to the left side of the screen to
begin displaying the next scan line.
-The return to the left of the screen After refreshing each scan line, is called the horizontal
retrace of the electron beam.
Q)What is vertical retrace of the electron beam?(3 marks)
- And at the end of each frame the electron beam returns (vertical retrace) to the top left
corner of the screen to begin the next frame.
3. Random-Scan Display (9 marks) :- The electron beam directed only to the parts of the
screen where a picture is to be drawn.
-Draw a picture one line at a time so it is also called vector displays or stroke-writing
or calligraphic display.
-Refresh rate on a random-scan system depends on the number of lines to be
displayed.
-Picture definition stored a set of line drawing commands in an area of memory
called refresh display file or refresh buffer.
-Random-scan displays are designed to draw all the component lines of a picture 30
to 60 times each second.
-Random-scan systems are designed for line drawing applications and cannot display
realistic shaded scenes.
-Since picture definition is stored as a set of Line drawing instructions and not as a
set of intensity values for all screen points,vector displays generally have higher
resolution than raster systems.
-Also, vector displays produce smooth line drawings because the CRT beam directly
follows the line path.
Q)Different tech for display color images in CRT (9 marks) ?
4. Color CRT Monitors (9 marks):- A CRT monitor displays color pictures by using a
combination of phosphors that emit different-colored light.
-By combining the emitted light from the different phosphors, a range of colors can
be generated.
-The two basic techniques for producing color displays with a CRT are
● Beam-penetration method
● Shadow-mask method
--The delta delta shadow-mask method, commonly used in color CRT systems.
-The three electron beams are deflected and focused as a group.
-When the three beams pass through a hole in the shadow mask, they activate a dot
triangle, which appears as a small color spot on the screen.
-The phosphor dots in the triangles are arranged so that each electron beam can
activate only its corresponding color dot when it passes through the shadow mask.
-Another configuration for the three electron guns is an in-line arrangement in which
the three electron guns, and the corresponding red-green-blue color dots on the
screen, are aligned along one scan line instead of in a triangular pattern.
6. Flat-panel Display (9 marks) :-This devices that have reduced volume, weight, and
power requirements compared to a CRT.
-its significant feature of flat-panel displays is that they are thinner than CRTs, and we
can hang them on walls.
- Current uses for flat-panel displays include small TV monitors, calculators, pocket
video games, laptop computers etc…
-We can separate flat-panel displays into two categories:
➢ Emissive displays:-It is also known as emitters.
-This devices convert electrical energy into light.
-Plasma panels, thin-film electroluminescent displays, and Light-emitting
diodes are examples of emissive displays.
➢ Non emissive displays:-It is also known as non emitters.
-It convert sunlight or light from some other source into graphics patterns.
-The most important example of a non emissive flat-panel display is a
liquid-crystal device.
Q)plasma panel working (9 marks)?
→Plasma panels (9 marks) :-Plasma panels, also called gas-discharge displays,
-It is constructed by filling the region between two glass plates with a mixture of
gases that usually include neon.
-A series of vertical conducting ribbons is placed on one glass panel, and a set of
horizontal ribbons is in the other glass panel.
-Firing voltages applied to a pair of horizontal and vertical
conductors cause the gas at the intersection of the
two conductors to break down into a glowing plasma of
electrons and ions.
-Picture definition is stored in a refresh buffer,
and the firing voltages are applied to refresh the pixel
positions (at the intersections of the conductors)
60 times per second.
-AC current methods are used to provide faster application
of the firing voltages, and thus brighter displays.
-One disadvantage of plasma panels has been that they were
strictly monochromatic devices (black and white).
-The gas will slow when there is a significant voltage difference between horizontal
and vertical wires.
-The voltage level is kept between 90 volts to 120 volts.
-Plasma level does not require refreshing.
-Erasing is done by reducing the voltage to 90 volts.
-
➢ Advantages of Plasma Display Panel
-Plasma Display Panel are thin, lightweight and take up less space than other
displays which makes them easy to install anywhere.
-Plasma Display Panel offers uniform brightness.
-Plasma Display Panel capable of producing deeper blacks.
➢ Disadvantages of Plasma Display Panel
-Plasma Display Panel uses more electricity, as an overlay than an LCD TV.
-Earlier generation displays had phosphors that lost luminosity over time.
➢ Advantage
-Small, adaptable
-low cost.
Low power device.
➢ Disadvantage
-LED lighting can be dimmed.
-low quality led’s may cause pollution to the environment.
Q)LCD working (9 mark)
→Liquid-crystal display (LCD):-LCD are commonly used in small systems,such as
calculators,laptop computers etc..
-It is a non emissive device.
-It produce a picture by passing polarized light from surrounding or from an internal
light source through a liquid crystal.
-The term liquid crystal refers to the fact that these compounds have a crystalline
arrangement of molecules, yet they flow like a liquid.
-Flat-panel displays commonly use nematic (threadlike) liquid-crystal.
- Two Glass plates, each containing a light polarizer .
- Rows of horizontal transparent conductors are built into one glass plate, and
columns of vertical conductors are put into the other plate.
-The intersection of two conductors defines a pixel position.
-Normally, the molecules are aligned as shown in the "on state" .
- Polarized light passing through the material is twisted so that it will pass through
the opposite polarizer.
-The light is then reflected back to the viewer.
-To turn off the pixel, we apply a voltage to the two intersecting conductors to align
the molecules so that the light is not twisted.
➢ Light + voltage = twist
➢ Light = not twisted (not displayed)
-Picture definitions are stored in a refresh buffer.
-And the screen is refreshed at the rate of 60 frames per second, as in the emissive
devices.
-The transistors are used to control the voltage at pixel locations and to prevent
charge from gradually leaking out of the liquid-crystal cells.
*Three-Dimensional Viewing Device (9 marks):-Graphics monitors for the display of
three-dimensional scenes have been worked out using a technique that reflects a CRT image
from a vibrating, flexible mirror.
-The operation of such a system is demonstrated in below figure
*GrayScale methods (3 marks):-A grayscale image is simply one in which the only colors are
shades of gray.
-Grayscale is a group of shades without any visible color.
-On a monitor, each pixel of a grayscale display carries an amount of light, ranging from the
weakest amount of light, or black, to the strongest amount of light, or white.
-Grayscale only contains brightness information, not color.
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Module-2
#Output primitives
*Line drawing algorithm:-Line drawing on the computer means the computer screen is
dividing into two parts rows and columns.
-Those rows and columns are also known as Pixels.
- In case we have to draw a line on the computer, first of all, we need to know which pixels
should be on.
-A line is defined by two Endpoints.
-The formula for a line interception of the slope:
Y = mx + b
-In this formula,
➢ ‘m’ slope of the line
➢ ‘b’ as the intercept .
-We have two endpoints of positions (x1, y1) and (x2 , y2, as shown in Fig.
-The values for the slope m is
-if we need to find right to left yK+1 value then the equation became
yK+1 = yk - M
2. In case 2
-Then we divide ‘y’ axis into unit interval Or ‘y’ change with unit interval
yK+1 = yk + 1
-And ‘x’ changes with deviation
Xk+1 =Xk +
-if we need to find right to left x value then the equation became
Xk+1 =Xk -
Algorithm aluppama
void line DDA (int xa, int ya, int xb, int yb)
{
int dx = xb - xa ,
dy = yb - ya, steps, k;
float x increment, y Increment,
x = xa, y = ya;
2. The Bresenham Line Algorithm (9) :-This algorithm is used for scan converting a line.
-It was developed by Bresenham.
-It is an efficient method because it involves only integer addition, subtractions, and
multiplication operations.
-It Given the starting and ending coordinates of a line, Bresenham Line Drawing
Algorithm attempts to generate the points between the starting and ending
coordinates.
-For example if the Given the coordinate of two points A(x1, y1) and B(x2, y2).
-The task is to find all the intermediate points required for drawing line AB on the
computer screen of pixels.
-Note that every pixel has integer coordinates.
Algorithm
1. Input the two line endpoints and store the left endpoint in (x0, y0)
2. Load (x0, y0) into the frame buffer; that is, plot the first point.
3. Calculate constants Δx, Δy, 2Δy, and 2Δy - 2Δx, and obtain the starting
value for the decision parameter as
p0 = 2Δy - Δx
4. At each xk along the line, starting at k = 0, perform the following test:
If Pk < 0, the next point to plot is (xk + 1, yk) and
Pk+1 = Pk + 2Δy
Otherwise, the next point to plot is (xk + 1, yk + 1) and
Pk+1 = pk + 2Δy - 2Δx
5. Repeat step 4 Δx times.
Q) (10,5) to (15,9) question bank illa question
Algorithm
1. Input radius r and circle center (xc, yc,), and obtain the first point on
the circumference of a circle centered on the origin as
(x0,y0) = (0,r)
2. calculate the initial value of the decision parameter as
pk+1 = pk+2xk+1+1
pk+1 = pk+2xk+1+1-2yk+1
-Example if r=50
25 (32) ≤ 50 26 (64)
E = 2-6 =1/26 = 1/.64 = 0.0156
-E is used to calculate the value of circle point which help to draw circle as
x2 = x1 + Ey1 for x coordinate
Y2 = y1 - Ex2 for y coordinate
X’ = X + tx
Y’ = Y + ty
P’ = P + T
X= rcosφ......(1)
Y= rsinφ......(2)
-Same way we can represent the point P’( X′,Y′) as −
Note:
cos(a+b) = cosa cosb - sina sinb
sin(a+b) = cosa sinb + sina cosb
x′= rcos(φ+θ)
=r cosφ cosθ − r sinφ sinθ.......(3)
y′= rsin(φ+θ)
=r cosφ sinθ + r sinφ cosθ.......(4)
Note:
Translation and rotation have rigid body transformation
.
-It means that no change in shape.
-Let us assume that the original coordinates are (X,Y) the scaling factors are (Sx, Sy),
and the produced coordinates are (X′,Y′).
-This can be mathematically represented as shown below −
X' = Xf + (X - Xf) Sx —1
Y' = Yf + (Y - Yf) Sy —-2
(bracket open cheythu)
-Matrix representation of general pivot point is given below. (ethu import alla)
➢ Rotation
➢ Scaling
X' = X
Y' = -Y
-Its matrix format is
X' = -X
Y' = Y
X' = -X
Y' = -Y
-x coordinate y um .
-y coordinate x um akumm
Just onnu opposite ayittu
Ezhuthiyal mathi.
X' = Y
Y' = X
Q)What is Reflection? How do you reflect about the line y=mx+b? Explain (9 marks)
● Shear:-Shearing is an ideal technique to change the shape of an existing object in a
two dimensional plane.
-There are two shear transformations X-Shear and Y-Shear.
-One shifts X coordinates values and other shifts Y coordinate values.
-However; in both the cases only one coordinate changes its coordinates and other
preserves its values.
-Shearing is also termed as Skewing.
➢ Case 1 :-X-Shear
-The X-Shear preserves the Y coordinate and changes are made to X
coordinates.
-which causes the vertical lines to tilt right or left as shown in below figure.
X' = X+Shx . Y
Y' = Y
➢ Case 2:-Y-Shear
-The Y-Shear preserves the X coordinates and changes the Y coordinates.
-which causes the horizontal lines to transform into lines which slopes up or
down as shown in the following figure.
Y’= Y + shy.X
X’ = X
-The Y-Shear can be represented in matrix from as
PI =P . T (tx,ty)
-In composite transformation we represent (tx,ty) as (tx1,ty1) . (tx2,ty2)
=T (tx1,ty1).T(tx2,ty2)
=T(tx1+tx2 , ty1+ty2)
-Above resultant matrix show that two successive translations are additive.
Q)p.t two successive translations are addictive (3)?
Q) Derive the composite transformation matrix for general pivot point scaling (9marks) ?
-youtube
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3-module
-It may be possible that the size of the Viewport is much smaller or greater than the
Window.
-Here we need some mathematical calculations to map window and viewport.
-The relative position of the object in Window and Viewport are the same.
● For x coordinate,
● For y coordinate,
-Where Sx is the scaling factor of x coordinate and Sy is the scaling factor of y coordinate.
-Note ill unde nokkiyal mathii 👆
-For Example
*Filling (9) :-It is used to filling solid colors to an area or image or polygon.
-Filling the polygon means highlighting its pixel with different solid colors.
-Filling can be of boundary or interior region as shown in fig.
→ Algorithm:
1. There are two defined colors: color of boundary (color_boundary) and color
that needs to be filled (color_fill)
2. Get color (say color1) of the current pixel
3. If color1 is equal to color_boundary or color_fill, nothing needs to be done as
correct color is already assigned.
4. If color1 is not equal to the two values:
➢ Add color_fill to the current pixel.
➢ Do the same process for 4 adjacent pixel points: (x, y-1), (x+1, y), (x,
y+1), (x-1, y)
→Algorithm
1. Choose a starting pixel.
2. Check if the color of the starting pixel is the same as the target color.
3. If the color of the starting pixel is the same as the target color, fill it with the
replacement color and mark it as visited.
4. Recursively call the Flood Fill algorithm on each unvisited neighboring pixel
that has the same color as the starting pixel.
5. Repeat the step 3 and 4.
→Advantages:
-Simple Easy to implement.
-easy to understand and implement.
-The boundary fill method is incapable of handling objects with multi-color
boundaries, whereas flood fill is.
→Disadvantages:
-Extensive stacking is required.
-Slow in nature.
-Not suitable for large polygons
-Then. we clip the objects to show only their parts in the specified window.
→Types of Clipping
1. Point Clipping
2. Line Clipping
3. Area Clipping (Polygon)
4. Text Clipping
● Point Clipping :-Point Clipping is used to determining, whether the point is inside the
window or not.
-For this following conditions are checked.
➢ x ≤ Xmax
➢ x ≥ Xmin
➢ y ≤ Ymax
➢ y ≥ Ymin
-The (x, y) is the coordinate of the point.
-If anyone of the condition is not satisfied , then the point will fall outside the
window and will not be considered to be visible.
Eg: here ( X1,Y1) is visible because it satisfies the above 4 conditions.
-But Coordinate (X2,Y2) is not visible because it can't satisfy the above conditions .
4. Both endpoints are located outside the clipping area and the line intersect
the clipping area.
-The two intersection points of the line with the clipping are must be
determined.
-Only the part of the line between these two intersection points should be
drawn.
-Here, the TOP and LEFT bit is set to 1 because it is the TOP-LEFT corner.
-It has 3 cases.
1. Visible :-if both endpoints have the 0000 code.
2. Not Visible :- if no endpoint has the 0000 code
3. Clipping Case :-If the line is neither visible case nor invisible case. It is
considered to be clipped case.
-Eg:
3. In - Out
-Save intersection point (P’4).
-And reject end point (P4)
4. Out - Out
-Save none
● Text Clipping :- It is a process where a string or word that falls outside the window is
removed.
-This method is also called as all or none.
-It have 3 cases:
1. All or none string clipping :-In all or none string clipping method, either we
keep the entire string or we reject entire string based on the clipping window.
-As shown in the above figure, STRING2 is entirely inside the clipping window
-so we keep it and STRING1 being only partially inside the window, we reject.
IMPORTANT: note ill nokkanma cycle rotation na kurichu oka onnu just nokkanm
-In Matrix form, the above scaling equations may be represented as-
2. Depth buffer method (9) :-A commonly used image-space approach to detecting
visible surfaces is the depth-buffer method.
-It is also referred to as Z-buffer.
-It is the simplest image space algorithm.
-The Z-buffer method compares surface depths at each pixel position on the
projection plane.
- Normally z-axis is represented as the depth.
-For example
-if one or more image are overlapped then
we store only nearest visible surface.
-And discard remaining images
-Two buffers are used to store nearest visible
surface they are;
1. Depth buffer - 0
2. Refresh buffer - 1
-Depth value is calculated to find the visible surface.
-if the depth value is greater than the value in the depth buffer ,then it will store in
the buffer otherwise discard.
-Depth value are calculated by using the concept of a plane equation.
Plane equation = Ax + By + Cz + D = 0 (z- Depth value)
next position
(x + 1, y)
along the scan line
3. A-buffer method (3) :-The A-buffer method is an extension of the depth-buffer
method.
-the depth buffer method can only be used for opaque object but not for
transparent object.
-A buffer method requires more memory.
-Each position in the A buffer has 2 fields :
1. Depth field
2. Surface data field or Intensity field
-A depth field stores a positive or negative real number.
-A surface data field can stores surface intensity information.
-On applying the A-buffer method on all the six surfaces indicated below, the
corresponding colors are as
*shading methods (9) :-The use of the illumination model at the pixel locations is known as
shading.
-Shading model is used to compute the intensities and colors
to display the surface.
-Shading caused by different angles with light,camera
at different points.
-Shading is a method used to create or enhance the
illusion of depth in an image by varying the amount of darkness
in the image.
-It can also be used to make some objects appear to be in
front of or behind other objects in the image.
-Following are the various types of shading
● Flat Shading :-Simple shading algorithm.
-It is a fast method for specifying the color for an object.
-Using an illumination model to determine the corresponding
intensity value for the incident light.
-Then shade the entire object according to the value.
-In flat shading, no textures are used and only one colour tone
is used for the entire object, with different amounts of white
or black added to each face of the object to simulate shading.
-The resulting model appears flat and unrealistic.
● Gouraud Shading :-Gouraud shading is a method used to simulate the differing effect
of light and color to an object.
- Interpolation technique is used to develop Gouraud shading.
-By interpolation, the intensity of each and every pixel is calculated.
-By Gouraud shading, we can overcome the discontinue intensity
values for each polygon that are matched with the values of
adjacent polygons along the common edges.
-This eliminates the intensity discontinuities that can occur
in flat shading.
● Phong Shading :-A more accurate interpolation based approach for rendering a
polygon was developed by Phong Bui Tuong .
-It is also known as normal vector Interpolation Shading.
-t displays more realistic highlights on a surface and greatly reduces the Match-band
effect.
-It is more accurate as compared to the Gourand Shading.
-It is slower as compared to the Gourand Shading.
-It requires more calculation, hence it increases the cost of shading at each
successive step.
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4-Module
*Multimedia system usage :-Multimedia uses various forms of media, such as text,
audio, video, image and graphics,etc.
-It has become an integral part of our daily lives and is used in various contexts, including
education, entertainment, and business.
-Multimedia has become an important part of modern communication and entertainment,
and it is used in a wide range of applications, including the internet, television, film, and
video games.
→Features of Multimedia :-Here are some common features of multimedia:
● Text: Multimedia can include text in the form of written words, captions, or subtitles.
● Audio: Multimedia can include audio in the form of music, sound effects, or spoken
words.
● Video: Multimedia can include video in the form of full-motion footage or animated
sequences.
● Images: Multimedia can include static or animated images, such as photographs,
drawings, or graphics.
● Adaptability: Multimedia can be adapted to different devices and platforms, such as
computers, smartphones, and tablets.
*multimedia device (3 marks) :-Multimedia devices are electronic gadgets that can play
and display multiple forms of media, such as text, images, audio, and video.
-Here are some examples of popular multimedia devices:
● Smartphones and Tablets: Smartphones and tablets are the most popular
multimedia devices today.
-They allow users to access a wide range of multimedia content, such as music,
videos, and games, on the go.
● Laptops and Desktops: Laptops and desktops are traditional computing devices that
can also be used as multimedia devices.
-They offer larger screens and more powerful processors than smartphones and
tablets, making them ideal for creating and editing multimedia content.
● Smart TVs: Smart TVs are TV sets that can connect to the internet and stream
multimedia content from various sources, such as Netflix, Amazon Prime Video, and
YouTube.
-They also offer built-in apps for gaming and social media.
● Digital Cameras: Digital cameras allow users to capture high-quality images and
videos that can be easily shared on social media or edited using multimedia
software.
● E-Readers: E-readers are dedicated devices for reading digital books and magazines.
-They offer long battery life, adjustable font sizes, and built-in lighting for reading in
low-light conditions.
● Virtual Reality Headsets: Virtual reality (VR) headsets allow users to immerse
themselves in a simulated environment using a head-mounted display (HMD).
→Text compression :-Text compression is the process of reducing the size of text data
without losing its original meaning.
-This technique is commonly used in various applications such as file storage, data
transmission, and search engines to improve efficiency and reduce costs.
-Here are some popular text compression methods:
1. Run-Length Encoding (RLE): RLE is a simple lossless compression algorithm that
replaces continuous repeated characters into a single count.
-For example,
"WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW" would be
compressed to "W200".
-RLE is useful for compressing large blocks of repeated characters, such as white
spaces in documents or images.
2. Huffman Coding:It is a popular method for compression.
-Huffman coding is a variable-length coding algorithm that assigns shorter codes to
more frequently occurring symbols and longer codes to less frequently occurring
symbols.
-This method reduces the average number of bits required to represent a symbol,
resulting in better compression ratios.
-For example, in English text, the letter 'e' occurs more frequently than 'z', so it would
be assigned a shorter code length than 'z'.
3. LZW (Lempel-Ziv-Welch):-LZW is a lossless data compression algorithm that uses a
dictionary to replace repeated patterns with shorter codes.
-The dictionary starts with a small set of values and grows as the input data is
processed.
-This method can achieve high compression ratios .
4. Zlib:-Zlib is a widely used compression algorithm that combines both Huffman coding
and LZW to achieve high compression ratios with low computational complexity.
-Zlib is commonly used in web browsers, email clients, and operating systems for
compressing data during transmission or storage.
5. Gzip:-Gzip is an open-source file format that uses the DEFLATE algorithm, which
combines LZ77 (a variation of LZW) and Huffman coding, to achieve high
compression ratios for text files
- Gzip is commonly used in web servers and email clients to compress data before
transmission over the network, resulting in faster transfer times .
-These text compression methods can significantly reduce the size of text data while
preserving its original meaning.
→Image Types (I) :-Computers deal with different “types” of images based on their function
representations they are;
1. Binary Image :- Images that have only two unique values of pixel intensity- 0
(representing black) and 1 (representing white) are called binary images.
- Binary images are also called bi-level or two-level.
-Such images are generally used to highlight a portion of a colored image.
-Binary images are generated using threshold operation.
-When a pixel is above the threshold value, then it is turned white('1')
and which are below the threshold value then they are turned black('0')
2. Grayscale Image :- Grayscale are composed of 256 unique colors.
-where a pixel intensity of 0 represents the black color and pixel intensity of 255
represents the white color.
-All the other 254 values in between are the different shades of gray.
-Grayscale images are monochrome images, Means they have only
one color.
-Grayscale images do not contain any information about color.
3. RGB Color Image :- The images we are used to in the modern world are RGB or
colored images which are 16-bit matrices to computers.
-That is, 65,536 different colors are possible for each pixel.
-“RGB” represents the Red, Green, and Blue “channels” of an image.
-Thus, a pixel in an RGB image will be of color black when the pixel
value is (0, 0, 0) and white when it is (255, 255, 255).
-Any combination of numbers in between gives rise to all the
different colors existing in nature.
-For example, (255, 0, 0) is the color red (since only the red channel
is activated for this pixel).
-Similarly, (0, 255, 0) is green and (0, 0, 255) is blue.
→bit depth (3) :-Bit depth refers to the color information stored in an image.
-The higher the bit depth of an image, the more colors it can store.
-The simplest image, a 1 bit image, can only show two colors, black and white.
-That is because the 1 bit can only store one of two values, 0 (white) and 1 (black).
-As the bit depth increases, the file size of the image also increases because more color
information has to be stored for each pixel in the image.
4. Image Restoration :- This stage involves restoring an image to its original condition
by removing any distortions or objects that may have occurred during acquisition or
transmission.
-Restoration techniques include deblurring, denoising etc...
5. Image Synthesis :- This stage involves generating new images from existing ones
using various techniques such as morphing, compositing, and rendering.
-Synthesis is commonly used in computer graphics and special effects in movies and
TV shows.
6. Image Compression :- This stage involves reducing the size of an image without
significantly affecting its quality using various compression algorithms such as JPEG,
PNG, and WebP.
-Compression is essential for transmitting images over networks and storing them on
storage devices with limited capacity.
1. Virtual Reality: Virtual reality (VR) technology allows users to immerse themselves in
a simulated environment using a head-mounted display (HMD).
-VR experiences often incorporate multisensory perceptions, such as 3D audio,
haptic feedback, and aromatherapy, to create a more immersive and realistic
experience for the user.
2. Augmented Reality: Augmented reality (AR) technology allows users to overlay
digital content onto the real world using a smartphone or tablet.
-AR experiences often incorporate multisensory perceptions, such as audio and
haptic feedback, to create a more immersive and interactive experience for the user.
3. Interactive Advertising: Interactive advertising is being used by companies to engage
users in more immersive and memorable ways.
-Interactive ads often incorporate multisensory perceptions, such as touch screens,
audio, and video, to create a more engaging and interactive experience for the user.
*sampling (3) :- To use sound in a multimedia application, the sound waves must be
converted from analog to digital form.
-This conversion is called sampling .
-every fraction of a second a sample the of sound is recorded in digital bits
-Two factors affect the quality of digitized sound.
1. Sample rate - the number of times the sample is taken
2. Sample size - the amount of information stored about the sample
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