Computer Graphics-1
Computer Graphics-1
Define computer graphics discuss the applications with its advantages and
drawbacks
### **Comparison:**
- The algorithm starts from the circle’s topmost point (at a specific
distance) and moves along the perimeter, choosing pixels to form the circle
in each octant (one of the eight symmetrical parts of the circle).
- Uses symmetry to draw the entire ellipse from one-quarter of the shape.
Both **Boundary Fill** and **Flood Fill** algorithms are used to fill an
enclosed area with color in computer graphics. They are primarily used in
image editing, painting programs, and filling patterns in shapes. # 1.
**Boundary Fill Algorithm:** - **Overview:** This algorithm starts filling
from a given seed point inside an enclosed area and continues until it
reaches the boundary, which is defined by a specific color.
In 2D space, the translation of a point (x,y)(x, y) by a distance (dx,dy)(dx, dy) is given by:
x′=x+dxx' = x + dx y′=y+dyy' = y + dy
In 3D space, the translation of a point (x,y,z)(x, y, z) by (dx,dy,dz)(dx, dy, dz) is given by:
Advantages: Simple and computationally efficient. 2Used to move objects or scenes around in
the workspace without altering their structure.
3D Reflection:About the xy-plane: Inverts the z-coordinate: (x′,y′,z′)=(x,y,−z)(x', y', z') = (x, y,
-z). About the yz-plane: Inverts the x-coordinate: (x′,y′,z′)=(−x,y,z)(x', y', z') = (-x, y, z).
3D Shear: Shearing can occur along any of the three axes (x, y, or z) in 3D space, distorting the
object in a similar manner.
In computer graphics, line clipping is the process of determining which parts of a line lie inside a
clipping region (usually a rectangular window) and discarding the parts that lie outside. Two
well-known algorithms for this task are Cohen-Sutherland and Cyrus-Beck, each employing a
different approach for line clipping.
Steps:
1. Outcode Assignment:
o For each endpoint of the line, a 4-bit outcode is calculated to classify the point's
position relative to the window:
Bit 1: Top of the window (y > ymax).
Bit 2: Bottom of the window (y < ymin).
Bit 3: Right of the window (x > xmax).
Bit 4: Left of the window (x < xmin).
The outcode is determined by checking the position of a point relative to the clipping
boundaries.
2. Algorithm Process:
o Step 1: Compute the outcodes for both endpoints of the line.
o Step 2: If both outcodes are 0000 (inside), accept the line.
o Step 3: If the logical AND of the outcodes is non-zero (both endpoints are outside
and in the same region), reject the line.
o Step 4: If the outcodes differ, find the intersection point of the line with the
clipping window boundary and update the outcode. Repeat the process for the
new line segment.
Advantages:
Limitations:
Overview: The Cyrus-Beck algorithm is a more general approach for line clipping that works
for arbitrary convex polygons, not just rectangles. It uses the parametric representation of the line
and computes intersections with the polygon's edges.
Steps:
2. Edge Normal Calculation: For each edge of the clipping polygon, calculate its normal
vector. The normal helps to determine which side of the edge the line segment lies on.
3. Determine Entry and Exit Points:
o For each edge of the polygon, compute the dot product between the direction
vector of the line and the normal of the edge.
o Based on the sign of the dot product, determine if the line enters or exits the
clipping region.
o If the line crosses the edge, calculate the intersection point and update the
parametric value tt.
4. Clipping Process:
o Track the minimum and maximum values of tt to determine the part of the line
that lies inside the clipping region.
o Use the calculated tt values to adjust the endpoints of the line.
Advantages:
General purpose: Works for any convex polygon, not just rectangles.
More flexible than Cohen-Sutherland for arbitrary clipping shapes.
Limitations:
Conclusion:
Cohen-Sutherland is efficient and simple for clipping lines against rectangular regions,
making it ideal for simpler applications in 2D computer graphics.
Cyrus-Beck is more flexible, supporting clipping against any convex polygon, and is
preferred for more complex clipping tasks where the clipping region is not necessarily
rectangular. However, it is computationally more expensive than Cohen-Sutherland.
The Sutherland-Hodgeman polygon clipping algorithm is used to clip polygons against a
rectangular clipping window. It works by processing the edges of the polygon one at a time and
comparing them with the boundaries of the clipping window. If an edge is entirely inside the
clipping region, it is kept. If it is outside, it is discarded or clipped to fit inside the clipping
window.
For each boundary of the clipping window (left, right, top, bottom):
The algorithm examines each edge of the polygon, checking where its endpoints ie in relation to
the clipping boundary.
If both endpoints of an edge are inside the boundary, the edge is kept.
If one endpoint is inside and the other is outside, the algorithm computes the intersection of
the edge with the boundary and keeps the portion inside the window.
If both endpoints are outside, the edge is discarded.Repeat the process for all four boundaries
(left, right, top, and bottom). Output: A clipped polygon that fits within the clipping window,
with some edges potentially truncated or removed.
Clipping against the right boundary (x = 5):Edge from (3, 2) to (6, 2) intersects the right
boundary at (5, 2). Only the portion from (3, 2) to (5, 2) is kept.
Clipping against the top boundary (y = 4):Edge from (5, 2) to (5, 5) intersects the top
boundary at (5, 4). Only the portion from (5, 2) to (5, 4) is kept.
Clipping against the bottom boundary (y = 1):No clipping needed as all edges are already
within the boundaries.
Resulting Clipped Polygon:The final clipped polygon would have the following
vertices:
(3, 2), (5, 2), (5, 4), (3, 4)
This method ensures that the polygon is clipped inside the defined clipping window.
A Bézier curve is a type of parametric curve that is defined by a set of control points. The curve
is created by blending these points together using a specific mathematical formula. Bézier curves
are widely used in computer graphics, animation, and design.
Properties:
The curve always starts at P0 and ends at Pn (the last control point).
The curve is influenced by the control points, especially the intermediate ones.
Bézier curves are always inside the convex hull of their control points.
Applications:
Design and Graphics: Bézier curves are used in tools like Illustrator and Photoshop.
Font design: They are the basis for creating scalable fonts like TrueType fonts.
Animation: Used to define smooth transitions.
B-Spline Curves:
A B-spline (Basis spline) is a more general curve than the Bézier curve. It is a piecewise-defined
curve, meaning it is made up of several segments (polynomials), with each segment smoothly
connected to the next.
Properties:
Local control: Changing one control point only affects the portion of the curve near that
point.
Continuity: The curve is smooth and continuous at the joints between polynomial
segments.
Non-interpolating: The curve doesn’t necessarily pass through the control points, unlike
Bézier curves.
Equation:
A B-spline curve is defined by control points PiP_i and a set of basis functions Ni,p(t)N_{i,p}(t):
Here, Ni,p(t)N_{i,p}(t) are the B-spline basis functions and pp is the degree of the curve.
Knot Vector:
The B-spline curve also depends on a sequence of values called the knot vector. The spacing of
the knots can be uniform (equal distances) or non-uniform (unequal distances).
Types of B-Splines:
Applications:
3D Modeling: B-splines are widely used in CAD software and 3D modeling tools for
creating complex shapes.
Animation: B-splines are used in creating smooth and flexible animation paths.
Illumination Models in Computer Graphics:
Illumination models are used in computer graphics to simulate how light interacts with objects in
a scene. These models help calculate the color and brightness of surfaces based on the light
sources and material properties. The most common illumination models are:
Where:1. kdkd is the diffuse reflection coefficient. 2IlI_l is the intensity of the light source.
A polygon surface is formed by connecting multiple straight line segments (edges) to create a
closed shape. It is a basic building block used to represent 3D objects in computer graphics.
Characteristics:
Applications:
3D Modeling: Polygons are used to represent 3D models, especially triangles, which are
easy to process.
Rendering: Polygons form the mesh of objects in 3D scenes.
Texturing: Polygons serve as the base for applying textures to 3D models.
Equation:
Applications:
CAD: Quadric surfaces are used to model smooth, curved shapes in engineering and
design.
Rendering: Used for efficiently rendering complex curved surfaces in 3D graphics.
1. **Flat Shading**: - Each polygon is given a single color based on one of its vertices.
2. **Gouraud Shading**: - Color is calculated at vertices and smoothly interpolated across the
polygon.
3. **Phong Shading**: - Interpolates normals across the polygon and calculates lighting for
each pixel.
5. **Ray Tracing**: Traces light rays to simulate realistic lighting, reflections, and shadows.
- **Cons**: Requires extra memory and can suffer from depth precision issues.
7. **Scanline Rendering**: - Renders each scanline of the image, processing visible polygons
for each horizontal line.
3D scaling is a transformation that changes the size of an object in 3D space. It either enlarges or
shrinks the object along the x, y, and z axes. Scaling is controlled by scaling factors that
determine how much the object should be stretched or shrunk along each axis.
Where sxs_x, sys_y, and szs_z are the scaling factors along the x, y, and z axes,
respectively.
Non-Uniform Scaling: The scaling factor differs along each axis, causing the object to
stretch or shrink in different directions.
In this case, sxs_x, sys_y, and szs_z can be different, altering the object's shape.
Effect on Coordinates:Scaling affects the coordinates of a point
(x,y,z)(x, y, z) in 3D space by multiplying each coordinate by the
corresponding scaling factor:
o x′x', y′y', and z′z' are the new coordinates of the point after scaling.
Applications of 3D Scaling:
In summary, 3D scaling modifies the size of objects along different axes, either uniformly or
non-uniformly, and is represented mathematically using scaling matrices.
Rxy−plane=[0100100000100001]R_{xy-plane} = \
begin{bmatrix} 0 & 1 & 0 & 0 \\ 1 & 0 & 0 & 0 \\ 0 & 0 & 1 & 0 \\
0 & 0 & 0 & 1 \end{bmatrix}
The viewing pipeline refers to the sequence of transformations that convert 3D world
coordinates into 2D screen coordinates for display. It involves several key steps that map objects
in a 3D scene to a 2D view, simulating how the camera would see the world.
1. Clipping:Purpose: Removes portions of objects that lie outside the camera’s viewing
frustum (visible area).
Process: Only objects within the viewable area are kept, and those outside are discarded.
Example: Removing the part of an object that lies outside the camera’s view.
Projection transforms are used to project 3D objects onto a 2D plane (like a screen) to create a
2D representation of a 3D scene. There are two main types of projection:
2. Perspective Projection: In perspective projection, objects that are farther from the
camera appear smaller, creating depth and a realistic view of the scene.
Characteristics:Far objects appear smaller (simulating the human eye’s view). 2.Provides a
sense of depth and realism. 3.Commonly used in 3D graphics, games, and animations.
Example: A road that narrows as it gets farther away from the viewer.
1. Types of Clipping:
o Point Clipping: Discards points outside the frustum.
o Line Clipping: Cuts lines so that only the parts inside the frustum are rendered.
o Polygon Clipping: Cuts polygons so that only the portions inside the frustum
remain visible.
2. Clipping Algorithms:
o Cohen-Sutherland Line Clipping: Clips lines based on regions in a 2D space,
discarding portions outside the view.
o Sutherland-Hodgman Polygon Clipping: Clips polygons by iteratively checking
against the clipping window’s edges.
3. Importance:
o Reduces unnecessary computation and processing by removing objects or
portions of objects that aren’t visible.
o Improves rendering performance by focusing only on what’s within the view
frustum.
Q1 Input device. An input device is hardware used to provide data or control signals to
a computer. In computer graphics, it allows users to interact with and manipulate graphical
objects. Common input devices include the mouse, keyboard, touchscreen, graphics tablet,
joystick, and scanner.
Q Random scan Random Scan (or Vector Scan) is a display method in computer graphics
where the electron beam of a CRT monitor directly draws lines between specified points, rather
than illuminating a grid of pixels. It is efficient for line-based graphics, like wireframes, and is
used in older vector graphics displays. However, it is not suitable for complex images like
photographs.
Q4. Scaling matrix A Scaling Matrix in computer graphics is used to resize objects in 2D or
3D space. It scales the coordinates of a point by specified factors along the x, y, and z axes.
2D Scaling Matrix:
[Sx00Sy]\begin{bmatrix} S_x & 0 \\ 0 & S_y \end{bmatrix}
Where SxS_x and SyS_y are the scaling factors along the x and y axes.
3D Scaling Matrix:
[Sx000Sy000Sz]\begin{bmatrix} S_x & 0 & 0 \\ 0 & S_y & 0 \\ 0 & 0 & S_z \
end{bmatrix}
Where SxS_x, SyS_y, and SzS_z are the scaling factors along the x, y, and z axes.
Q5. Hermite curve A Hermite Curve in computer graphics is defined by two endpoints and
two tangent vectors at those points. It allows precise control over both the position and direction
at the endpoints. The curve is commonly used in interpolation and animation for smooth
transitions. The mathematical form is parametric and involves position and tangent values to
generate the curve.
Q 7. Clipping Clipping in computer graphics removes or modifies parts of objects outside the
viewable area (view frustum). It includes point, line, and polygon clipping, using algorithms
like Cohen-Sutherland (for lines) and Sutherland-Hodgman (for polygons).
1. View Transformation: Adjusts the position and orientation of objects relative to the
camera.
2. Projection: Converts 3D points to 2D, either using orthographic (no depth) or
perspective (depth effects) projection.
3. Clipping: Removes objects outside the viewable area.
4. Viewport Transformation: Maps the 2D projection to the screen.
Q what is Shearing Shearing in computer graphics is a transformation that shifts the position of
points in a specific direction, causing distortion. It slants an object along the X, Y, or Z axis,
changing the angles between axes while keeping parallel lines parallel.
Types:
Matrix Representation:
Where ShxSh_x and ShySh_y are the shearing factors along the X and Y axes.
3D Scaling:[Sx000Sy000Sz]\begin{bmatrix} S_x & 0 & 0 \\ 0 & S_y & 0 \\ 0 & 0 & S_z \
end{bmatrix} Where SxS_x, SyS_y, and SzS_z are the scaling factors along the respective axes.