CG Unit 1 Sol
CG Unit 1 Sol
Vectors:
In the context of graphics, vectors describe a path defined by points, lines, and curves. Vector
graphics are resolution-independent, meaning they can be scaled up or down without losing
quality.
Line:
A line often refers to a straight connection between two points, defined by starting and ending
coordinates. The visual representation of lines in digital graphics is usually accomplished by
displaying pixels in a linear arrangement to simulate the appearance of a continuous line.
Frame Buffers:
A frame buffer is a portion of RAM containing a bitmap that drives a video display. It represents
the memory that holds the data for each pixel on the screen. Each pixel's data in the frame
buffer corresponds to the pixel's color and intensity on the display.
Touch Panels:
Touch panels, commonly known as touchscreens, are display screens equipped with sensors to
detect touch (pressure or capacitance) on their surface. When a user touches the screen, the
system determines the coordinates of that touch.
Light Pen:
A light pen is an input device that looks similar to a pen and has a photosensor on its tip. It is
used to detect light emitted from the screen of a computer monitor or other display. When the
tip of the light pen is placed against the screen, it can detect its position based on the timing of
the screen's scanning beam (in CRT displays).
Resolution:
Resolution describes the amount of detail a digital image or display can represent and is
typically measured in pixels. For displays, it indicates the total number of pixels in both
dimensions (e.g., 1920x1080 pixels). Higher resolutions mean more pixels, which usually allows
for a sharper and clearer image.
Aspect Ratio:
Aspect ratio is the ratio of the width to the height of an image or screen. The aspect ratio helps
ensure that images and videos are displayed correctly without unnecessary stretching or
compression.
4] Plasma Displays:
Cell-Based: Uses small cells filled with noble gases and a bit of mercury.
High Contrast: Can achieve deep blacks since each cell is self-lighting.
Response Time: Generally, very fast response times, suitable for fast-paced content.
Energy Consumption: Typically, more than LCDs but has improved over time.
2. Digitizer: A digitizer is a device that converts analog information into digital form. In the
realm of computer graphics, a common example is the graphics tablet, which transforms hand-
drawn sketches or signatures into digital coordinates. The tablet typically uses a stylus or touch
input, capturing both position and, in some cases, pressure information. This digital data can
then be used in graphic design software, CAD programs, or other applications that require
precise manual input.
3. Display File Interpreter: The display file interpreter is a component in computer graphics
systems responsible for translating stored graphic instructions or data into signals for a display
device. In essence, it reads the content of a display file, which contains a list of commands or
primitives (like lines, shapes, and points), and interprets these commands to control the display
hardware accordingly. By doing so, it renders the intended graphic image or scene on the
screen. The efficiency and capabilities of the display file interpreter play a significant role in the
system's overall rendering performance.
Q.7 Explain flat panel display in detail
ANS: A flat panel display (FPD) is a thin and lightweight screen used primarily for computers,
televisions, and other electronic devices. Unlike the bulky Cathode Ray Tube (CRT) monitors,
FPDs use layers of materials sandwiched closely together to produce visuals.
Key features:
There are various kinds, including Liquid Crystal Display (LCD), Light Emitting Diode
(LED), Organic Light Emitting Diode (OLED ), and Plasma displays.
FPDs come in various resolutions, from HD to 4K and beyond, denoting the clarity and
sharpness of the image.
They consume significantly less power compared to CRTs, making them environmentally
friendly and cost-effective.
Their thinness allows for versatile uses, such as wall-mounted TVs or portable device
screens.
Modern FPDs, especially OLEDs and IPS LCDs, offer wide viewing angles with consistent
colors.
STEPS:
- Calculate the difference in x and y coordinates: Δx = x2 - x1 and Δy = y2 - y1.
- Calculate the absolute values: |Δx| and |Δy|.
- Determine the number of steps required: steps = max (|Δx|, |Δy|).
- Calculate the x and y increments: Xinc = Δx / steps and Yinc = Δy / steps.
- Set the initial point (x, y) as (x1, y1).
-Incrementally add Xinc and Yinc to x and y for 'steps' times to plot the line.
Bitmap Method :
In the bitmap method, characters are represented as a matrix of pixels (bitmap ). Each pixel
either has a value (showing the part of the character ) or is blank.
- Resolution Dependent : Scaling can lead to distortion or pixelation.
- Memory Intensive : Requires storage for each pixel. Higher resolutions need more memory.
- Speed : Can be rapidly rendered, making it suitable for systems where speed is a priority.
- Use Cases : Common in early computer systems and devices with limited processing
capabilities.
1. Application Stage: This is where the application provides input, like geometric and image
data, to OpenGL.
2. Primitive Processing: Transforms input into geometric primitives (like points, lines, and
polygons ).
3. Rasterization: Converts the primitives into a set of fragments.
4. Fragment Processing: Further processes these fragments, applying texture, shading, etc.
5. Frame Buffering: The processed fragments are stored in a frame buffer, ready for display.
Primitives:
Attributes:
Attributes are properties or parameters that can be set to dictate how OpenGL will process
primitives:
- Color: Defines the colors of primitives.
- Point Size & Line Width: Determines the thickness of points and lines.
- Shading: Dictates how colors are interpolated across primitives.
- Texture: Applies image data to surfaces for added realism.