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Chapter 2y

Graphics Design

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0% found this document useful (0 votes)
29 views20 pages

Chapter 2y

Graphics Design

Uploaded by

Sinku picas Uno
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Chapter Two

Graphics
Hardware
Introduction
The hardware devices used for the computer graphics are:
Input Devices
 Keyboard, Mouse, Data tablet, Scanner, Light pen, Touch
screen, Joystick
Output Devices
1. Raster Devices- CRT, LCD, LED, Plasma screens, Printers
2. Vector Devices- Plotters, Oscilloscopes
 Various devices are available for data input on graphics
workstations.
 Most systems have a keyboard and one or more additional
devices specially designed for interactive input.
 These include a mouse, trackball, space ball, joystick,
digitizers, dials, and button boxes.
 Some other input devices used in particular applications are
data gloves, touch panels, image scanners, and voice systems.
Introduction
Mouse: is small hand-held box used to position the screen cursor.
Include three buttons
 A thumb wheel on the side, a track ball on the top, and a standard
mouse ball underneath.
 This design provides six degrees of freedom to select an object
from the spatial position.
 With this we can pick up an object, rotate it and we can move it in
any direction
 Used in virtual reality and CAD systems
Joysticks
 Consists of small vertical liver mounted on a base
 Used to move the cursor around the screen
 The screen cursor is moved according to the distance
 One or two buttons is usually intended for signaling certain actions
Introduction
Touch panels: Allow selecting the screen position with the touch of
finger. Three types
 Optical touch panel
 Electrical touch panel
 Acoustical touch panel
Image scanners:
 Drawings, color and black and white photos or text can be given as
an input to the computer with an optical scanning mechanism.
 According to reflected light intensity the gradations of gray scale or
color can be stored in an array
 Light pens: The pencil-shaped devices 's are used to select screen
positions by detecting the light coming from point on the CRT
screen.
Introduction
Data glove:
 Constructed with a series of sensors that can detect hand and finger
motions
 The transmitting and receiving antennas can be structured as a set
of three mutually perpendicular cols, forming a three dimensional
Cartesian coordinates system.
 Electromagnetic coupling between the three pairs of coil is used to
provide information about the position and orientation of hand.
The voice-system input: can be used to initiate graphics operations or
to enter data.
Raster-Scan Displays
Raster: A rectangular array of points or dot.
• An image is subdivided into a sequence of (usually
horizontal) strips known as "scan lines“ which can
be further divided into discrete pixels for
processing in a computer system.
Raster-Scan Displays
WORKING
 In a raster scan system, the electron beam is swept
across the screen, one row at a time from top to
bottom.
 As the electron beam moves across each row, the
beam intensity is turned on and off to create a pattern
of illuminated spots.
 The return to the left of the screen, after refreshing
each scan line is called Horizontal retrace.
 At the end of each frame the electron beam returns to
the top left corner of the screen to begin the next
frame is called Vertical retrace
Raster-Scan Displays
 The quality of a raster image is determined by the total
number pixels ( resolution), and the amount of
information in each pixel (color depth).
 A black-and-white system: each screen point is either on
or off, so only one bit per pixel is needed to control the
intensity of screen positions.
 Such type of frame buffer is called Bit map.
 High quality raster graphics system have 24 bits per pixel
in the frame buffer (a full color system or a true color
system).
 Refreshing on raster scan displays is carried out at the rate
60 to 80 frame per second.
Raster-Scan Displays
 Picture definition is stored in a memory area called the
refresh buffer or frame buffer.
 Refresh buffer or frame buffer is memory area that holds
the set of intensity values for all the screen points.
 Stored intensity values then retrieved from refresh buffer
and “painted” on the screen one row (scan line) at a time.

fig. Object as set of discrete points across each scan line


Raster-Scan Displays
Interlacing
 On some raster systems (TV), each frame is
displays in two passes using an interlaced refresh
procedure.
 Interlacing is primarily used for slower refresh
rates.
 An effective technique to avoid Flicker.
 Flicker occurs on CRTs when they are driven at a
low refresh rate, allowing the brightness to drop
for time intervals sufficiently long to be noticed by
a human eye.
Raster-Scan Displays
Applications
 Suited for realistic display of screens.
 Home television and computer printers create their
images basically by raster scanning.
 Laser printers use a spinning polygonal mirror (or an
optical equivalent) to scan across the photosensitive
drum, and paper movement provides the other scan
axis.
 Common raster image formats include BMP
(Windows Bitmap), JPEG (Joint Photographics
Expert Group), GIF (Graphics Interchange Format) ,
PNG (Portable Network Graphic), PSD (Adobe
PhotoShop).
Raster-Scan Displays
Disadvantage
 To increase size of a raster image the pixels
defining the image are be increased in either
number or size Spreading the pixels over a larger
area causes the image to lose detail and clarity.
 Produces jagged lines that are plotted as discrete
points
Graphics displays are actually CRT display
devices or cathode ray tube display devices.
The most commonly used display devices is CRT
Monitors.
3D Graphics Pipeline
 Graphics processes generally execute sequentially.
 Pipelining the process means dividing it into
stages.
 Especially when rendering in real-time, different
hardware resources are assigned for each stage.
 There are three stages
Application Stage
Geometry Stage
Rasterization Stage
3D Graphics Pipeline
Application stage
 Entirely done in software by the CPU
 Read Data
– the world geometry database,
– User’s input by mice, trackballs, trackers, or
sensing gloves
 In response to the user’s input, the application
stage change the view or scene
 Examples of tasks typically performed by the
application step include collision detection,
animation, morphing, and data management.
3D Graphics Pipeline
Geometry Stage
 The geometry step, which is responsible for the
majority of operations with polygons and their
vertices, can be divided into five tasks:
1. Modeling Transformations
2. Illumination (Shading)
3. Viewing Transformation
4. Clipping
5. Projection (to Screen Space)
3D Graphics Pipeline
Rasterization
 The geometry steps are followed by rasterization,
i.e. the sampling of primitives into pixels on screen.
 In this step, all primitives are rasterized, i.e.
discrete fragments are created from continuous
surfaces.
 In this stage of the graphic pipeline, the raster
points are also called fragments, i.e. each fragment
corresponds to one pixel in the frame buffer and this
corresponds to one pixel of the screen.
The Z Buffer for hidden surface removal
What are hidden surfaces?
 When we view a picture containing non
transparent objects and surfaces, then we can’t
see those objects from view which are behind
from the objects closer to eye.
 We must remove these hidden surfaces to get
realistic screen image.
 The identification & removal of these surfaces
is called the Hidden- surface problem.
The Z Buffer for hidden surface removal
Depth Buffer Method
 Also known as depth-buffer method.
 Each surface is processed separately one pixel position at a time
across the surface
 The depth values for a pixel are compared and the closest
(smallest z) surface determines the color to be displayed in the
frame buffer.
 Also referred as z- buffer method
 Z-buffer is like a frame buffer, contain depths
 Proposed by Catmull in 1974
 Two buffer areas
1. Depth buffer to store depth values
2. Refresh buffer to store intensity values
 Depth value for a surface position (x, y)
 It is an image space approach
The Z Buffer for hidden surface removal
Depth Buffer Method
 The z-Buffer algorithm is one of the most
commonly used routines.
 It is simple, easy to implement, and is often found
in hardware.
 The idea behind it is uncomplicated: Assign a z-
value to each polygon and then display the one
(pixel by pixel) that has the smallest value.
 There are some advantages and disadvantages to
z-Buffer algorithm
The Z Buffer for hidden surface removal
 There are some advantages and disadvantages to
z-Buffer algorithm
Advantages:
Simple to use
 Can be implemented easily in object or image
space
 Can be executed quickly even with many polygons
Disadvantages:
 Takes up a lot of memory.
 Can't do transparent surfaces without additional
code

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