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Computer Graphics Group Four Assignment

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Computer Graphics Group Four Assignment

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frzerkebamo
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© © All Rights Reserved
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Download as DOCX, PDF, TXT or read online on Scribd
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BONGA UNIVERSITY

College OF Engineering And Technology

Department Of Computer Science

Computer Graphics 3rd year 2nd

Semester Group Assignment

Course Code: COSC3072

Submited to Instructor:Ashagrie.A

Submission Date:05/10/2016E.C
NO Name ID

1. Ayana Gebreyesus ……………………………...3560

2. Dres Meselu………………………………………0563

3. Reshid Edao………………………………………1365

4. Mikias Zewdu…………………………………….1227

5. Bruk Wedajo………………………………………0427

Bonga, Ethiopia!

Together We Can!
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Table of Contents

Content Page

Introduction.....................................................................................................................................1

10. Application Modeling............................................................................................................2

10.1. Distinction between Modeling and Graphics......................................................................4

10.2. Immediate Mode versus Retained Mode Model.................................................................5

10.3. Storage Strategies................................................................................................................6

Conclusion................................................................................................................................8

Reference..................................................................................................................................9

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Introduction
 Application modeling is a software development approach that involves creating a
conceptual representation of a system or application, often in the form of a visual model.
This model serves as a blueprint for the application, outlining its structure, behavior, and
interactions
 Application modeling is a crucial aspect of software development. It involves designing
and representing an application’s components using various techniques.
 In the field of computer graphics, there is a clear distinction between modeling and
graphics, although they are closely related. Modeling refers to the process of creating a
mathematical representation of a three-dimensional object or scene, while graphics
encompasses the techniques used to display and manipulate these models on a computer
scree
 Modeling involves developing a digital representation of an object, either from scratch
using specialized software or by capturing data from an existing physical object using 3D
scanning technologies.
 Graphics is the broader field that deals with the visual representation of data on a
computer.
 While modeling focuses on creating the digital representation of an object, graphics is
concerned with bringing these models to life on a computer screen.
 Modeling and graphics are distinct but complementary aspects of computer graphics.
 Immediate mode is a direct, procedural approach where the application issues drawing
commands for each frame, resulting in a predictable time-to-next-frame.
 Retained mode is a declarative approach where the graphics library maintains an internal
model of the scene, which is updated by the application.
 Storage strategies encompass various techniques and data structures used to store and
manage graphical data, including vertices, indices, textures, and other graphical elements.
 Effective storage strategies are particularly important in modern graphics applications,
where complex scenes, detailed models, and high-resolution textures can result in
massive amounts of data.

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Chapter 10: Application Modeling
Objectives

 Understand the concepts of modeling.


 Differentiate modeling and graphics.
 Differentiate immediate and retained mode.
 Identify storage strategies.
 Computer graphics is a field that involves the creation, manipulation, and display
of visual content using computers. It encompasses various techniques and tools to
model, render, animate, and interact with graphical elements.
 Application Modeling: Application modeling refers to the process of creating
computer- based models or datasets that serve as the foundation for various
applications within computer graphics. These models represent real-world or
imaginary objects, and they play a crucial role in rendering, simulation, and
interaction.
o Here are some key aspects of computer graphics related to application modeling:
 Modeling: modeling in computer graphics involves creating or acquiring
geometric representations of objects, scenes, or phenomena that can be
rendered by a computer.
 This involves making representation choices and performing geometric
processing.
 Geometric Modeling: This involves creating or acquiring geometric
representations of objects, scenes, or phenomena that can be rendered by a
computer. Techniques include polygonal modeling, sculpting, and 3D
scanning.
 Parametric Modeling: This method uses mathematical equations to
define the shape and structure of objects. It is commonly used in
engineering and architecture for precise modeling of complex entities.
 Rendering
 Ray Tracing: This technique simulates the way light behaves in the real
world by tracing the path of light as it interacts with objects. It is used to

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create photorealistic images and is a key component in computer-
generated imagery (CGI).
 Rasterization: This method converts 3D models into 2D images by
projecting the 3D geometry onto a 2D plane. It is commonly used in video
games and real-time applications.
 Animation
 Kinematics: This involves the study of the motion of objects without
considering the forces that cause the motion. It is used to create
animations that simulate realistic motion.
 Dynamics: This involves the study of the forces that cause motion and is
used to create animations that simulate realistic interactions between
objects.
 Interaction
 User Interfaces: Computer graphics is used to create interactive user
interfaces, such as menus, buttons, and sliders that enable users to control
and manipulate graphical elements.
 Virtual Reality (VR) and Augmented Reality (AR): These technologies
use computer graphics to create immersive and interactive experiences
that simulate real-world environments or enhance real-world interactions.
 Evaluation
 Metrics and User Testing: These methods are used to measure and
optimize the performance, usability, and aesthetics of graphical systems
and applications.
 Applications
 Education: Computer graphics is used to create interactive and
personalized learning experiences, such as 3D models and simulations, to
enhance understanding and retention of complex concepts.
 Engineering: Computer graphics is used to create precise and complex
models of various products, systems, or processes, and to visualize and
optimize their design and performance.

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 Entertainment: Computer graphics is used to create realistic and
immersive experiences in movies, video games, and theme park rides.
 Healthcare: Computer graphics is used in medical imaging visualization,
surgical simulation systems, and virtual reality therapy.
 Marketing: Computer graphics is used to create eye-catching graphics for
advertising, social media, and product packaging.
 Simulation: Computer graphics is used to create interactive simulations
for training and analysis in various fields, such as aviation, military, and
medicine.
 Generally, application modeling is a critical aspect of computer graphics,
enabling us to create, visualize, and interact with digital content.

10.1. Distinction between Modeling and Graphics


 The distinction between modeling and graphics lies in the specific processes and
goals involved in each.
 Modeling refers to the process of creating a mathematical representation of a
three-dimensional object or environment using specialized software. This can be
done manually or automatically, and the product is called a 3D model. The model
can be displayed as a two-dimensional image through rendering or used in
computer simulations of physical phenomena.
 Graphics, on the other hand, encompasses a broader range of computer-generated
visual content, including both two-dimensional and three-dimensional
representations.
o It includes techniques such as image processing, computer-aided design (CAD),
and real-time rendering for applications like video games and virtual reality.
 Modeling refers to the process of creating something new or improving upon an
existing product or system. It involves the use of creativity, problem-solving, and
critical thinking skills to develop a blueprint or plan for the final product.
 Modeling allows us to represent real-world objects, systems, or phenomena in a
structured and abstract way. It provides a foundation for understanding,
analyzing, and designing complex systems.

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 Graphics involve the visual representation of information. It encompasses the
creation and rendering of images, animations, and visual content.
 Graphics allow us to convey complex information in a visually appealing
and understandable way.
 Key differences between modeling and graphics include:
Purpose: Modeling focuses on creating precise digital representations of
objects or environments, while graphics involves manipulating and
rendering these models to create visual content.
Tools and Software: Modeling software, such as Blender, Maya, and 3ds
Max, is designed for creating and manipulating 3D models. Graphics
software, like Adobe Photoshop and Illustrator, is used for image editing
and manipulation.
Visual Aesthetics: Modeling emphasizes depth and realism, using
techniques like lighting, textures, and materials to create lifelike
representations. Graphics focuses on enhancing visual storytelling and
creative expression through the use of shapes, colors, typography, and
imagery.
 Modeling focuses on conceptualizing and planning, while graphics
involve the visual representation of ideas and data.
 Understanding these distinctions is crucial for effectively utilizing
computer graphics and modeling in various applications, from product
design to architectural visualization and beyond.

10.2. Immediate Mode versus Retained Mode Model


 The main distinction between immediate mode and retained mode in
computer graphics is how the scene is represented and rendered:
 Immediate mode: The application directly issues drawing commands to
render each frame. There is no internal scene representation maintained by
the graphics library between frames. The application is responsible for
keeping track of the scene state.
 Retained mode: The graphics library maintains an internal model (scene
graph) of the objects to be rendered. The application updates this model by

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adding, removing or modifying objects. The library is then responsible for
efficiently redrawing the scene when the model changes.
 Some key differences:
 Flexibility: Immediate mode gives the application more flexibility to optimize rendering,
as it has direct control. Retained mode imposes the library's scene model.
 Memory usage: Retained mode requires more memory to store the scene graph.
Immediate mode can be more memory efficient for large scenes
 Ease of use: Retained mode APIs are often higher-level and declarative, making them
simpler to use. Immediate mode requires the application to manage rendering more
explicitly.
 Performance: Immediate mode is preferred when maximum performance is needed,
such as for high-volume 2D graphics or games. Retained mode can introduce some
overhead.
Generally immediate mode is procedural, while retained mode is declarative. The choice
between them depends on the specific requirements of your application and your
preference for control and flexibility.

10.3. Storage Strategies


 Computer graphics involves the storage and manipulation of various types of data,
including pixels, vectors, bitmaps, and vector graphics. Here are some key points related
to storage strategies in computer graphics:
 Data Storage Strategies
 Pixels and Vectors: Pixels are the smallest units of color that make up a digital image,
arranged in a grid with specific location and color values. Vectors, on the other hand, are
mathematical expressions that describe shapes, curves, and paths, and are not dependent
on resolution.
 Bitmaps and Vector Graphics: Bitmaps are images composed of pixels, such as photos,
paintings, or scans, while vector graphics are composed of vectors, such as logos, icons,
or fonts. These two types of graphics have different applications and formats, requiring
different tools and methods to create and manipulate them.

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 Transformations and Coordinates: Transformations involve changing the position, size,
shape, or orientation of an object on the screen. This process requires a coordinate
system, which defines the location and direction of an object.
 Rendering and Shading: Rendering is the process of converting computer graphics data
into a visible image on the screen. Shading techniques create the illusion of depth and
shape by varying the color and brightness of an object. There are different shading
models, such as flat, smooth, Gouraud, Phong, and Blinn-Phong.
 Storage Strategies
 Direct View Storage Tubes: Direct view storage tubes (DVST) are used in computer
graphics to store images on the screen. They use the random scan approach to generate
the image on the CRT screen, allowing the screen to retain the image without rewriting it
constantly.
 Bitmap Storage: Bitmaps are stored as a matrix of color values, which can be used to
create images composed of pixels. This method is used for raster graphics, such as photos
or scans.
 Vector Storage: Vectors are stored as mathematical expressions that describe shapes,
curves, and paths. This method is used for scalable graphics, such as logos or icons.
These concepts are essential for understanding how computer graphics data is stored and
manipulated.

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Conclusion
 Modeling in computer graphics involves creating or acquiring geometric representations
of objects, scenes, or phenomena that can be rendered by a computer.
 Application modeling refers to the process of creating computer-based models or datasets
that serve as the foundation for various applications within computer graphics.
 Application modeling is a critical aspect of computer graphics, enabling us to create,
visualize, and interact with digital content.
 Modeling software, such as Blender, Maya, and 3ds Max, is designed for creating and
manipulating 3D models.
 Modeling emphasizes depth and realism, using techniques like lighting, textures, and
materials to create lifelike representations. Graphics focuses on enhancing visual
storytelling and creative expression through the use of shapes, colors, typography, and
imagery.
 Immediate mode gives the application more flexibility to optimize rendering, as it has
direct control. Retained mode imposes the library's scene model.
 Retained mode requires more memory to store the scene graph. Immediate mode can be
more memory efficient for large scenes.

8
Reference

 https://www.scribd.com

 http://www.slideshare.net

 https://comparewords.com

 https://oandre.gal

 http://www.cse.unsw.edu.au

 https://www.geeksforgeeks.org

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