CG Module-1
CG Module-1
CG Module-1
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devices, graphics networks, graphics on the internet, graphics software. OpenGL: Introduction to
OpenGL ,coordinate reference frames, specifying two-dimensional world coordinate reference
frames in OpenGL, OpenGL point functions, OpenGL line functions, point attributes, line
attributes, curve attributes, OpenGL point attribute functions, OpenGL line attribute functions,
Line drawing algorithms(DDA, Bresenham’s), circle generation algorithms (Bresenham’s).
Module 2: Fill area Primitives, 2D Geometric Transformations and 2D viewing: Fill area
Primitives: Polygon fill-areas, OpenGL polygon fill area functions, fill area attributes, general
scan line polygon fill algorithm, OpenGL fill-area attribute functions. 2DGeometric
Transformations: Basic 2D Geometric Transformations, matrix representations and homogeneous
coordinates. Inverse transformations, 2DComposite transformations, other 2D transformations,
raster methods for geometric transformations, OpenGL raster transformations, OpenGL geometric
transformations function, 2D viewing: 2D viewing pipeline, OpenGL 2D viewing functions.
Module :5Input& interaction, Curves and Computer Animation: Input and Interaction:
Input devices, clients and servers, Display Lists, Display Lists and Modelling, Programming
Event Driven Input, Menus Picking, Building Interactive Models, Animating Interactive
programs, Design of Interactive programs, Logic operations .Curved surfaces, quadric surfaces,
OpenGL Quadric-Surface and Cubic-Surface Functions, Bezier Spline Curves, Bezier surfaces,
OpenGL curve functions. Corresponding openGL functions.
List of Text Books
1. Donald Hearn & Pauline Baker: Computer Graphics with OpenGL Version,3rd Edition,
Pearson Education,2011
2. Edward Angel: Interactive Computer Graphics- A Top Down approach with OpenGL, 5th
edition. Pearson Education, 2008
List of Reference Books
1. James D Foley, Andries Van Dam, Steven K Feiner, John F Huges Computer graphics with
OpenGL: pearson education
2. Xiang, Plastock : Computer Graphics , sham’s outline series, 2nd edition, TMG.
3. Kelvin Sung, Peter Shirley, steven Baer : Interactive Computer Graphics, concepts and
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applications, Cengage Learning
4. M M Raiker, Computer Graphics using OpenGL, Filip learning/Elsevier
List of URLs, Text Books, Notes, Multimedia Content, etc
1. www.opengl.com
2. https://www.opengl.org/discussion_boards/showthread.php/170886-Beginner-Book-
Recommendations
3. https://en.wikibooks.org/wiki/OpenGL_Programming
1. Design and implement algorithms for 2D graphics primitives and attributes.
2. Illustrate Geometric transformations on both 2D and 3D objects.
Course 3. Apply concepts of clipping and visible surface detection in 2D and 3D viewing,
Outcomes and Illumination Models.
4. Decide suitable hardware and software for developing graphics packages using
OpenGL.
Module 1 2020-2021 Computer Graphics and Visualization (18CS62)
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1.13 OpenGL line functions, point attributes,
1.14 Line attributes,
1.15 Curve attributes,
1.16 OpenGL point attribute functions,
1.17 OpenGL line attribute functions,
1.18 Line drawing algorithms(DDA, Bresenham’s),
1.19 Circle generation algorithms (Bresenham’s).
1.20 Questions
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Module 1 Computer Graphics and OpenGL
✓ An early application for computer graphics is the display of simple data graphs usually
plotted on a character printer. Data plotting is still one of the most common graphics
application.
✓ Graphs & charts are commonly used to summarize functional, statistical, mathematical,
engineering and economic data for research reports, managerial summaries and other
types of publications.
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✓ Typically examples of data plots are line graphs, bar charts, pie charts, surface graphs,
contour plots and other displays showing relationships between multiple parameters in
two dimensions, three dimensions, or higher-dimensional spaces
b. Computer-Aided Design
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✓ CAD, computer-aided design or CADD, computer-aided drafting and design methods are
now routinely used in the automobiles, aircraft, spacecraft, computers, home appliances.
✓ Circuits and networks for communications, water supply or other utilities are constructed
with repeated placement of a few geographical shapes.
✓ Animations are often used in CAD applications. Real-time, computer animations using
wire-frame shapes are useful for quickly testing the performance of a vehicle or system.
c. Virtual-Reality Environments
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✓ Animations in virtual-reality environments are often used to train heavy-equipment
operators or to analyze the effectiveness of various cabin configurations and control
placements.
✓ With virtual-reality systems, designers and others can move about and interact with
objects in various ways. Architectural designs can be examined by taking simulated
“walk” through the rooms or around the outsides of buildings to better appreciate the
overall effect of a particular design.
✓ With a special glove, we can even “grasp” objects in a scene and turn them over or move
them from one place to another.
d. Data Visualizations
✓ Producing graphical representations for scientific, engineering and medical data sets and
processes is another fairly new application of computer graphics, which is generally
referred to as scientific visualization. And the term business visualization is used in
connection with data sets related to commerce, industry and other nonscientific areas.
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✓ There are many different kinds of data sets and effective visualization schemes depend on
the characteristics of the data. A collection of data can contain scalar values, vectors or
higher-order tensors.
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✓ Computer generated models of physical,financial,political,social,economic & other
systems are often used as educational aids.
✓ Models of physical processes physiological functions,equipment, such as the color coded
diagram as shown in the figure, can help trainees to understand the operation of a system.
✓ For some training applications,special hardware systems are designed.Examples of such
specialized systems are the simulators for practice sessions ,aircraft pilots,air traffic-
control personnel.
✓ Some simulators have no video screens,for eg: flight simulator with only a control panel
for instrument flying
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f. Computer Art
✓ The picture is usually painted electronically on a graphics tablet using a stylus, which can
simulate different brush strokes, brush widths and colors.
✓ Fine artists use a variety of other computer technologies to produce images. To create
pictures the artist uses a combination of 3D modeling packages, texture mapping,
drawing programs and CAD software etc.
✓ Commercial art also uses theses “painting” techniques for generating logos & other
designs, page layouts combining text & graphics, TV advertising spots & other
applications.
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✓ A common graphics method employed in many television commercials is morphing,
where one object is transformed into another.
g. Entertainment
✓ Television production, motion pictures, and music videos routinely a computer graphics
methods.
✓ Sometimes graphics images are combined a live actors and scenes and sometimes the
films are completely generated a computer rendering and animation techniques.
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✓ Some television programs also use animation techniques to combine computer generated
figures of people, animals, or cartoon characters with the actor in a scene or to transform
an actor’s face into another shape.
h. Image Processing
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✓ Methods used in computer graphics and image processing overlap, the two areas are
concerned with fundamentally different operations.
✓ Image processing methods are used to improve picture quality, analyze images, or
recognize visual patterns for robotics applications.
✓ Image processing methods are often used in computer graphics, and computer graphics
methods are frequently applied in image processing.
✓ Medical applications also make extensive use of image processing techniques for picture
enhancements in tomography and in simulations and surgical operations.
✓ It is also used in computed X-ray tomography(CT), position emission
tomography(PET),and computed axial tomography(CAT).
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✓ Each screen display area can contain a different process, showing graphical or non-
graphical information, and various methods can be used to activate a display window.
✓ Using an interactive pointing device, such as mouse, we can active a display window on
some systems by positioning the screen cursor within the window display area and
pressing the left mouse button.
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✓ Historically, the operation of most video monitors was based on the standard cathoderay
tube (CRT) design, but several other technologies exist.
✓ In recent years, flat-panel displays have become significantly more popular due to their
reduced power consumption and thinner designs.
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✓ A beam of electrons, emitted by an electron gun, passes through focusing and deflection
systems that direct the beam toward specified positions on the phosphor-coated screen.
✓ The phosphor then emits a small spot of light at each position contacted by the electron
beam and the light emitted by the phosphor fades very rapidly.
✓ One way to maintain the screen picture is to store the picture information as a charge
distribution within the CRT in order to keep the phosphors activated.
✓ The most common method now employed for maintaining phosphor glow is to redraw the
picture repeatedly by quickly directing the electron beam back over the same screen
points. This type of display is called a refresh CRT.
✓ The frequency at which a picture is redrawn on the screen is referred to as the refresh
rate.
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✓ The primary components of an electron gun in a CRT are the heated metal cathode and a
control grid.
✓ The heat is supplied to the cathode by directing a current through a coil of wire, called the
filament, inside the cylindrical cathode structure.
✓ This causes electrons to be “boiled off” the hot cathode surface.
✓ Inside the CRT envelope, the free, negatively charged electrons are then accelerated
toward the phosphor coating by a high positive voltage.
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✓ Intensity of the electron beam is controlled by the voltage at the control grid.
✓ Since the amount of light emitted by the phosphor coating depends on the number of
electrons striking the screen, the brightness of a display point is controlled by varying the
voltage on the control grid.
✓ The focusing system in a CRT forces the electron beam to converge to a small cross
section as it strikes the phosphor and it is accomplished with either electric or magnetic
fields.
✓ With electrostatic focusing, the electron beam is passed through a positively charged
metal cylinder so that electrons along the center line of the cylinder are in equilibrium
position.
✓ Deflection of the electron beam can be controlled with either electric or magnetic fields.
✓ Cathode-ray tubes are commonly constructed with two pairs of magnetic-deflection coils
✓ One pair is mounted on the top and bottom of the CRT neck, and the other pair is
mounted on opposite sides of the neck.
✓ The magnetic field produced by each pair of coils results in a traverse deflection force
that is perpendicular to both the direction of the magnetic field and the direction of travel
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of the electron beam.
✓ Horizontal and vertical deflections are accomplished with these pair of coils
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✓ After a short time, the “excited” phosphor electrons begin dropping back to their
stable ground state, giving up their extra energy as small quantum of light energy called
photons.
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✓ What we see on the screen is the combined effect of all the electrons light emissions: a
glowing spot that quickly fades after all the excited phosphor electrons have returned to
their ground energy level.
✓ The frequency of the light emitted by the phosphor is proportional to the energy
difference between the excited quantum state and the ground state.
✓ Lower persistence phosphors required higher refresh rates to maintain a picture on the
screen without flicker.
✓ The maximum number of points that can be displayed without overlap on a CRT is
referred to as a resolution.
✓ Resolution of a CRT is dependent on the type of phosphor, the intensity to be displayed,
and the focusing and deflection systems.
✓ High-resolution systems are often referred to as high-definition systems.
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any specified order
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Base of
Raster Scan System Random Scan System
Difference
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Electron
Beam
The electron beam is swept
across the screen, one row at a
time, from top to bottom
The electron beam is directed only
to theparts of screen where a
picture is to be drawn
Its resolution is poor because Its resolution is good because this
raster system in contrast system produces smooth lines
Resolution
produces zigzag lines that are drawings because CRT beam
plotted as discrete point sets. directly follows the line path.
Picture definition is stored as
Picture definition is stored as a set
Picture a set of intensity values for
of line drawing instructions in a
Definitio all screen points,called pixels
display file.
n in a refresh buffer area.
The capability of this system
These systems are designed for
Realistic to store intensity values for
line-drawing and can’t display
Display pixel makes it well suited for
realistic shaded scenes.
the realistic display of scenes
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✓ The color depends on how far the electron beam penetrates into the phosphor layer.
✓ A beam of fast electron penetrates more and excites inner green layer while slow eletron
excites outer red layer.
✓ At intermediate beam speed we can produce combination of red and green lights which
emit additional two colors orange and yellow.
✓ The beam acceleration voltage controls the speed of the electrons and hence color of
pixel.
Disadvantages:
➢ It is a low cost technique to produce color in random scan monitors.
➢ It can display only four colors.
➢ Quality of picture is not good compared to other techniques.
2) Shadow-mask technique
✓ It produces wide range of colors as compared to beam-penetration technique.
✓ This technique is generally used in raster scan displays. Including color TV.
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✓ In this technique CRT has three phosphor color dots at each pixel position.
✓ One dot for red, one for green and one for blue light. This is commonly known as Dot
triangle.
✓ Here in CRT there are three electron guns present, one for each color dot. And a shadow
mask grid just behind the phosphor coated screen.
✓ The shadow mask grid consists of series of holes aligned with the phosphor dot pattern.
✓ Three electron beams are deflected and focused as a group onto the shadow mask and
when they pass through a hole they excite a dot triangle.
✓ In dot triangle three phosphor dots are arranged so that each electron beam can activate
only its corresponding color dot when it passes through the shadow mask.
✓ A dot triangle when activated appears as a small dot on the screen which has color of
combination of three small dots in the dot triangle.
✓ By changing the intensity of the three electron beams we can obtain different colors in
the shadow mask CRT.
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➔ Since we can even write on some flat panel displays they will soon be available as pocket
notepads.
➔We can separate flat panel display in two categories:
1. Emissive displays: - the emissive display or emitters are devices that convert
electrical energy into light. For Ex. Plasma panel, thin film electroluminescent
displays and light emitting diodes.
2. Non emissive displays: - non emissive display or non emitters use optical
effects to convert sunlight or light from some other source into graphics patterns.
For Ex. LCD (Liquid Crystal Display).
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Firing voltage is applied to a pair of horizontal and vertical conductors cause the gasat
the intersection of the two conductors to break down into 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, 60 times per second.
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Alternating current methods are used to provide faster application of firing voltagesand
thus brighter displays.
Separation between pixels is provided by the electric field of conductor.
One disadvantage of plasma panels is they were strictly monochromatic device
thatmeans shows only one color other than black like black and white.
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These vibrations are synchronized with the display of an object on a CRT so that each
point on the object is reflected from the mirror into a spatial position corresponding to the
distance of that point from a specified viewing location.
This allows us to walk around an object or scene and view it from different sides.
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➔ Interactive raster-graphics systems typically employ several processing units.
➔ In addition to the central processing unit (CPU), a special-purpose processor, called the
video controller or display controller, is used to control the operation of the display
device.
➔Organization of a simple raster system is shown in below Figure.
➔Here, the frame buffer can be anywhere in the system memory, and the video controller
accesses the frame buffer to refresh the screen.
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Cartesian reference frame:
✓ Frame-buffer locations and the corresponding screen positions, are referenced in
Cartesian coordinates.
✓ In an application (user) program, we use the commands within a graphics software
package to set coordinate positions for displayed objects relative to the origin of the
✓ The coordinate origin is referenced at the lower-left corner of a screen display area by the
software commands, although we can typically set the origin at any convenient location
for a particular application.
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Working:
✓ Figure shows a two-dimensional Cartesian reference frame with the origin at the
lowerleft screen corner.
✓ The screen surface is then represented as the first quadrant of a two-dimensional system
with positive x and y values increasing from left to right and bottom of the screen to the
top respectively.
✓ Pixel positions are then assigned integer x values that range from 0 to xmax across the
screen, left to right, and integer y values that vary from 0 to ymax, bottom to top.
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✓ The basic refresh operations of the video controller are diagrammed
✓ Two registers are used to store the coordinate values for the screen pixels.
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✓ Initially, the x register is set to 0 and the y register is set to the value for the top scan line.
✓ The contents of the frame buffer at this pixel position are then retrieved and used to set
the intensity of the CRT beam.
✓ Then the x register is incremented by 1, and the process is repeated for the next pixel on
the top scan line.
✓ This procedure continues for each pixel along the top scan line.
✓ After the last pixel on the top scan line has been processed, the x register is reset to 0 and
the y register is set to the value for the next scan line down from the top of the screen.
✓ The procedure is repeated for each successive scan line.
✓ After cycling through all pixels along the bottom scan line, the video controller resets the
registers to the first pixel position on the top scan line and the refresh process starts over
a.Speed up pixel position processing of video controller:
✓ Since the screen must be refreshed at a rate of at least 60 frames per second,the simple
procedure illustrated in above figure may not be accommodated by RAM chips if the
cycle time is too slow.
✓ To speed up pixel processing, video controllers can retrieve multiple pixel values from
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the refresh buffer on each pass.
✓ When group of pixels has been processed, the next block of pixel values is retrieved from
the frame buffer.
Advantages of video controller:
✓ A video controller can be designed to perform a number of other operations.
✓ For various applications, the video controller can retrieve pixel values from different
memory areas on different refresh cycles.
✓ This provides a fast mechanism for generating real-time animations.
✓ Another video-controller task is the transformation of blocks of pixels, so that screen
areas can be enlarged, reduced, or moved from one location to another during the refresh
cycles.
✓ In addition, the video controller often contains a lookup table, so that pixel values in the
frame buffer are used to access the lookup table. This provides a fast method for
changing screen intensity values.
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✓ Finally, some systems are designed to allow the video controller to mix the framebuffer
image with an input image from a television camera or other input device
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✓ The purpose of the display processor is to free the CPU from the graphics chores.
✓ In addition to the system memory, a separate display-processor memory area can be
provided.
Scan conversion:
✓ A major task of the display processor is digitizing a picture definition given in an
application program into a set of pixel values for storage in the frame buffer.
✓ This digitization process is called scan conversion.
Example 1: displaying a line
➔Graphics commands specifying straight lines and other geometric objects are scan
converted into a set of discrete points, corresponding to screen pixel positions.
➔Scan converting a straight-line segment.
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Using outline:
➔For characters that are defined as outlines, the shapes are scan-converted into the frame
buffer by locating the pixel positions closest to the outline.
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Additional operations of Display processors:
➔Display processors are also designed to perform a number of additional operations.
➔These functions include generating various line styles (dashed, dotted, or solid), displaying
color areas, and applying transformations to the objects in a scene.
➔Display processors are typically designed to interface with interactive input devices, such
as a mouse.
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➔ Encoding methods can be useful in the digital storage and transmission of picture
information
i) Run-length encoding:
The first number in each pair can be a reference to a color value, and the second number
can specify the number of adjacent pixels on the scan line that are to be displayed in that
color.
This technique, called run-length encoding, can result in a considerable saving in storage
space if a picture is to be constructed mostly with long runs of a single color each.
A similar approach can be taken when pixel colors change linearly.
ii) Cell encoding:
Another approach is to encode the raster as a set of rectangular areas (cell encoding).
Disadvantages of encoding:
❖ The disadvantages of encoding runs are that color changes are difficult to record and
storage requirements increase as the lengths of the runs decrease.
❖ In addition, it is difficult for the display controller to process the raster when many short
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runs are involved.
❖ Moreover, the size of the frame buffer is no longer a major concern, because of sharp
declines in memory costs
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✓ Multi-panel display screens are used in a variety of applications that require “wall-
sized” viewing areas. These systems are designed for presenting graphics displays at
meetings, conferences, conventions, trade shows, retail stores etc.
✓ A multi-panel display can be used to show a large view of a single scene or several
individual images. Each panel in the system displays one section of the overall picture
✓ A large, curved-screen system can be useful for viewing by a group of people studying a
particular graphics application.
✓ A 360 degree paneled viewing system in the NASA control-tower simulator, which is
used for training and for testing ways to solve air-traffic and runway problems at airports.
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and selecting menu options.
➢ Keyboards can also be provided with features for entry of screen coordinates,menu
selections or graphics functions.
➢ General purpose keyboard uses function keys and cursor-control keys.
➢ Function keys allow user to select frequently accessed operations with a single
keystroke.Cursor-control keys are used for selecting a displayed object or a location by
positioning the screen cursor.
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Mouse Devices:
➢ Mouse is a hand-held device,usually moved around on a flat surface to position the
screen cursor.wheeler or roolers on the bottom of the mouse used to record the amount
and direction of movement.
➢ Some of the mouses uses optical sensors,which detects movement across the horizontal
and vertical grid lines.
➢ Since a mouse can be picked up and put down,it is used for making relative changes in
the position of the screen.
➢ Most general purpose graphics systems now include a mouse and a keyboard as the
primary input devices.
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➢ Spaceball is an extension of two-dimensional trackball concept.
➢ Spaceballs are used for three-dimensional positioning and selection operations in virtual-
reality systems,modeling,animation,CAD and other applications.
Joysticks:
➢ Joystick is used as a positioning device,which uses a small vertical lever(stick) mounded
on a base.It is used to steer the screen cursor around and select screen position with the
stick movement.
➢ A push or pull on the stick is measured with strain gauges and converted to movement of
the screen cursor in the direction of the applied pressure.
Data Gloves:
➢ Data glove can be used to grasp a virtual object.The glove is constructed with a series of
sensors that detect hand and finger motions.
➢ Input from the glove is used to position or manipulate objects in a virtual scene.
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Digitizers:
➢ Digitizer is a common device for drawing,painting or selecting positions.
➢ Graphics tablet is one type of digitizer,which is used to input 2-dimensional coordinates
by activating a hand cursor or stylus at selected positions on a flat surface.
➢ A hand cursor contains cross hairs for sighting positions and stylus is a pencil-shaped
device that is pointed at positions on the tablet.
Image Scanners:
➢ Drawings,graphs,photographs or text can be stored for computer processing with an
image scanner by passing an optical scanning mechanism over the information to be
stored.
➢ Once we have the representation of the picture, then we can apply various image-
processing method to modify the representation of the picture and various editing
operations can be performed on the stored documents.
Touch Panels:
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➢ Touch panels allow displayed objects or screen positions to be selected with the touch of
a finger.
➢ Touch panel is used for the selection of processing options that are represented as a menu
of graphical icons.
➢ Optical touch panel-uses LEDs along one vertical and horizontal edge of the frame.
➢ Acoustical touch panels generates high-frequency sound waves in horizontal and vertical
directions across a glass plate.
Light Pens:
➢ Light pens are pencil-shaped devices used to select positions by detecting the light
coming from points on the CRT screen.
➢ To select positions in any screen area with a light pen,we must have some nonzero light
intensity emitted from each pixel within that area.
➢ Light pens sometimes give false readings due to background lighting in a room.
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Voice Systems:
➢ Speech recognizers are used with some graphics workstations as input devices for voice
commands.The voice system input can be used to initiate operations or to enter data.
➢ A dictionary is set up by speaking command words several times,then the system
analyses each word and matches with the voice command to match the pattern
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function as both a server and a client.
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✓ If coordinate values for a picture are given in some other reference frame (spherical,
hyperbolic, etc.), they must be converted to Cartesian coordinates.
✓ Several different Cartesian reference frames are used in the process of constructing and
displaying
✓ First we define the shapes of individual objects, such as trees or furniture, These
reference frames are called modeling coordinates or local coordinates
✓ Then we place the objects into appropriate locations within a scene reference frame
called world coordinates.
✓ After all parts of a scene have been specified, it is processed through various output-
device reference frames for display. This process is called the viewing pipeline.
✓ The scene is then stored in normalized coordinates. Which range from −1 to 1 or from 0
to 1 Normalized coordinates are also referred to as normalized device coordinates.
✓ The coordinate systems for display devices are generally called device coordinates, or
screen coordinates.
NOTE: Geometric descriptions in modeling coordinates and world coordinates can be given in
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➔The basic building blocks for pictures are referred to as graphics output primitives
➔Attributes are properties of the output primitives
➔We can change the size, position, or orientation of an object using geometric
transformations
➔Modeling transformations, which are used to construct a scene.
➔Viewing transformations are used to select a view of the scene, the type of projection to
be used and the location where the view is to be displayed.
➔ Input functions are used to control and process the data flow from these interactive
devices(mouse, tablet and joystick)
➔Graphics package contains a number of tasks .We can lump the functions for carrying out
many tasks by under the heading control operations.
Software Standards
✓ The primary goal of standardized graphics software is portability.
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✓ In 1984, Graphical Kernel System (GKS) was adopted as the first graphics software
standard by the International Standards Organization (ISO)
✓ The second software standard to be developed and approved by the standards organizations
was Programmer’s Hierarchical Interactive Graphics System (PHIGS).
✓ Extension of PHIGS, called PHIGS+, was developed to provide 3-D surface rendering
capabilities not available in PHIGS.
✓ The graphics workstations from Silicon Graphics, Inc. (SGI), came with a set of routines
called GL (Graphics Library)
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1.12 Introduction To OpenGL
✓ OpenGL basic(core) library :-A basic library of functions is provided in OpenGL for
specifying graphics primitives, attributes,
transformations, and many other operations.
geometric transformations, viewing
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➔ The OpenGL functions also expect specific data types. For example, an OpenGL function
parameter might expect a value that is specified as a 32-bit integer. But the size of an
integer specification can be different on different machines.
➔ To indicate a specific data type, OpenGL uses special built-in, data-type names, such as
GLbyte, GLshort, GLint, GLfloat, GLdouble, Glboolean
Related Libraries
➔ In addition to OpenGL basic(core) library(prefixed with gl), there are a number of
associated libraries for handling special operations:-
1) OpenGL Utility(GLU):- Prefixed with “glu”. It provides routines for setting up
viewing and projection matrices, describing complex objects with line and polygon
approximations, displaying quadrics and B-splines using linear approximations,
processing the surface-rendering operations, and other complex tasks.
-Every OpenGL implementation includes the GLU library
2) Open Inventor:- provides routines and predefined object shapes for interactive three-
dimensional applications which are written in C++.
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3) Window-system libraries:- To create graphics we need display window. We cannot
create the display window directly with the basic OpenGL functions since it contains
only device-independent graphics functions, and window-management operations are
device-dependent. However, there are several window-system libraries that supports
OpenGL functions for a variety of machines.
Eg:- Apple GL(AGL), Windows-to-OpenGL(WGL), Presentation Manager to
OpenGL(PGL), GLX.
4) OpenGL Utility Toolkit(GLUT):- provides a library of functions which acts as
interface for interacting with any device specific screen-windowing system, thus making our
program device-independent. The GLUT library functions are prefixed with “glut”.
Header Files
✓ In all graphics programs, we will need to include the header file for the OpenGL core
library.
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Module 1 Computer Graphics and OpenGL
✓ In windows to include OpenGL core libraries and GLU we can use the following header
files:-
#include <windows.h> //precedes other header files for including Microsoft windows ver
of OpenGL libraries
#include<GL/gl.h>
#include <GL/glu.h>
✓ The above lines can be replaced by using GLUT header file which ensures gl.h and glu.h
are included correctly,
✓ #include <GL/glut.h> //GL in windows
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We are using the OpenGL Utility Toolkit, our first step is to initialize GLUT.
This initialization function could also process any command line arguments, but we
wilnot need to use these parameters for our first example programs.
We perform the GLUT initialization with the statement
glutInit (&argc, argv);
Step 2: title
We can state that a display window is to be created on the screen with a given caption for
the title bar. This is accomplished with the function
glutCreateWindow ("An Example OpenGL Program");
where the single argument for this function can be any character string that we wanto
t
use for the display-window title.
Step 3: Specification of the display window
Then we need to specify what the display window is to contain.
For this, we create a picture using OpenGL functions and pass the picture definition o
t
the GLUT routine glutDisplayFunc, which assigns our picture to the display window.
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Module 1 Computer Graphics and OpenGL
Example: suppose we have the OpenGL code for describing a line segmentina
procedure called lineSegment.
Then the following function call passes the line-segment description to the display
window:
glutDisplayFunc (lineSegment);
Step 4: one more GLUT function
But the display window is not yet on the screen.
We need one more GLUT function to complete the window-processing operations.
After execution of the following statement, all display windows that we have created,
including their graphic content, are now activated:
glutMainLoop ( );
This function must be the last one in our program. It displays the initial graphics and
pustthe program into an infinite loop that checks for input from devices such as a mouse
or keyboard.
Step 5: these parameters using additional GLUT functions
Although the display window that we created will be in some default location and
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szie,we can set these parameters using additional GLUT functions.
GLUT Function 1:
➔We use the glutInitWindowPosition function to give an initial location for the upper left
corner of the display window.
➔This position is specified in integer screen coordinates, whose origin is at the upper-left
corner of the screen.
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Module 1 Computer Graphics and OpenGL
GLUT Function 2:
After the display window is on the screen, we can reposition and resize it.
GLUT Function 3:
➔ We can also set a number of other options for the display window, such as buffering and
a choice of color modes, with the glutInitDisplayMode function.
➔Arguments for this routine are assigned symbolic GLUT constants.
➔ Example: the following command specifies that a single refresh buffer is to be used for the
display window and that we want to use the color mode which uses red, green, and blue
(RGB) components to select color values:
glutInitDisplayMode (GLUT_SINGLE | GLUT_RGB);
➔The values of the constants passed to this function are combined using a logical or
operation.
➔Actually, single buffering and RGB color mode are the default options.
➔ But we will use the function now as a reminder that these are the options that are set for
our display.
➔ Later, we discuss color modes in more detail, as well as other display options, such as
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double buffering for animation applications and selecting parameters for viewing
threedimensional scenes.
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Module 1 Computer Graphics and OpenGL
➔The fourth parameter in the glClearColor function is called the alpha value for the
specified color. One use for the alpha value is as a “blending” parameter
➔When we activate the OpenGL blending operations, alpha values can be used to
determine the resulting color for two overlapping objects.
➔An alpha value of 0.0 indicates a totally transparent object, and an alpha value of 1.0
indicates an opaque object.
➔For now, we will simply set alpha to 0.0.
➔Although the glClearColor command assigns a color to the display window, it does not put
the display window on the screen.
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indicated in the glClearColor function. (OpenGL has several different kinds of buffers
that can be manipulated.
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Module 1 Computer Graphics and OpenGL
Example program
➔For our first program, we simply display a two-dimensional line segment.
➔ To do this, we need to tell OpenGL how we want to “project” our picture onto the
display window because generating a two-dimensional picture is treated by OpenGL as a
special case of three-dimensional viewing.
➔So, although we only want to produce a very simple two-dimensional line, OpenGL
processes our picture through the full three-dimensional viewing operations.
➔We can set the projection type (mode) and other viewing parameters that we need with
the following two functions:
glMatrixMode (GL_PROJECTION);
gluOrtho2D (0.0, 200.0, 0.0, 150.0);
➔ This specifies that an orthogonal projection is to be used to map the contents of a
twodimensional rectangular area of world coordinates to the screen, and that the x-
coordinate values within this rectangle range from 0.0 to 200.0 with y-coordinate values
ranging from 0.0 to 150.0.
➔ Whatever objects we define within this world-coordinate rectangle will be shown within
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the display window.
➔Anything outside this coordinate range will not be displayed.
➔ Therefore, the GLU function gluOrtho2D defines the coordinate reference frame within
the display window to be (0.0, 0.0) at the lower-left corner of the display window and
(200.0, 150.0) at the upper-right window corner.
➔For now, we will use a world-coordinate rectangle with the same aspect ratio as the
display window, so that there is no distortion of our picture.
➔Finally, we need to call the appropriate OpenGL routines to create our line segment.
➔The following code defines a two-dimensional, straight-line segment with integer,
➔Cartesian endpoint coordinates (180, 15) and (10, 145).
glBegin (GL_LINES);
glVertex2i (180, 15);
glVertex2i (10, 145);
glEnd ( );
➔Now we are ready to put all the pieces together:
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Module 1 Computer Graphics and OpenGL
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#include <GL/glut.h> // (or others, depending on the system in use)
void init (void)
{
glClearColor (1.0, 1.0, 1.0, 0.0); // Set display-window color to white.
glMatrixMode (GL_PROJECTION); // Set projection parameters.
gluOrtho2D (0.0, 200.0, 0.0, 150.0);
}
void lineSegment (void)
{
glClear (GL_COLOR_BUFFER_BIT); // Clear display window.
glColor3f (0.0, 0.4, 0.2); // Set line segment color to green.
glBegin (GL_LINES);
glVertex2i (180, 15); // Specify line-segment geometry.
glVertex2i (10, 145);
glEnd ( );
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Module 1 Computer Graphics and OpenGL
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A convenient Cartesian coordinate system, called the world-coordinate reference
frame,which could be either 2D or 3D.
We then describe the objects in our picture by giving their geometric specifications n
terms of positions in world coordinates.
i
Example: We define a straight-line segment with two endpoint positions, and a polygon
is specified with a set of positions for its vertices.
These coordinate positions are stored in the scene description along with other info about
the objects, such as their color and their coordinate extents
Co-ordinate extents :Co-ordinate extents are the minimum and maximum x, y, andz
values for each object.
A set of coordinate extents is also described as a bounding box for an object.
Ex:For a 2D figure, the coordinate extents are sometimes called its bounding rectangle.
Objects are then displayed by passing the scene description to the viewing routines which
identify visible surfaces and map the objects to the frame buffer positions and then on the
video monitor.
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Module 1 Computer Graphics and OpenGL
The scan-conversion algorithm stores info about the scene, such as color values, at the
appropriate locations in the frame buffer, and then the scene is displayed on the output
device.
Screen co-ordinates:
✓ Locations on a video monitor are referenced in integer screen coordinates, which
correspond to the integer pixel positions in the frame buffer.
✓ Scan-line algorithms for the graphics primitives use the coordinate descriptions to
determine the locations of pixels
✓ Example: given the endpoint coordinates for a line segment, a display algorithm must
calculate the positions for those pixels that lie along the line path between the endpoints.
✓ Since a pixel position occupies a finite area of the screen, the finite size of a pixel must
be taken into account by the implementation algorithms.
✓ For the present, we assume that each integer screen position references the centre of a
pixel area.
✓ Once pixel positions have been identified the color values must be stored in the frame
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buffer
• stores the current color setting into the frame buffer at integer position(x, y), relative to
the position of the screen-coordinate origin
ii) getPixel (x, y, color);
• Retrieves the current frame-buffer setting for a pixel location;
• Parameter color receives an integer value corresponding to the combined RGB bit codes
stored for the specified pixel at position (x,y).
• Additional screen-coordinate information is needed for 3D scenes.
• For a two-dimensional scene, all depth values are 0.
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Module 1 Computer Graphics and OpenGL
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➢ The gluOrtho2D command is a function we can use to set up any 2D Cartesian reference
frames.
➢ The arguments for this function are the four values defining the x and y coordinate limits
for the picture we want to display.
➢ Since the gluOrtho2D function specifies an orthogonal projection, we need also to be sure
that the coordinate values are placed in the OpenGL projection matrix.
➢ In addition, we could assign the identity matrix as the projection matrix before defining
the world-coordinate range.
➢ This would ensure that the coordinate values were not accumulated with any values we
may have previously set for the projection matrix.
➢ Thus, for our initial two-dimensional examples, we can define the coordinate frame for
the screen display window with the following statements
glMatrixMode (GL_PROJECTION);
glLoadIdentity ( );
gluOrtho2D (xmin, xmax, ymin, ymax);
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Module 1 Computer Graphics and OpenGL
➢ The display window will then be referenced by coordinates (xmin, ymin) at the lower-left
corner and by coordinates (xmax, ymax) at the upper-right corner, as shown in Figure
below
➢ We can then designate one or more graphics primitives for display using the coordinate
reference specified in the gluOrtho2D statement.
➢ If the coordinate extents of a primitive are within the coordinate range of the display
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window, all of the primitive will be displayed.
➢ Otherwise, only those parts of the primitive within the display-window coordinate limits
will be shown.
➢ Also, when we set up the geometry describing a picture, all positions for the OpenGL
primitives must be given in absolute coordinates, with respect to the reference frame
defined in the gluOrtho2D function.
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Module 1 Computer Graphics and OpenGL
where:
glBegin indicates the beginning of the object that has to be
displayed glEnd indicates the end of primitive
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➢ Each vertex is displayed as a point.
➢ The size of the point would be of at least one pixel.
➢ Then this coordinate position, along with other geometric descriptions we may have in
our scene, is passed to the viewing routines.
➢ Unless we specify other attribute values, OpenGL primitives are displayed with a default
size and color.
➢ The default color for primitives is white, and the default point size is equal to the size of a
single screen pixel
Syntax:
Case 1:
glBegin (GL_POINTS);
glVertex2i (50, 100);
glVertex2i (75, 150);
glVertex2i (100, 200);
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Module 1 Computer Graphics and OpenGL
glEnd ( );
Case 2:
➢ we could specify the coordinate values for the preceding points in arrays such
as int point1 [ ] = {50, 100};
int point2 [ ] = {75, 150};
int point3 [ ] = {100, 200};
and call the OpenGL functions for plotting the three points as
glBegin (GL_POINTS);
glVertex2iv (point1);
glVertex2iv (point2);
glVertex2iv (point3);
glEnd ( );
Case 3:
➢ specifying two point positions in a three dimensional world reference frame. In this case,
we give the coordinates as explicit floating-point values:
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78.05, 909.72, 14.60); glVertex3f
(261.91, -5200.67, 188.33); glEnd ( );
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Module 1 Computer Graphics and OpenGL
Case 2: GL_LINE_STRIP:
Successive vertices are connected using line segments. However, the final vertex is not
connected to the initial vertex.
glBegin (GL_LINES_STRIP);
glVertex2iv (p1);
glVertex2iv (p2);
glVertex2iv (p3);
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glVertex2iv (p4);
glVertex2iv (p5);
glEnd ( );
Case 3: GL_LINE_LOOP:
Successive vertices are connected using line segments to form a closed path or loop i.e., final
vertex is connected to the initial vertex.
glBegin (GL_LINES_LOOP);
glVertex2iv (p1);
glVertex2iv (p2);
glVertex2iv (p3);
glVertex2iv (p4);
glVertex2iv (p5);
glEnd ( );
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Module 1 Computer Graphics and OpenGL
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and the point is then displayed as a square block of pixels.
➔Parameter size is assigned a positive floating-point value, which is rounded to an integer
(unless the point is to be antialiased).
➔The number of horizontal and vertical pixels in the display of the point is determined by
parameter size.
➔Thus, a point size of 1.0 displays a single pixel, and a point size of 2.0 displays a 2×2
pixel array.
➔ If we activate the antialiasing features of OpenGL, the size of a displayed block of pixels
will be modified to smooth the edges.
➔The default value for point size is 1.0.
Example program:
➔Attribute functions may be listed inside or outside of a glBegin/glEnd pair.
➔Example: the following code segment plots three points in varying colors and sizes.
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Module 1 Computer Graphics and OpenGL
➔The first is a standard-size red point, the second is a double-size green point, and the third
is a triple-size blue point:
Ex:
glColor3f (1.0, 0.0, 0.0);
glBegin (GL_POINTS);
glVertex2i (50, 100);
glPointSize (2.0);
glColor3f (0.0, 1.0, 0.0);
glVertex2i (75, 150);
glPointSize (3.0);
glColor3f (0.0, 0.0, 1.0);
glVertex2i (100, 200);
glEnd ( );
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➔In OpenGL straight-line segment with three attribute settings: line color, line-width, and
line style.
➔OpenGL provides a function for setting the width of a line and another function for
specifying a line style, such as a dashed or dotted line.
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Module 1 Computer Graphics and OpenGL
➔ That is, the magnitude of the horizontal and vertical separations of the line endpoints,
deltax and deltay, are compared to determine whether to generate a thick line using
vertical pixel spans or horizontal pixel spans.
Pattern:
➔Parameter pattern is used to reference a 16-bit integer that describes how the line should
be displayed.
➔1 bit in the pattern denotes an “on” pixel position, and a 0 bit indicates an “off”
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pixel position.
➔The pattern is applied to the pixels along the line path starting with the low-order bits in
the pattern.
➔The default pattern is 0xFFFF (each bit position has a value of 1),which produces a solid
line.
repeatFactor
➔ Integer parameter repeatFactor specifies how many times each bit in the pattern is to be
repeated before the next bit in the pattern is applied.
➔The default repeat value is 1.
Polyline:
➔With a polyline, a specified line-style pattern is not restarted at the beginning of each
segment.
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Module 1 Computer Graphics and OpenGL
➔ It is applied continuously across all the segments, starting at the first endpoint of the
polyline and ending at the final endpoint for the last segment in the series.
Example:
➔For line style, suppose parameter pattern is assigned the hexadecimal representation
0x00FF and the repeat factor is 1.
➔This would display a dashed line with eight pixels in each dash and eight pixel positions
that are “off” (an eight-pixel space) between two dashes.
➔Also, since low order bits are applied first, a line begins with an eight-pixel dash starting
at the first endpoint.
➔This dash is followed by an eight-pixel space, then another eight-pixel dash, and so forth,
until the second endpoint position is reached.
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➢ If we forget to include this enable function, solid lines are displayed; that is, the default
pattern 0xFFFF is used to display line segments.
➢ At any time, we can turn off the line-pattern feature with
glDisable (GL_LINE_STIPPLE);
➢ This replaces the current line-style pattern with the default pattern (solid lines).
Example Code:
typedef struct { float x, y; } wcPt2D;
wcPt2D dataPts [5];
void linePlot (wcPt2D dataPts [5])
{
int k;
glBegin (GL_LINE_STRIP);
for (k = 0; k < 5; k++)
glVertex2f (dataPts [k].x, dataPts [k].y);
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Module 1 Computer Graphics and OpenGL
glFlush ( );
glEnd ( );
}
/* Invoke a procedure here to draw coordinate axes. */
glEnable (GL_LINE_STIPPLE); /* Input first set of (x, y) data values.
*/ glLineStipple (1, 0x1C47); // Plot a dash-dot, standard-width polyline.
linePlot (dataPts);
/* Input second set of (x, y) data values. */
glLineStipple (1, 0x00FF); / / Plot a dashed, double-width polyline.
glLineWidth (2.0);
linePlot (dataPts);
/* Input third set of (x, y) data values. */
glLineStipple (1, 0x0101); // Plot a dotted, triple-width polyline.
glLineWidth (3.0);
linePlot (dataPts);
glDisable (GL_LINE_STIPPLE);
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1.18 Curve Attributes
➔Parameters for curve attributes are the same as those for straight-line segments.
➔We can display curves with varying colors, widths, dot-dash patterns, and available pen
or brush options.
➔Methods for adapting curve-drawing algorithms to accommodate attribute selections are
similar to those for line drawing.
➔Raster curves of various widths can be displayed using the method of horizontal or
vertical pixel spans.
Case 1: Where the magnitude of the curve slope |m| <= 1.0, we plot vertical spans;
Case 2: when the slope magnitude |m| > 1.0, we plot horizontal spans.
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Module 1 Computer Graphics and OpenGL
Method 2: Another method for displaying thick curves is to fill in the area between two Parallel
curve paths, whose separation distance is equal to the desired width. We could do this using the
specified curve path as one boundary and setting up the second boundary either inside or outside
the original curve path. This approach, however, shifts the original curve path either inward or
outward, depending on which direction we choose for the second boundary.
Method 3:The pixel masks discussed for implementing line-style options could also be used in
raster curve algorithms to generate dashed or dotted patterns
Method 4: Pen (or brush) displays of curves are generated using the same techniques discussed
for straight-line segments.
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✓ A straight-line segment in a scene is defined by coordinate positions for the endpoints of
the segment.
✓ To display the line on a raster monitor, the graphics system must first project the
endpoints to integer screen coordinates and determine the nearest pixel positions along
the line path between the two endpoints then the line color is loaded into the frame buffer
at the corresponding pixel coordinates
✓ The Cartesian slope-intercept equation for a straight line is
y=m * x +b ------------ >(1)
with m as the slope of the line and b as the y intercept.
✓ Given that the two endpoints of a line segment are specified at positions (x0,y0) and
(xend, yend) ,as shown in fig.
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Module 1 Computer Graphics and OpenGL
✓ We determine values for the slope m and y intercept b with the following equations:
m=(yend - y0)/(xend - x0)----------------- >(2)
b=y0 - m.x0 --------------- >(3)
✓ Algorithms for displaying straight line are based on the line equation (1) and calculations
given in eq(2) and (3).
✓ For given x interval δx along a line, we can compute the corresponding y interval δy
from eq.(2) as
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Module 1 Computer Graphics and OpenGL
➔A line is sampled at unit intervals in one coordinate and the corresponding integer values
nearest the line path are determined for the other coordinate
➔DDA Algorithm has three cases so from equation i.e.., m=(yk+1 - yk)/(xk+1 - xk)
Case1:
if m<1,x increment in unit intervals
i.e..,xk+1=xk+1
then, m=(yk+1 - yk)/( xk+1 - xk)
m= yk+1 - yk
yk+1 = yk + m------------ >(1)
➔where k takes integer values starting from 0,for the first point and increases by 1 until
final endpoint is reached. Since m can be any real number between 0.0 and 1.0,
Case2:
if m>1, y increment in unit intervals
i.e. , yk+1 = yk + 1
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then, m= (yk + 1- yk)/( xk+1 - xk)
m(xk+1 - xk)=1
xk+1 =(1/m)+ xk ------------------------- (2)
Case3:
if m=1,both x and y increment in unit intervals
i.e. ,xk+1=xk + 1 and yk+1 = yk + 1
Equations (1) and (2) are based on the assumption that lines are to be processed from the left
endpoint to the right endpoint. If this processing is reversed, so that the starting endpoint is at the
right, then either we have δx=-1 and
yk+1 = yk - m ---------------- (3)
or(when the slope is greater than 1)we have δy=-1 with
xk+1 = xk - (1/m) ---------------- (4)
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Module 1 Computer Graphics and OpenGL
➔Similar calculations are carried out using equations (1) through (4) to determine the pixel
positions along a line with negative slope. thus, if the absolute value of the slope is less than
1 and the starting endpoint is at left ,we set δx==1 and calculate y values with eq(1).
➔when starting endpoint is at the right(for the same slope),we set δx=-1 and obtain y
positions using eq(3).
➔This algorithm is summarized in the following procedure, which accepts as input two
integer screen positions for the endpoints of a line segment.
➔if m<1,where x is incrementing by 1 yk+1
= yk + m
➔So initially x=0,Assuming (x0,y0)as initial point assigning x= x0,y=y0 which is the
starting point .
O Illuminate pixel(x1,round(y1))
O x2= x1+ 1 , y2=y1 + 1
O Illuminate pixel(x2,round(y2))
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O Till it reaches final point.
➔if m>1,where y is incrementing by 1 xk+1
=(1/m)+ xk
➔So initially y=0,Assuming (x0,y0)as initial point assigning x= x0,y=y0 which is the
starting point .
O Illuminate pixel(round(x),y)
O x1= x+( 1/m) ,y1=y
O Illuminate pixel(round(x1),y1)
O x2= x1+ (1/m) , y2=y1
O Illuminate pixel(round(x2),y2)
O Till it reaches final point.
➔The DDA algorithm is faster method for calculating pixel position than one that directly
implements .
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Module 1 Computer Graphics and OpenGL
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int dx = xEnd - x0, dy = yEnd - y0, steps, k;
float xIncrement, yIncrement, x = x0, y = y0;
if (fabs (dx) > fabs (dy))
steps = fabs (dx);
else
steps = fabs (dy);
xIncrement = float (dx) / float (steps);
yIncrement = float (dy) / float (steps);
setPixel (round (x), round (y));
for (k = 0; k < steps; k++) {
x += xIncrement;
y += yIncrement;
setPixel (round (x), round (y));
}
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Module 1 Computer Graphics and OpenGL
Bresenham’s Algorithm:
➔ It is an efficient raster scan generating algorithm that uses incremental integral calculations
➔To illustrate Bresenham’s approach, we first consider the scan-conversion process
for lines with positive slope less than 1.0.
➔ Pixel positions along a line path are then determined by sampling at unit x intervals.
Starting from the left endpoint (x0, y0) of a given line, we step to each successive column
(x position) and plot the pixel whose scan-line y value is closest to the line path.
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3. Calculate the constants ∆x, ∆y, 2∆y, and 2∆y − 2∆x, and obtain the starting value for
the decision parameter as
p0 = 2∆y −∆x
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 + 2∆y
Otherwise, the next point to plot is (xk + 1, yk + 1) and
pk+1 = pk + 2∆y − 2∆x
5. Repeat step 4 ∆x − 1 more times.
Note:
If |m|>1.0
Then
p0 = 2∆x −∆y
and
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Module 1 Computer Graphics and OpenGL
Code:
#include <stdlib.h>
#include <math.h>
/* Bresenham line-drawing procedure for |m| < 1.0. */
void lineBres (int x0, int y0, int xEnd, int yEnd) {
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/* Determine which endpoint to use as start position.
*/ if (x0 > xEnd) {
x = xEnd;
y = yEnd;
xEnd = x0;
}
else {
x = x0;
y = y0;
}
setPixel (x, y);
while (x < xEnd) {
x++;
if (p < 0)
p += twoDy;
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Module 1 Computer Graphics and OpenGL
else {
y++;
p += twoDyMinusDx;
}
setPixel (x, y);
}
}
Properties of Circles
➔A circle is defined as the set of points that are all at a given distance r from a center
position (xc , yc ).
➔For any circle point (x, y), this distance relationship is expressed by the Pythagorean
theorem in Cartesian coordinates as
➔We could use this equation to calculate the position of points on a circle circumference
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by stepping along the x axis in unit steps from xc −r to xc +r and calculating the
corresponding y values at each position as
➔One problem with this approach is that it involves considerable computation at each step.
Moreover, the spacing between plotted pixel positions is not uniform.
➔ We could adjust the spacing by interchanging x and y (stepping through y values and
calculating x values) whenever the absolute value of the slope of the circle is greater than
1; but this simply increases the computation and processing required by the algorithm.
➔Another way to eliminate the unequal spacing is to calculate points along the circular
boundary using polar coordinates r and θ
➔Expressing the circle equation in parametric polar form yields the pair of equations
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Module 1 Computer Graphics and OpenGL
➔To summarize, the relative position of any point (x, y) can be determined by checking the
sign of the circle function as follows:
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Eight way symmetry
➔The shape of the circle is similar in each quadrant.
➔Therefore ,if we determine the curve positions in the first quadrant ,we can generate the
circle positions in the second quadrant of xy plane.
➔The circle sections in the third and fourth quadrant can be obtained from sections in the
first and second quadrant by considering the symmetry along X axis
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Module 1 Computer Graphics and OpenGL
➔Conside the circle centered at the origin,if the point ( x, y) is on the circle,then we can
compute 7 other points on the circle as shown in the above figure.
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➔Our decision parameter is the circle function evaluated at the midpoint between these two
pixels:
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Module 1 Computer Graphics and OpenGL
➔The initial decision parameter is obtained by evaluating the circle function at the start
position (x0, y0) = (0, r ):
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2. Calculate the initial value of the decision parameter
as p0 = 1-r
3. At each xk position, starting at k = 0, perform the following test:
If pk <0, the next point along the circle centered on (0, 0) is (xk+1, yk ) and
pk+1 = pk + 2xk+1 + 1
Otherwise, the next point along the circle is (xk + 1, yk − 1) and
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Module 1 Computer Graphics and OpenGL
Code:
void draw_pixel(GLint cx, GLint cy)
{
glColor3f(0.5,0.5,0.0);
glBegin(GL_POINTS);
glVertex2i(cx, cy);
glEnd();
}
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draw_pixel(y+h, x+k);
draw_pixel(-y+h, x+k);
draw_pixel(y+h, -x+k);
draw_pixel(-y+h, -x+k);
}
63
Module 1 Computer Graphics and OpenGL
d+=2*(x-y)+5;
--y;
}
++x;
}
plotpixels(xc, yc, x, y);
}
1.20 Questions
1. Define Computer Graphics ? List and explain applications of computer graphics?
2. With a neat diagram explain refresh cathode ray tube?
3. Write a note on raster scan display and random scan display?
4. Differentiate between raster scan and random scan display?
5. Briefly explain color CRT monitors?
6. With a neat diagram explain operation of 3Ddisplay System?
7. Write a short note on
a. Basic openGL syntax
b. Display window management system using GLUT
8. Write a note on coordinate reference frame?
9. With example explain line attribute functions?
10. Implement an openGL program for bresenhams line drawing algorithm?
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