Computer Graphics Summary
Computer Graphics Summary
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GUIs revolutionized user experience but can demand higher system resources compared
to text-based interfaces.
*"Developed at Xerox PARC in the 1970s, Popularized by Apple with the Macintosh in
1984, Became widespread with Microsoft Windows in the 1990s"*
Color Models: Represent colors mathematically for digital displays.
RGB: Additive model using red, green, and blue as primary colors. "All other colours are
produced by the proportional ratio of these three colours only." widely used in displays
and digital imaging.
CMYK: Subtractive model using cyan, magenta, yellow, and black, primarily used for
printing.
HSV (Hue, Saturation, Value): Represents color aligned with human perception,
simplifying color selection in graphics software.
Color Lookup Table (CLUT): A table that maps color indices to actual color values, used for
reducing memory usage.
A mechanism for memory optimization by storing a limited color palette, referencing them
through indices.
Beneficial for early graphics systems with limited resources, while potentially restricting
the number of displayed colors.
Scan Line Algorithm: Fills polygons by intersecting scan lines with edges and filling
between intersection points.
Boundary Fill Algorithm: Starts from a seed point and recursively fills neighboring
pixels with the same color until a boundary is reached.
Flood Fill Algorithm: Similar to boundary fill, but does not rely on boundary color
differences.
Inside-Outside Test: Determines whether a point is inside or outside a polygon, often
used in filling algorithms.
Transformations: Mathematical operations modifying object position, size, and orientation.
2D Transformations: Mathematical operations to manipulate object position, size, and
orientation in a 2D plane.
Translation: Moving an object along x and y axes.
Rotation: Rotating an object around a point.
Scaling: Changing the size of an object.
Reflection: Creating a mirror image of an object.
Shearing: Slanting an object horizontally or vertically.
Homogeneous Coordinates: A representation adding a third coordinate for matrix
multiplication-based transformations.
3D Transformations: Extend 2D concepts to three dimensions.
Translation, Rotation, Scaling, Reflection, and Shearing: Analogous to 2D
counterparts but in 3D space.
Homogeneous Coordinates in 3D: Simplify matrix representation for various
transformations.
Composite Transformations: Combine multiple transformations into a single operation for
efficiency and simplicity.
and clipping.
Window and Viewport:Window: The area selected from the world coordinate system
for display.
Viewport: The area on the display device (screen) where the window is mapped.
Clipping: Removing portions of objects outside the defined window or viewing area.
Sutherland-Cohen Algorithm: Efficiently clips lines against a rectangular window using
region codes for endpoints.
Cyrus-Beck Algorithm: A more general algorithm that can handle clipping against
convex polygons.
Visible Surface Detection (VSD): Determining which surfaces are visible from a given
viewpoint, eliminating hidden surfaces.
Classification:
Image-Space Algorithms: Operate on the image plane (e.g., Z-buffer
algorithm).
Object-Space Algorithms: Analyze object geometry (e.g., backface removal,
depth sorting).
Hybrid Methods: Combine both approaches.
Depth Buffer (Z-Buffer) Method: Compares surface depths at each pixel, storing the
closest surface's intensity.
Back Face Culling: Eliminates surfaces facing away from the viewer.
Scan Line Method: Processes scan lines, comparing depths of intersecting surfaces to
determine visibility.
Depth Sorting (Painter's Algorithm): Sorts polygons based on depth, rendering from
back to front.
Area Subdivision Method: Divides the scene into regions for efficient visibility testing.
Applications:
Medical imaging, remote sensing, computer vision, multimedia, industrial inspection,
document processing.
File Formats:
Raster: JPEG, PNG, GIF, TIFF.
Vector: SVG, EPS.
Raw: Unprocessed sensor data from cameras.
Basic DIP Techniques:
Antialiasing: Reduces jagged edges by averaging pixel values.
Convolutions: Apply filters (kernels) for blurring, sharpening, edge detection, etc.
*"A kernel for sharpening: [ 0, -1, 0 ], [ -1, 5, -1 ], [ 0, -1, 0 ]"*
Thresholding: Converts grayscale to binary images by setting pixel values based on a
threshold.
Image Enhancement: Improves image quality for various tasks.
Contrast enhancement, histogram equalization, brightness adjustment, linear contrast
stretching, gamma correction.
Image Representation: Digital images are represented as a grid of pixels, each storing color
information.
Types:
Raster Images: Composed of pixels, suitable for photographs and realistic images.
Vector Images: Based on mathematical equations, suitable for logos and illustrations.
Aliasing: Visual artifacts (jagged edges) due to limited pixel resolution.
Anti-Aliasing Techniques: Methods to smooth jagged edges, including super-
sampling, pre-filtering, and pixel phasing.
Supersampling: This involves rendering the image at a higher resolution and then
downscaling it to the target resolution.
Multisample Antialiasing (MSAA): A method used in 3D graphics to smooth
edges by averaging samples taken from multiple points on the edges of objects.
Convolution: Using kernels (small matrices) to modify pixel values, performing operations
like blurring, sharpening, and edge detection.
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