TOPIC I II III Introduction Computer Graphics
TOPIC I II III Introduction Computer Graphics
Unit Structure
1.0 Objectives
1.1 Introduction
1.2 Introduction to Image and Objects
1.3 Image Representation
1.4 Basic Graphics Pipeline
1.5 Bitmap and Vector-Based Graphics
1.6 Applications of Computer Graphics
1.7 Display Devices
1.7.1 Cathode Ray Tubes
1.7.2 Raster-Scan Display
1.7.3 Random-Scan Display
1.7.4 Flat Panel Display
1.8 Input Technology
1.9 Coordinate System Overview
1.10 Let us sum up
1.4 References and Suggested Reading
1.5 Exercise
1.0 OBJECTIVES
1.1 INTRODUCTION
Basically, there are four major operations that we perform in computer graphics:
Imaging: refers to the representation of 2D images.
Modeling: refers to the representation of 3D images.
Rendering: refers to the generation of 2D images from 3D models.
Animation: refers to the simulation of sequence of images over time.
1.2 INTRODUCTION TO IMAGE AND OBJECTS
Representation Transform to
of 3D world physical device
objects coordinates
The figures above depict the graphic pipeline and the 2D coordinate transformation
to physical device coordinates.
Bitmap graphics:
It is pixel based graphics. The position and color information about the image
are stored in pixels arranged in grid pattern. The Image size is determined on
the basis of image resolution. These images cannot be scaled easily. Bitmap
images are used to represent photorealistic images which involve complex color
variations.
Figure 1.3
(a) An arrow image (b) magnified arrow image with pixel grid
The above figure shows a bitmap arrow image in its actual size and
magnified image with pixel grid.
Vector graphics:
The images in vector graphics are basically mathematically based images.
Vector based images have smooth edges and therefore used to create curves
and shapes.
Figure 1.4
(a) A rose image (b) vector description of leaf of rose
These images are appropriate for precise illustrations but not good for
photorealistic images. These images are easily scalable due to their
mathematical structure. Figure 1.4(a) and (b) shows a rose image and vector
description of leaf of rose.
Computer graphics finds its application in various areas; some of the important
areas are discussed below:
Computer Art: A variety of computer methods are available for artists for
designing and specifying motions of an object. The object can be painted
electronically on a graphic tablet using stylus with different brush strokes, brush
widths and colors. The artists can also use combination of 3D modeling
packages, texture mapping, drawing programs and CAD software to paint and
visualize any object.
Graphical User Interface: GUI commonly used these days to make a software
package more interactive. There are multiple window system, icons, menus,
which allows a computer setup to be utilized more efficiently.
CRT (Cathode Ray Tube) is one of the mostly used display technology. In
CRT, a beam of electrons emitted by an electron gun strikes on specified
positions on phosphor coated screen after passing through focusing and
deflecting systems.
Plasma display:
Horizontal retrace: The return to the left of the screen, after refreshing each
scan line.
Vertical retrace: At the end of each frame (displayed in 1/80th to 1/60th of a
second) the electron beam returns to the top left corner of the screen to begin
the next frame.
There are some parameters or properties related to graphic displays like CRT:
Persistence: In case of CRT, persistence refers to the property of a phosphor
defining its life time, i.e., how long they continue to emit light after the CRT
beam is removed.
Aspect ratio: It is the ratio of the number of vertical points to the number of
horizontal points necessary to produce equal-length lines in both directions on
the screen.
Frame buffer: Frame buffer also known as refresh buffer is the memory area
that holds the set of intensity values for all the screen points.
Pixel: It refers a point on the screen. It is also known as pel and is shortened
form of ‘picture element’.
Bitmap or pixmap: A frame buffer is said to be bitmap on a black and white
system with one bit per pixel. For systems with multiple bits per pixel, the frame
buffer is referred to as pixmap.
o Plane: A plane is a flat surface extending in height and width. A plane is the
path of a moving line; it is a line with breadth. A line closes to become a shape,
a bounded plane. Shapes are planes with edges. In vector–based software,
every shape consists of line and fill. A plane can be parallel to the picture
surface, or it can skew and recede into space. Ceilings, walls, floors, and
windows are physical planes. A plane can be solid or perforated, opaque or
transparent, textured or smooth.
There are different techniques for information input in graphical system. The
input can be in the form of text, graphic or sound. Some of the commonly used
input technologies are discussed below.
1.8.1Touch Screens
A touch screen device allows a user to operate a touch sensitive device by
simply touching the display screen. The input can be given by a finger or passive
objects like stylus. There are three components of a touch screen device: a touch
sensor, a controller and a software driver.
It consists of a flat surface upon which the user can draw or trace an image
with the help of a provided stylus. The image is generally displayed on the
computer monitor instead of appearing on the tablet itself.
In the above figure, there are two points (2, 3) and (3, 2) are specified in Cartesian
coordinate system
1.10 SUMMARY
1.11 EXERCISE