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Graphics devices are used to display images, videos, and other graphical content. They can be
classified into active and passive devices based on how they render and process images.
Active graphics devices have their own processing capability, meaning they include a
dedicated graphics processor (GPU) to handle rendering tasks independently of the CPU.
These devices offer high performance and can generate real-time graphics with better speed
and quality.
• Graphics Processing Unit (GPU): Dedicated graphics cards like NVIDIA GeForce
and AMD Radeon process graphics-intensive applications such as gaming, video
editing, and 3D modeling.
• Monitors with Built-in GPUs: Some high-end monitors include processors to
enhance image quality and refresh rates.
• VR Headsets: Devices like Oculus Quest have built-in GPUs for rendering virtual
reality environments.
Passive graphics devices rely on the system’s CPU for processing graphics. They do not have
a dedicated GPU, so they are slower in rendering complex visuals and are typically used for
basic display purposes.
• Integrated Graphics: Processors with built-in graphics like Intel UHD Graphics or
AMD Radeon Vega use system memory and CPU power.
• Basic Monitors and Projectors: Standard office monitors and projectors that only
display images without additional processing.
• E-paper Displays (e.g., Kindle Screens): These screens show images using minimal
processing power and refresh at a slower rate.
Key Differences:
Conclusion
Active graphics devices are ideal for high-performance applications, while passive graphics
devices are suited for basic display needs. Understanding these differences helps in choosing
the right device for specific tasks.
A Cathode Ray Tube (CRT) is a display technology used in older television sets and
computer monitors. It consists of a vacuum tube containing an electron gun that emits
electrons towards a phosphorescent screen. When the electrons strike the screen, they create
images by illuminating phosphor dots.
Advantages:
Disadvantages:
Conclusion:
CRTs were widely used before the development of LCD, LED, and OLED screens. Although
outdated, they are still used in some specialized applications like retro gaming and scientific
instruments.
Advantages:
Disadvantages:
Conclusion:
LCD technology has replaced bulky CRT displays and is widely used in modern electronic
devices due to its efficiency, clarity, and slim design.
• Self-Emitting Pixels: Each pixel produces its own light, resulting in deep blacks and
high contrast.
• Thin and Flexible: Can be made ultra-thin, bendable, or even foldable.
• Fast Response Time: Reduces motion blur, making it ideal for gaming and fast-
action content.
Advantages:
Disadvantages:
Conclusion:
OLED technology is widely used in high-end smartphones, TVs, and wearable devices due to
its superior picture quality, flexibility, and energy efficiency.
Conclusion:
LED is an improved version of LCD, offering better picture quality, energy efficiency, and
durability. Most modern displays labeled as "LED TVs" are actually LCDs with LED
backlighting.
A Direct View Storage Tube (DVST) is a type of display technology that retains the image
on the screen without the need for continuous refreshing. Unlike traditional CRT displays,
which require constant refreshing to maintain the image, DVST can store the displayed image
for long periods.
Advantages:
Disadvantages:
Conclusion:
DVST was used in early computer graphics and engineering applications but has been
replaced by more advanced technologies like LCD and OLED due to its limitations in
dynamic image rendering.
Raster scan and vector scan are two different techniques used for rendering images on a
display. Each has its own advantages and disadvantages, making them suitable for specific
applications.
Working:
Disadvantages:
Examples:
Working:
• The electron beam moves only to the points where lines or curves are needed.
• Images are drawn as a series of connected lines rather than pixels.
• No need for continuous refreshing unless the image changes.
Advantages:
Disadvantages:
Examples:
Key Differences:
Feature Raster Scan Display Vector Scan Display
Rendering Uses pixels and refreshes the whole Draws images with lines and curves
Method screen. only.
Photorealistic images, animations, Line drawings, wireframes, technical
Best for
videos. designs.
Memory Usage High (stores every pixel). Low (stores only line coordinates).
No need for refreshing unless image
Refresh Rate Requires continuous refreshing.
changes.
Can appear pixelated at lower
Image Quality Crisp lines with no pixelation.
resolutions.
Conclusion:
• Raster scan displays are widely used for modern digital screens, as they support
high-quality images and colors.
• Vector scan displays are useful for technical applications like CAD but are less
common today due to limitations in rendering detailed images.
A Random Scan Display, also known as a Vector Scan Display, is a display technology
that draws images using lines and curves instead of scanning the entire screen pixel by pixel.
It moves the electron beam directly to the points where graphics need to be drawn, making it
efficient for line-based images.
Key Features:
Advantages:
Disadvantages:
Cannot display complex images or realistic colors.
Slower for rendering highly detailed graphics.
Limited use in modern applications due to raster technology dominance.
Examples:
Conclusion:
Random scan displays were widely used in early computer graphics for technical drawings
but have been replaced by raster scan displays due to their ability to handle detailed and
colorful images more efficiently.
11. Difference Between Random Scan Display and Raster Scan Display
Conclusion:
• Random scan displays are efficient for drawing lines and technical graphics but
cannot display realistic images.
• Raster scan displays are widely used in modern devices as they support detailed,
colorful, and high-resolution images.
12. Cohen-Sutherland Clipping Algorithm
Key Features:
Algorithm Steps:
1. Assign region codes to endpoints of the line based on their position relative to the
clipping window.
2. Check trivial acceptance/rejection:
o If both endpoints have a 0000 code (inside window), accept the line.
o If both endpoints share a nonzero bit, reject the line.
3. If the line is partially inside, compute intersection points and update endpoints.
4. Repeat the process until the line is either accepted or rejected.
Advantages:
Disadvantages:
Applications:
Conclusion:
The Cohen-Sutherland Algorithm is a widely used and optimized method for line clipping in
computer graphics, helping improve rendering efficiency.
13. Liang-Barsky Line Clipping Algorithm
The Liang-Barsky Line Clipping Algorithm is an efficient method for line clipping in
computer graphics. It determines which portion of a line segment lies inside a rectangular
clipping window using parametric equations and avoids unnecessary calculations.
Key Features:
Algorithm Steps:
4. Compute entering and leaving values of tt, determining which parts of the line are
inside.
5. If tenter<tleavet_{\text{enter}} < t_{\text{leave}}, clip the line accordingly and
display the visible portion.
Advantages:
Disadvantages:
Only applicable to rectangular clipping regions.
More complex than Cohen-Sutherland in terms of calculations.
Applications:
Conclusion:
The Liang-Barsky Algorithm is an optimized line clipping method, making it ideal for
applications requiring fast and efficient rendering of graphics within a rectangular boundary.
UNIT 2
3. Combined Transformation in Computer Graphics
Key Features:
Applications:
Conclusion:
Rotation about an arbitrary point refers to rotating an object around a point other than the
origin (0,0)(0,0). Since basic rotation transformations are centered around the origin,
additional steps are required to rotate around an arbitrary point (Xr,Yr)(X_r, Y_r).
1. Translate the object so that the arbitrary point moves to the origin: T(−Xr,−Yr)T(-
X_r, -Y_r)
2. Apply the standard rotation matrix about the origin by angle θ\theta:
R(θ)=[cosθ−sinθ0sinθcosθ0001]R(\theta) = \begin{bmatrix} \cos\theta & -
\sin\theta & 0 \\ \sin\theta & \cos\theta & 0 \\ 0 & 0 & 1 \end{bmatrix}
3. Translate the object back to its original position: T(Xr,Yr)T(X_r, Y_r)
Advantages:
Applications:
Conclusion:
Rotation about an arbitrary point requires translation before and after rotation to shift the
pivot point to the origin. This method ensures accurate positioning in computer graphics,
simulations, and geometric modeling.
Types of 3D Transformations:
Applications of 3D Transformations:
• Used in 3D modeling and animation for object manipulation.
• Essential in virtual reality (VR) and gaming for realistic environments.
• Applied in robotics and simulations for precise movement control.
Conclusion:
Multiple transformations refer to the sequential application of more than one geometric
transformation—such as translation, scaling, rotation, shearing, and reflection—on an object
to achieve the desired positioning and shape in a 2D or 3D space. Instead of performing each
transformation separately, they are combined into a single transformation matrix to
improve efficiency.
Key Features:
Advantages:
Applications:
Conclusion:
Parallel projection is a type of projection in computer graphics where parallel lines remain
parallel after projection, meaning there is no perspective distortion. It is commonly used in
engineering drawings, CAD applications, and architectural designs where accurate
measurements are required.
1. Orthographic Projection:
o The projection lines are perpendicular to the projection plane.
o Used for technical drawings and blueprints.
o Subtypes:
▪ Top view (Plan view)
▪ Front view (Elevation view)
▪ Side view
2. Oblique Projection:
o The projection lines are at an angle to the projection plane.
o Provides a pseudo-3D effect while preserving dimensions.
o Types:
▪ Cavalier projection (full depth is preserved).
▪ Cabinet projection (depth is scaled to half).
3. Axonometric Projection:
o A form of orthographic projection that shows multiple sides of an object.
o Types:
▪ Isometric projection (equal foreshortening along all three axes).
▪ Dimetric projection (two axes have the same scale, one is different).
▪ Trimetric projection (each axis has a different scale).
Advantages:
Maintains true shape and size, making it ideal for technical drawings.
No perspective distortion, ensuring accurate measurements.
Simple and efficient for CAD and engineering applications.
Disadvantages:
Lacks depth perception, making it less realistic.
Can appear flat compared to perspective projections.
Applications:
Conclusion:
Key Features:
1. One-Point Perspective:
o Has one vanishing point (e.g., looking down a straight road).
o Common in simple 3D renderings and architectural drawings.
2. Two-Point Perspective:
o Has two vanishing points (e.g., a building corner).
o Provides a more realistic view of objects.
3. Three-Point Perspective:
o Has three vanishing points (e.g., looking up at a skyscraper).
o Used for highly realistic 3D effects.
Mathematical Representation:
Disadvantages:
Applications:
Conclusion:
Perspective projection is widely used in 3D graphics, gaming, VR, and animation to create
a realistic sense of depth, making it essential for immersive visual experiences.
• Parallel projection is best for technical drawings and CAD, where accuracy is key.
• Perspective projection is ideal for 3D rendering, gaming, and realistic
visualization due to its depth effect.
These are different types of parallel projections used in computer graphics and
engineering drawings to represent 3D objects on a 2D plane without perspective distortion.
1. Orthographic Projection
• A parallel projection where projection lines are perpendicular to the projection
plane.
• Used for technical drawings, CAD, and blueprints.
• Shows true dimensions without distortion.
1. Multiview Projection:
o Displays different views of an object (Front, Top, Side).
o Used in engineering drawings.
2. Axonometric Projection:
o A special type of orthographic projection where the object is rotated to show
multiple sides.
o Includes isometric, dimetric, and trimetric projections.
2. Axonometric Projection
• A type of orthographic projection where the object is tilted to reveal multiple faces.
• Maintains parallel lines but distorts angles.
1. Isometric Projection:
o All three axes are equally foreshortened.
o The angle between axes is 120°.
o Most commonly used for 3D CAD models and technical drawings.
2. Dimetric Projection:
o Two axes are equally foreshortened, the third is different.
oUsed in architectural drawings.
3. Trimetric Projection:
o All three axes have different foreshortening ratios.
o Provides most accurate 3D representation but is complex.
3. Oblique Projection
• A parallel projection where projection lines are at an angle to the projection plane.
• Used for quick 3D sketches and simple visualizations.
• One face is shown in true shape, while depth is distorted.
1. Cavalier Projection:
o Full-scale depth is preserved.
o Results in an elongated look.
2. Cabinet Projection:
o Depth is halved (50%) to reduce distortion.
o More realistic than Cavalier projection.
Comparison Table
Axonometric
Feature Orthographic Projection Oblique Projection
Projection
Parallel, perpendicular to Parallel, object is Parallel, but at an
Projection Type
the plane. rotated. angle.
Depth Depth is
No depth shown. Depth is distorted.
Representation foreshortened.
Yes, varies with Yes, depth axis is
Foreshortening No foreshortening.
type. scaled.
Less accurate, but
Realism Flat but accurate. More 3D-like.
quick to draw.
3D technical Quick sketches, simple
Best Used For Engineering, CAD.
drawings. 3D views.
Conclusion:
The RGB color model is a widely used additive color model in which colors are created by
combining Red (R), Green (G), and Blue (B) light in different intensities. It is commonly
used in digital screens, computer graphics, and photography.
• The RGB model is additive, meaning colors are created by adding light.
• Each color channel (Red, Green, Blue) has a value ranging from 0 to 255 (in 8-bit
representation).
• When all three colors are at maximum (255,255,255), the result is white.
• When all three colors are at minimum (0,0,0), the result is black.
• Different color combinations create various shades.
Computer and Mobile Screens – Used in LCD, LED, and OLED displays.
Digital Image Editing – Photoshop, GIMP, and other design software use RGB.
Gaming and Animation – Graphics rendering and visual effects.
Conclusion
The RGB color model is fundamental in digital graphics, allowing the creation of a vast
range of colors by mixing Red, Green, and Blue light. It is the standard color model for
electronic displays and multimedia applications.
The CMYK color model is a subtractive color model used in printing and color
reproduction. It represents colors using four ink pigments:
• C – Cyan
• M – Magenta
• Y – Yellow
• K – Key (Black)
This model is essential for printers, magazines, brochures, and packaging designs.
• The CMYK model is subtractive, meaning it works by absorbing light rather than
emitting it.
• In printing, colors are created by layering cyan, magenta, and yellow inks.
• The more ink applied, the darker the color (since it absorbs more light).
• Pure black (K) is added because mixing C, M, and Y doesn’t produce a deep black,
only a dark brownish color.
Not Ideal for Digital Screens – Screens use the RGB model instead.
Limited Color Range – CMYK cannot reproduce all RGB colors, especially bright neon
shades.
Conclusion
The CMYK color model is crucial for printing and color reproduction, as it effectively
translates digital designs into physical prints by using cyan, magenta, yellow, and black
inks.
HSV is commonly used in image editing, computer vision, and color manipulation, as it
provides a more intuitive way to describe colors than RGB.
More Intuitive than RGB – Easier to adjust color properties like brightness and
intensity.
Better for Image Processing – Used in color filtering, segmentation, and adjustments.
Easier for Artists and Designers – Separates color components logically.
Graphic Design & Photo Editing – Used in Photoshop, GIMP, and digital painting
software.
Computer Vision & AI – Helps in object detection and image segmentation.
Data Visualization – Used in color mapping for scientific and heatmap visuals.
Conclusion
The HSV color model is a human-friendly way to represent colors, making it ideal for
image processing, color correction, and design applications where hue, saturation, and
brightness adjustments are needed.
The HLS color model is a color representation system based on human perception, standing
for:
HLS is similar to HSV (Hue, Saturation, Value) but differs in how brightness is calculated,
making it useful in image processing, color adjustments, and digital graphics.
Graphic Design & Digital Art – Helps in shading and color correction.
Data Visualization – Used in scientific visualizations for color mapping.
Photo Editing – Adjusts brightness and saturation effectively.
Conclusion
The HLS color model is an intuitive way to manipulate colors, making it ideal for image
processing, shading, and artistic design where lightness and color balance are important.