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CG_Class_Notes_Module-1

The document provides an overview of computer graphics, detailing its components such as rendering, animation, and user interfaces. It discusses various applications, input and output devices, and the differences between vector and raster scan displays. Additionally, it covers coordinate systems used in graphics programming and includes a basic example of drawing a line using graphics programming code.

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0% found this document useful (0 votes)
5 views

CG_Class_Notes_Module-1

The document provides an overview of computer graphics, detailing its components such as rendering, animation, and user interfaces. It discusses various applications, input and output devices, and the differences between vector and raster scan displays. Additionally, it covers coordinate systems used in graphics programming and includes a basic example of drawing a line using graphics programming code.

Uploaded by

printopia06
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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1.

Introduction and
Overview of
Graphics System
The computer graphics is one of the most
effective and commonly used way to
communicate the processed information to the
user.
What is
It displays the information in the form of
Computer graphics objects such as pictures, charts,
Graphics graphs and diagrams instead of simple text.

The Computer Graphics is rendering (Service)


tool for generation of images and manipulation
of images.
Image: an Image is a Combination of pixels, a Visual
Representation of Something.

Models: 3d Representation of Something is Called Model.

Computer
Rendering: Rendering is the process of generating an
Graphics made
image from a 2D or 3D model or models in what
collectively could be called a scene file by means of
up of 4
computer programs. Also, the results of such a model can Components
be called a rendering.

Animation: Techniques of creating illusive movements


using Successive Images is called Animation.
• User Interface
• Plotting of graphics and charts
• Office automation and Desktop
Applications of Publishing
• Computer-aided Drafting and
Computer Design
Graphics • Simulation and Animation
• Art and Commerce
• Process Control
• Cartography
User interfaces: GUI

• A graphical user interface (GUI) is


a type of user interface through
which users interact with electronic
devices via visual indicator
representations.
Plotting of graphics and chart.

• Visual representations help us to


understand data quickly. When you
show an effective graph or chart,
your report or presentation gains
clarity and authority
Office automation and Desktop Publishing.

• Desktop publishing (DTP) software


is designed for creating visual
communications such as brochures,
business cards, greeting cards, web
pages, posters, and more for
professional or personal printing
online or on-screen.
Computer-aided Drafting and Design(CADD).

• It is the act and discipline of


composing drawings that visually
communicate how something
functions or is constructed.
• It assist in the creation,
modification, analysis, or
optimization of design.
• It describe the process of creating
technical drawing with the use of
computer software.
Simulation and Animation.

• Simulation is an imitation or replication from


the real thing.
• Simulation is used for scientific modeling in
order to acquire and get information on how
they function.
• Animation is the method of creating an illusion
of any movement by using rapid display images
of 3-D or 2-D artwork.
• Simulations can be used as the basis for an
Animation meaning the mathematically
simulated motion can be used in an animation to
move the objects.
Classification of Applications

Line Drawing
2D 3D

Controllable
Types of Object (Dimensionality )
Black and White Image

Uses of
Pictorial
Representation
Computer Types of Interaction
Graphics
Color Image

Non-Controllable
Kinds of Picture

etc.

Symbolic Realistic
• Keyboard
• Mouse
• Data Glove
• Trackball
Input • Joysticks
Devices • Digitizer/Graphical Tablet
• Image Scanner
• Touch Panels
• Light Pens
Keyboard

• It is a primary input device for any


graphics system.
• It is used for entering text and
numbers, i.e. on graphics data
associated with pictures such as labels
x-y coordinate etc.
Data Glove

• It is used to grasp a virtual objects.


• The input from the data glove can be
used to position or manipulate objects
in a virtual scene.
• Using data glove, a user can grasp,
move and rotate objects and then
release them.
• Output device is a piece of peripheral computer
hardware equipment which receives data from the
system and converts it into human-readable form.
Output • Basically, computer integrates with the output device
for display, projection, or physical reproduction.
Devices
• There are several output devices that present data in
different forms like text, audio, visual formats, and
hard copies.
1. Video Display Devices
2. Hardcopy devices
Output
Video Display devices
Devices Hardcopy Devices
▪ CRT ▪ Printers
▪ Vector Scan/Random ▪ Plotters
Scan Display
▪ Cameras etc.
▪ Raster Scan Display
▪ Color CRT Monitors
▪ Direct-view Storage
Tubes
▪ Flat Panel Displays
▪ Plasma Panel Display
▪ Liquid Crystal Monitors
CRT

• Cathode Ray Tube (CRT) is a computer display screen, used to display the
output in a standard composite video signal.
• The working of CRT depends on the movement of an electron beam which
moves back and forth across the back of the screen.
out-put
Vector Scan / Random Scan Display

• Vector scan CRT display directly traces out only


the desired lines on CRT.
• To move the beam across the CRT, the information
about both, magnitude and direction is required.
This information is generated with the help of
vector graphics generator.
• 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.
out-put
Raster Scan Display
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.
Difference between Vector Scan / Random Scan and Raster Scan Display
Vector Scan/Random Scan Display Raster Scan Display

1. In vector scan display the beam is moved between 1. In raster scan display the beam is moved all over
the end points of the graphics primitives. the screen one scan line at a time, from top to bottom
and then back to top.
2. Creation of diagrams using random scan 2. Raster graphics can be used in animation.
becomes easier, so can be used in engineering
and scientific drawings.
3. Pen plotters and direct storage view tubes (DVST) 3. Cathode ray tubes (CRT) are used.
devices are used.

4. Scan conversion hardware is not required. 4. Because each primitive must be scan converted, real
time dynamics is far more computational and requires
separate scan conversion hardware.
5. Requires less memory. 5. Requires more memory.

6. Cost is more. 6. Cost is low.


• In a 2-D coordinate system the X axis generally
points from left to right, and the Y axis generally
points from bottom to top. (some windowing
Overview systems will have their Y coordinates going from top
to bottom.)
of coordinate
system • When we add the third coordinate, Z, we have a
choice as to whether the Z-axis points into the screen
or out of the screen:
Overview of coordinate system

• Right Hand Coordinate System (RHS)


Z is coming out of the page
Counterclockwise rotations are positive
if we rotate about the X axis : the rotation Y->Z is positive
if we rotate about the Y axis : the rotation Z->X is positive
if we rotate about the Z axis : the rotation X->Y is positive
• Left Hand Coordinate System (LHS)
Z is going into the page
Clockwise rotations are positive
if we rotate about the X axis : the rotation Y->Z is positive
if we rotate about the Y axis : the rotation Z->X is positive
if we rotate about the Z axis : the rotation X->Y is positive
• World Coordinate System - Also known as the "universe"
or sometimes "model" coordinate system. This is the base
reference system for the overall model, (generally in 3D ),
to which all other model coordinates relate.
• Viewpoint Coordinate System - Also known as the "camera"
coordinate system. This coordinate system is based upon the
Multiple viewpoint of the observer, and changes as they change their
Coordinate view. Moving an object "forward" in this coordinate system
moves it along the direction that the viewer happens to be
Systems in a looking at the time.
Graphics • Screen Coordinate System - This 2D coordinate system
refers to the physical coordinates of the pixels on the
Program computer screen, based on current screen resolution. ( E.g.,
1024x768 )
• Viewport Coordinate System - This coordinate system refers to
a subset of the screen space where the model window is to be
displayed. Typically, the viewport will occupy the entire screen
window, or even the entire screen, but it is also possible to set
up multiple smaller viewports within a single screen window.
• Video/Display Adapters.
Display adaptors are characterized by
▪ Resolution
▪ Color Depth
▪ Refresh rate
• Modes of Resolution
▪ Text mode / Character mode
▪ Graphics mode
Basics /*Simple example to draw line*/
of Computer #include<stdio.h>
#include<graphics.h>
Graphics void main()
{
int gd=DETECT, gm=0;
initgraph(&gd, &gm, “ ”;
line(200,200,100,100);
closegraph();
}

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