CG Module 1 - Introduction & Overview of Graphics System - Aeraxia - in

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Q1What is computer graphics? State its Representative uses.

The term computer graphics includes almost everything on


computers that is not text or sound. Today almost every computer can
do some graphics, and people have even come to expect to control
their computer through icons and pictures rather than just by typing.
Computer graphics started with the display of data on hard copy
plotters and cathode ray tube (CRT). It has grown to include
the creation, storage, and manipulation of models and images of
objects using algorithms and data structures.
Definition :-
•The computer graphics is one of the most effective and commonly
used way to communicate the processed information to the user.It
displays the information in the form of graphics objects such as
pictures, charts, graphs and diagrams instead of simple text.
•The Computer Graphics is rendering (Service) tool for generation of
images and manipulation of images.
•Computer graphics is the technology that deals with designs and
pictures on computers.
•Computer graphics is the sub part of Compute Science which studies
about manipulating visual content, Synthesizing digitally.
Computer Graphics made up of 4 Components :-
• Image: an Image is a Combination of pixels, a Visual Representation
of Something.
• Models: 3d Representation of Something is Called Model.
• Rendering: Rendering is the process of generating an image from a
2D or 3D model or models in what collectively could be called a scene
file by means of computer programs. Also, the results of such a model
can be called a rendering.
• Animation: Techniques of creating illusive movements using
Successive Images is called Animation.
Representative Uses of Computer Graphics :-
• User interfaces: GUI, etc.
• Business, science and technology: histograms, bar and pie charts,
etc.
• Office automation and electronic publishing: text , tables, graphs,
hypermedia systems, etc.
• Computer-aided design (CAD): structures of building, automobile
bodies, etc.
• Simulation and animation for scientific visualization and
entertainment: flight simulation,games, movies, virtual reality, etc.
• Art and commerce: terminals in public places such as museums, etc.
• Cartography: map making.
Q2) Applications of Computer Graphics
Some of the applications of computer graphics are:

1.Computer Art:
Using computer graphics we can create fine and commercial art
which include animation packages, paint packages. These
packages provide facilities for designing object shapes and
specifying object motion.Cartoon drawing, paintings, logo design
can also be done.

2.Computer Aided Drawing:


Designing of buildings, automobile, aircraft is done with the help
of computer aided drawing, this helps in providing minute details
to the drawing and producing more accurate and sharp drawings
with better specifications.

3.Presentation Graphics:
For the preparation of reports or summarising the

1) financial Report

2) statistical Report

3) mathematical Report

4) scientific Report

5) economic data for research reports, managerial reports,


moreover creation of bar graphs, pie charts, time chart, can
be done using the tools present in computer graphics.

4.Entertainment:
Computer graphics finds a major part of its utility in the movie
industry and game industry. Used for creating motion pictures ,
music video, television shows, cartoon animation films. In the
game industry where focus and interactivity are the key players,
computer graphics helps in providing such features in the
efficient way.

5.Education:
Computer generated models are extremely useful for teaching
huge number of concepts and fundamentals in an easy to
understand and learn manner. Using computer graphics many
educational models can be created through which more interest
can be generated among the students regarding the subject.

6.Training:
Specialised system for training like simulators can be used for
training the candidates in a way that can be grasped in a short
span of time with better understanding. Creation of training
modules using computer graphics is simple and very useful.

7.Visualisation:
Today the need of visualise things have increased drastically, the
need of visualisation can be seen in many advance technologies ,
data visualisation helps in finding insights of the data , to check
and study the behaviour of processes around us we need
appropriate visualisation which can be achieved through proper
usage of computer graphics

8.Image Processing:
Various kinds of photographs or images require editing in order
to be used in different places. Processing of existing images into
refined ones for better interpretation is one of the many
applications of computer graphics.

9.Machine Drawing:
Computer graphics is very frequently used for designing,
modifying and creation of various parts of machine and the
whole machine itself, the main reason behind using computer
graphics for this purpose is the precision and clarity we get from
such drawing is ultimate and extremely desired for the safe
manufacturing of machine using these drawings.

10.Graphical User Interface:


The use of pictures, images, icons, pop-up menus, graphical
objects helps in creating a user friendly environment where
working is easy and pleasant, using computer graphics we can
create such an atmosphere where everything can be automated
and anyone can get the desired action performed in an easy
fashion.
Q3) Random Scan and Raster Scan Display:

Random Scan Display:

Random Scan System uses an electron beam which operates like a


pencil to create a line image on the CRT screen. The picture is
constructed out of a sequence of straight-line segments. Each line
segment is drawn on the screen by directing the beam to move from
one point on the screen to the next, where its x & y coordinates
define each point. After drawing the picture. The system cycles back
to the first line and design all the lines of the image 30 to 60 time
each second. The process is shown in fig:

Random-scan monitors are also known as vector displays or stroke-


writing displays or calligraphic displays.

Advantages:

1. A CRT has the electron beam directed only to the parts of the
screen where an image is to be drawn.
2. Produce smooth line drawings.
3. High Resolution

Disadvantages:

1. Random-Scan monitors cannot display realistic shades scenes.

Raster Scan Display:

A Raster Scan Display is based on intensity control of pixels in the


form of a rectangular box called Raster on the screen. Information
of on and off pixels is stored in refresh buffer or Frame buffer.
Televisions in our house are based on Raster Scan Method. The
raster scan system can store information of each pixel position, so
it is suitable for realistic display of objects. Raster Scan provides a
refresh rate of 60 to 80 frames per second.

Frame Buffer is also known as Raster or bit map. In Frame Buffer


the positions are called picture elements or pixels. Beam refreshing
is of two types. First is horizontal retracing and second is vertical
retracing. When the beam starts from the top left corner and reaches
the bottom right scale, it will again return to the top left side called
at vertical retrace. Then it will again more horizontally from top to
bottom call as horizontal retracing shown in fig:
Types of Scanning or travelling of beam in Raster Scan

1. Interlaced Scanning
2. Non-Interlaced Scanning

In Interlaced scanning, each horizontal line of the screen is


traced from top to bottom. Due to which fading of display of
object may occur. This problem can be solved by Non-
Interlaced scanning. In this first of all odd numbered lines are
traced or visited by an electron beam, then in the next circle,
even number of lines are located.

For non-interlaced display refresh rate of 30 frames per second


used. But it gives flickers. For interlaced display refresh rate of 60
frames per second is used.

Advantages:

1. Realistic image
2. Million Different colors to be generated
3. Shadow Scenes are possible.

Disadvantages:

1. Low Resolution 2. Expensive


Q4) Differentiate between Random and Raster Scan Display:

Random Scan Raster Scan

1. It has high 1. Its resolution is low.


Resolution

2. It is more 2. It is less expensive


expensive

3. Any modification 3.Modification is tough


if needed is easy

4. Solid pattern is 4.Solid pattern is easy to fill


tough to fill

5. Refresh rate 5. Refresh rate does not depend


depends or on the picture.
resolution

6. Only screen with 6. Whole screen is scanned.


view on an area is
displayed.

7. Beam Penetration 7. Shadow mark technology


technology come came under this.
under it.

8. It does not use 8. It uses interlacing


interlacing method.

9. It is restricted to 9. It is suitable for realistic


line drawing display.
applications
Q5) Application Of Random Scan

In random-scan systems, an application program is inputted and


stored in the system memory alongside a graphics package.
Graphics commands within the program are translated by the
graphics package into a display file, which is then stored in the
system memory. The display processor accesses this display file
to refresh the screen. During each refresh cycle, the display
processor cycles through each command in the display file
program.

The display processor in a random-scan system is sometimes


referred to as a display processing unit or a graphics controller.
To draw graphic patterns on a random-scan system, the electron
beam is directed along the component lines of the picture. Lines
are defined by specifying the coordinates of their endpoints.
These input coordinate values are then converted into x and y
deflection voltages. The scene is drawn one line at a time, with
the beam positioned to fill in the line between the specified
endpoints.
By understanding the architecture and components of raster-scan
systems and random-scan systems, we gain insight into the inner
workings of interactive graphics systems, which play a significant
role in various applications such as computer-aided design,
gaming, and multimedia.
Q6) Scan Conversion Definition

It is a process of representing graphics objects a collection of


pixels. The graphics objects are continuous. The pixels used are
discrete. Each pixel can have either on or off state.

The circuitry of the video display device of the computer is


capable of converting binary values (0, 1) into a pixel on and pixel
off information. 0 is represented by pixel off. 1 is represented
using pixel on. Using this ability graphics computer represent
picture having discrete dots.

Any model of graphics can be reproduced with a dense matrix of


dots or points. Most human beings think graphics objects as
points, lines, circles, ellipses. For generating graphical object,
many algorithms have been developed.

Advantage of developing algorithms for scan conversion

1. Algorithms can generate graphics objects at a faster rate.


2. Using algorithms memory can be used efficiently.
3. Algorithms can develop a higher level of graphical objects.

Examples of objects which can be scan converted

1. Point
2. Line
3. Sector
4. Arc
5. Ellipse
6. Rectangle
7. Polygon
8. Characters
9. Filled Regions

The process of converting is also called as rasterization. The


algorithms implementation varies from one computer system to
another computer system. Some algorithms are implemented
using the software. Some are performed using hardware or
firmware. Some are performed using various combinations of
hardware, firmware, and software.

Pixel or Pel:

The term pixel is a short form of the picture element. It is also


called a point or dot. It is the smallest picture unit accepted by
display devices. A picture is constructed from hundreds of such
pixels. Pixels are generated using commands. Lines, circle, arcs,
characters; curves are drawn with closely spaced pixels. To
display the digit or letter matrix of pixels is used.

The closer the dots or pixels are, the better will be the quality of
picture. Closer the dots are, crisper will be the picture. Picture will
not appear jagged and unclear if pixels are closely spaced. So the
quality of the picture is directly proportional to the density of
pixels on the screen.

Pixels are also defined as the smallest addressable unit or element


of the screen. Each pixel can be assigned an address as shown in
fig:
Different graphics objects can be generated by setting the
different intensity of pixels and different colors of pixels. Each
pixel has some co-ordinate value. The coordinate is represented
using row and column.

P (5, 5) used to represent a pixel in the 5th row and the 5th
column. Each pixel has some intensity value which is represented
in memory of computer called a frame buffer. Frame Buffer is
also called a refresh buffer. This memory is a storage area for
storing pixels values using which pictures are displayed. It is also
called as digital memory. Inside the buffer, image is stored as a
pattern of binary digits either 0 or 1. So there is an array of 0 or 1
used to represent the picture. In black and white monitors, black
pixels are represented using 1's and white pixels are represented
using 0's. In case of systems having one bit per pixel frame buffer
is called a bitmap. In systems with multiple bits per pixel it is
called a pixmap.
Q7) Scan Conversion Definition

It is a process of representing graphics objects a collection of


pixels. The graphics objects are continuous. The pixels used are
discrete. Each pixel can have either on or off state.

The circuitry of the video display device of the computer is


capable of converting binary values (0, 1) into a pixel on and pixel
off information. 0 is represented by pixel off. 1 is represented
using pixel on. Using this ability graphics computer represent
picture having discrete dots.

Any model of graphics can be reproduced with a dense matrix of


dots or points. Most human beings think graphics objects as
points, lines, circles, ellipses. For generating graphical object,
many algorithms have been developed.

Advantage of developing algorithms for scan conversion

1. Algorithms can generate graphics objects at a faster rate.


2. Using algorithms memory can be used efficiently.
3. Algorithms can develop a higher level of graphical objects.

Examples of objects which can be scan converted

1. Point
2. Line
3. Sector
4. Arc
5. Ellipse
6. Rectangle
7. Polygon
8. Characters
9. Filled Regions

The process of converting is also called as rasterization. The


algorithms implementation varies from one computer system to
another computer system. Some algorithms are implemented
using the software. Some are performed using hardware or
firmware. Some are performed using various combinations of
hardware, firmware, and software.

Q8) Architecture of Raster Scan Display:


Raster Scan Display basically employs a Cathode Ray Tube
(CRT) or an LCD panel for display. The CRT works just like the
picture tube of a television set. The Raster Scan Display viewing
surface is coated with a layer of arrayed phosphor dots. At the
back of the CRT is a set of electron guns (cathodes) that produce
a controlled stream of electrons that says electron beam. The
phosphor material emits light when struck by these high-energy
electrons. The Architecture of Raster and Random Scan Display
Devices Diagram is given below:
The frequency and intensity of the emitting light depend on
the type of phosphor material uses and the energy of the
electrons. To produce a picture on the screen, these directed
electron beams start at the top of the screen. It scans rapidly
from left to right along the row of phosphor dots. They return
to the leftmost position one line down. It scans again and
repeats this to cover the entire screen. The return of the beam
direction to the leftmost position is one line down that says
Horizontal Retrace.
Q9) Rasterization:

Imagine a picture you drew with perfect lines and curves. That's
a vector image. Rasterization takes that vector image and
translates it into a grid of colored squares – the pixels. The more
pixels used, the closer the rasterized image will resemble the
original vector image.

• Analogy: Think of a mosaic – a picture made from tiny


colored tiles. Rasterization is like taking a perfect painting
and recreating it using a limited number of colored tiles.
The more tiles you use, the more accurate the recreation
will be.
Q9) Rendering:

Rendering is like taking a virtual photograph in a computer-


generated world. Imagine a 3D scene with objects, lights, and
textures. Rendering software calculates how light would bounce
around the scene, creating shadows, reflections, and realistic
textures on the objects. The final output is a digital image that
looks like a real-world photograph of the 3D scene.
• Example: Imagine a car commercial. The car you see
driving might not be real – it could be a 3D model.
Rendering software creates the final image or animation
sequence showing the car with realistic lighting, reflections,
and motion blur.

Q10) Resolution:
Resolution refers to the number of pixels packed into a digital
image. Think of it as the density of the tiny squares (pixels) that

make up the image. The more pixels you have, the higher the
resolution and the sharper the image will be.

• Imagine a photograph: A low-resolution photo might be


blurry because it doesn't have enough pixels to capture all
the details. A high-resolution photo will be much sharper
because it has a higher density of pixels, capturing finer
details.
Q11) Aspect Ratio:

Aspect ratio describes the proportional relationship between the


width and height of an image or screen. It's like the image's
shape. Common aspect ratios include:

• 16:9: This is the widescreen format used in most modern


TVs and computer monitors. Imagine holding a rectangular
sheet of paper horizontally – that's a 16:9 aspect ratio (wider
than tall).
• 4:3: This is the standard definition TV format, also used in
some digital cameras. Imagine a square sheet of paper cut
in half – that's a 4:3 aspect ratio (closer to a square than
16:9).
• 1:1: This is a square format often used for social media
profile pictures. Imagine a perfectly square piece of paper –
that's a 1:1 aspect ratio.
Q12) Screen Resolution vs. Image Resolution: Un

While both terms deal with resolution, they apply to different


aspects of the digital world. Here's a breakdown to clarify the
distinction:

Screen Resolution:
• What it is: Screen resolution refers to the number of pixels
that make up a display, like a computer monitor, phone
screen, or TV. It's expressed in width x height format (e.g.,
1920 x 1080 pixels).
• Impact: Screen resolution determines how much detail and
sharpness you see on your screen. Higher resolution means
more pixels, leading to a sharper and crisper image.
Image Resolution:
• What it is: Image resolution refers to the number of pixels
that make up a digital image (e.g., a photograph, graphic, or
screenshot). It's also expressed in width x height format.
• Impact: Image resolution determines the level of detail and
clarity of the image itself. Higher resolution images contain
more pixels and can capture finer details.
Analogy to understand the difference:

Imagine a movie theater screen. The screen resolution is like the


number of seats in the theater. A larger theater with more seats
(higher resolution) can accommodate a bigger audience and
provide a more immersive experience. The image resolution is
like the quality of the film itself. A high-quality film with high
resolution will show finer details and sharper visuals, regardless
of the screen size (number of seats).

Examples:
• Scenario: You have a high-resolution image (3840 x 2160
pixels) displayed on a low-resolution screen (1024 x 768
pixels).
• Result: The image will be shrunk to fit the screen. You
might see some loss of detail because the screen doesn't
have enough pixels to display the full resolution of the
image.
• Scenario: You have a low-resolution image (640 x 480
pixels) displayed on a high-resolution screen (1920 x 1080
pixels).
• Result: The image will be blown up to fit the screen. This
can result in a pixelated or blurry image because the
software has to stretch the limited number of pixels to fill
the larger space.

In essence:
• Screen resolution is a property of the display device.
• Image resolution is a property of the image file itself.

Understanding this difference helps you choose the right image


resolution for your needs. For example, a high-resolution image
might be suitable for printing, while a lower resolution image
might be sufficient for a web page where file size is a concern.

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