Computer Graphics Assignment
Computer Graphics Assignment
Assignment #1
CCSR1N3/15
GROUP MEMBERS:
Computer graphics (CG) has evolved significantly since its inception, transforming from simple
visual representations to complex, photorealistic images that are integral to various industries.
In the early 1950s, computer graphics emerged as a visualization tool for scientists and engineers
in research centers like Bell Labs and Boeing. The development of the Cathode Ray Tube (CRT)
allowed for the display of visual graphics, and input devices like the light pen enabled interaction
with these displays.
● 1968: Sutherland and David Evans established a computer graphics group at the
University of Utah, which became a hub for significant advancements in the field.
● 1975: Bui Tuong Phong introduced the Phong reflection model and Phong shading,
enhancing the realism of rendered images by improving the depiction of light reflections
on surfaces.
● 1984: Robert Cook proposed distribution ray tracing, allowing for realistic simulation of
effects like motion blur and depth of field.
● 1986: The founding of Pixar Animation Studios marked a significant milestone in the
commercial application of computer graphics.
● The advent of affordable graphics hardware led to the widespread use of computer
graphics in personal computing. Software like Adobe Photoshop, introduced in 1988,
became industry standards for image editing.
● The development of the OpenGL graphics library in 1992 provided a standardized API
for rendering 2D and 3D vector graphics, facilitating cross-platform development.
● The integration of computer graphics with artificial intelligence and machine learning has
opened new frontiers in areas like virtual reality, augmented reality, and realistic human
animations. 6
Throughout its history, computer graphics has continually pushed the boundaries of visual
representation, profoundly impacting fields ranging from entertainment to scientific research.
2. Discuss advantages of computer graphics.
Computer graphics (CG) have revolutionized the way we create, interpret, and interact with
visual information. The advantages of computer graphics are manifold, impacting various sectors
and enhancing numerous processes. Here are some key benefits:
Computer graphics enable the creation of compelling visual content that effectively conveys
complex ideas and data. Visual representations, such as charts and infographics, simplify
intricate information, making it more accessible and understandable.
The advancement of CG has led to the development of immersive virtual environments. These
realistic simulations are utilized in various fields, including gaming and virtual reality, providing
users with engaging and lifelike experiences.
Computer graphics offer designers unparalleled flexibility and precision. They facilitate the
creation of intricate and detailed designs that might be challenging to produce manually. This
capability is particularly beneficial in fields like architecture and engineering, where accuracy is
paramount. 0
CG tools streamline the design and editing processes, allowing for quick modifications and
iterations. This efficiency reduces the time required to develop visual content, thereby enhancing
overall productivity.
Artists leverage computer graphics to produce high-quality digital artworks and animations.
These creations are used across various media, including films and digital platforms, expanding
the horizons of artistic expression.
In summary, computer graphics have become indispensable in modern society, offering tools and
capabilities that enhance communication, design, productivity, and user engagement across
multiple disciplines.
While computer graphics (CG) have revolutionized various fields by enhancing visual
communication and design, they also present several challenges and limitations. Here are some
notable disadvantages:
Creating high-quality computer graphics demands proficiency in specialized software tools and a
deep understanding of graphic design principles. Acquiring these skills can be time-consuming
and often necessitates formal training or education. Moreover, professional-grade software can
be expensive, posing a barrier for individuals or organizations with limited resources.
2. Time-Intensive Creation Process
Developing intricate and detailed graphics is a labor-intensive process. Designers may need to
invest significant time in conceptualization, creation, and refinement stages. This extended
timeline can be a drawback in fast-paced environments where quick turnaround is essential.
3. High Costs
Beyond the expense of software, producing computer graphics can involve substantial costs
related to hardware upgrades, licensing fees, and potential outsourcing to skilled professionals.
These financial considerations can be prohibitive for small businesses or independent creators. 2
Computer graphics can sometimes lead to the creation of images or animations that are
exaggerated or unrealistic. This can result in misinterpretations or the dissemination of
misleading information, particularly in contexts where accuracy is crucial.
The field of computer graphics is continually evolving, with frequent updates to software and
hardware. Staying current requires ongoing investment in new tools and continuous learning.
Additionally, over-reliance on technology can be problematic if technical issues arise, potentially
disrupting workflows. 2
Advanced graphical systems can be complex, making them less accessible to beginners. Users
may face steep learning curves, and some software interfaces may not be user-friendly, hindering
productivity and creativity.
The ability to create highly realistic images and animations raises ethical questions, particularly
when such graphics are used to manipulate perceptions or fabricate scenarios. Issues related to
privacy and consent also emerge when individuals' likenesses are replicated or altered without
permission.
In summary, while computer graphics offer powerful tools for visual expression and
communication, they come with challenges that require careful consideration, including skill
acquisition, time and financial investment, and ethical implications.
4. List down and briefly explain about the application areas of computer
graphics.
Computer graphics (CG) have become integral to numerous industries, enhancing the way we
visualize, design, and interact with information. Here are some prominent application areas:
● Film and Television: CG enables the creation of visual effects and animations, bringing
imaginative concepts to life in movies and TV shows.
● Video Games: Essential for developing immersive environments and realistic characters,
CG plays a pivotal role in modern gaming experiences.
3. Medicine
● Medical Imaging: Techniques like MRI and CT scans rely on CG to construct detailed
visual representations of the human body, aiding in diagnosis and treatment planning.
5. Scientific Research
● Presentation Graphics: Businesses use CG to create compelling charts and graphs for
reports and presentations, enhancing communication of information.
● User Interface (UI) Design: CG is crucial in designing intuitive and visually appealing
interfaces for software applications and websites.
7. Virtual Reality (VR) and Augmented Reality (AR)
● Map Making: CG aids in creating detailed and accurate maps for navigation, urban
planning, and environmental studies.
● Spatial Analysis: GIS utilizes CG to analyze and visualize spatial data, assisting in
decision-making processes related to geography.
How They Work: CRT monitors utilize electron beams emitted from electron guns to illuminate
phosphor dots on the inside of a glass screen. These beams are directed and focused using
magnetic fields to scan across the screen, line by line, creating images through the combination
of red, green, and blue phosphors.
Characteristics:
Size and Weight: Bulky and heavy due to the deep tube design.
How They Work: LCDs consist of liquid crystal molecules sandwiched between polarizing filters
and glass panels. When an electric current passes through, these crystals align to modulate light
from a backlight, controlling its passage to create images.
Characteristics:
How They Work: LED monitors are essentially LCDs that use LEDs for backlighting instead of
traditional fluorescent tubes. This allows for more precise control of brightness and contrast.
Characteristics:
● Improved Brightness and Contrast: LEDs offer better luminance and deeper blacks.
4. Plasma Displays
How They Work: Plasma screens contain small cells filled with ionized gas (plasma) that emits
ultraviolet light when electrically charged. This UV light then excites phosphor coatings inside
each cell to produce visible light, forming images.
Characteristics:
Flat-panel displays are broadly categorized into two types based on their light generation
methods: emissive and non-emissive displays.
Emissive Displays
Emissive displays generate their own light by converting electrical energy directly into light
energy. Each pixel in these displays acts as a self-illuminating element.
Examples:
● Plasma Panels: Utilize small cells containing electrically charged ionized gases (plasma)
that emit ultraviolet light, which then excites phosphor coatings to produce visible light.
● Light Emitting Diodes (LEDs): Consist of semiconductor diodes that emit light when an
electric current passes through them.
● Organic Light Emitting Diodes (OLEDs): Similar to LEDs but use organic compounds
to emit light, allowing for flexible and thinner displays.
Non-Emissive Displays
Non-emissive displays do not produce their own light; instead, they rely on external light
sources, such as backlighting or ambient light, and manipulate this light to create images.
Examples:
● Liquid Crystal Displays (LCDs): Use liquid crystals that modulate light from a
backlight to produce images. The liquid crystals themselves do not emit light but control
the passage of light through polarization.
In summary, the primary distinction between emissive and non-emissive displays lies in their
light production mechanisms: emissive displays generate light internally, while non-emissive
displays depend on external light sources to render images.
7. Discuss about the RGB color model and the YIQ color model.
Color models are essential frameworks in computer graphics and television systems for
representing and manipulating colors. Two prominent models are the RGB (Red, Green, Blue)
and YIQ color models, each serving distinct purposes and applications.
The RGB color model is an additive color system based on the human eye's sensitivity to red,
green, and blue light. By combining these three primary colors at varying intensities, a broad
spectrum of colors can be produced.
● How It Works: In the RGB model, colors are created by adding light of the three
primary colors. Each color channel (R, G, B) can have intensity values typically ranging
from 0 to 255. For example:
● Applications: This model is predominantly used in devices that emit light, such as
computer monitors, televisions, and smartphone screens. It's also fundamental in digital
imaging and graphics design.
The YIQ color model was developed for analog color television broadcasting in the United
States, particularly by the National Television System Committee (NTSC). It separates image
data into components that align with human visual perception, optimizing bandwidth and
ensuring compatibility with black-and-white televisions.
● Components:
● How It Works: By transmitting luminance (Y) separately from chrominance (I and Q),
the YIQ model allows black-and-white TVs to display the Y component, ensuring
backward compatibility. Color TVs decode all three components to reproduce full-color
images.
● Purpose: RGB is designed for direct color representation in devices that emit light,
whereas YIQ was developed to optimize color broadcasting for television, balancing
bandwidth efficiency and compatibility.
Images are represented and processed inside a computer as a grid of pixels, with each pixel
having specific color and intensity values. Here's a breakdown of how this works:
i . Representation of an Image
An image is typically stored as a matrix or a grid of pixels (short for "picture elements"). Each
pixel represents a small part of the image. The image as a whole is made up of a large number of
these tiny pixels. The resolution of the image (e.g., 1920x1080) tells you the width and height of
the grid in terms of pixels.
Color Representation
Each pixel has a color value which is usually represented using the RGB (Red, Green, Blue)
color model. In this model:
● Each color component (Red, Green, and Blue) is assigned an integer value in the range of
0 to 255.
● The combination of these three color components results in a specific color. For example:
For an image, each pixel will have an RGB triplet, and the entire image is an array of these RGB
values.
Grayscale Images
For simpler images, like black-and-white photos, a single intensity value is used for each pixel,
representing the brightness of the pixel. This is called a grayscale image. The intensity is usually
between 0 (black) and 255 (white), with varying shades of gray in between.
● JPEG: A compressed image format often used for photographs. It reduces file size by
discarding some image details, making it lossy.
● PNG: A lossless format that maintains full image quality but often has larger file sizes. It
supports transparency.
● GIF: A format with a limited color palette (256 colors) and is often used for simple
animations.
Each file format has different ways of encoding pixel data, with or without compression.
Image processing involves manipulating the pixel data to perform operations like:
iv . Computer Vision
In computer vision, algorithms analyze and interpret image data. This process involves:
● Preprocessing: Converting images into a format suitable for analysis (e.g., converting to
grayscale or resizing).
● Feature Extraction: Detecting edges, shapes, and textures within the image.
● Machine Learning: Using training data to recognize objects or classify images based on
learned patterns.
Images are stored as sequences of binary data on a computer's storage devices. The binary values
represent pixel colors and other metadata like resolution, color depth, and file format. For
example:
● An 8-bit color depth means each color channel (RGB) is represented by 8 bits (1 byte), so
each pixel requires 3 bytes (1 byte for each color channel).
● A 24-bit image would require 3 bytes per pixel, while a 32-bit image might include an
additional alpha channel for transparency.
When an image is displayed on a screen, the computer sends the pixel data to the display, where
it is rendered using the screen's pixel grid. Modern screens can display millions of colors by
varying the intensity of red, green, and blue for each pixel.
In summary, images inside a computer are represented as arrays of pixel values, which are
processed and manipulated using algorithms to achieve various effects, recognition, or
transformations.
Transformation is the change in size, shape, location and orientation of an object in display. It
refers to the mathematical operations used to manipulate the position, orientation or size of an
object within a 2D or 3D scene, enabling the creation of dynamic and interactive visuals.
The five common transformations are : Translation, Rotation, Reflection, Scaling and Shear.
Translation
It is a transformation of an object by moving the whole object from one position to another
without changing the size, shape or orientation of the object. We translate two dimensional point
by adding translation distances tx and ty to the original coordinates of the point (x, y).
The translation distance pair (tx, ty) is called the translation vector.
Translation can be represented by a row or column vector equation: [x’ y’] = [x, y] + [tx, ty]
The image shows the translation of a triangle by the translation vector that translates the point A
to point B.
Rotation
Rotation involves turning an object around a specified point or axis, either in 2D or 3D, and is a
fundamental transformation used to change an object's orientation. Rotation is used to reposition
an object along a circular path in the XY-plane.
To generate a rotation we specify a rotation angle a and the position of the rotation point(pivot
point) (xr, yr) about which the object is to be rotated. Positive value of rotation angle defines
counter clockwise rotation while negative value of rotation angle defines clockwise rotation.
To rotate a point (x, y) counterclockwise about the origin by an angle θ, use the following
equations: x' = x * cos(θ) - y * sin(θ) and y' = x * sin(θ) + y * cos(θ), where (x', y') are the new
coordinates. We can write this in the form of a column vector matrix equation.
[ x’ ] = [ cos(θ) -sin(θ) ] [ x ]
[ y’ ] [ sin(θ) cos(θ) ] [ y ]
The equation of rotation of an object about the axis of rotation (xr, yr) is given by :
x’ = xr + (x - xr)cos(θ) - (y - yr)sin(θ)
Y’ = yr + (x - xr)sin(θ) + (y - yr)cos(θ)
Reflection
x’ = x . Sx
y’ = y . Sy
Where the (Sx, Sy) is the scaling factor. Same values of Sx and Sy will produce Uniform
Scaling and different values of Sx and Sy will produce Differential Scaling.
Shear
A Shear transformation is a transformation that distorts the shape of an object such that the
transformed shape appears as if the object were composed of internal layers that have been
caused to slide over each other. The two common types of shear transformation are x-direction
shear transformation and y- direction shear transformation.
The equation for x-direction shear is given by: x’ = x + Shx . y, y’ = y, where Shx is the x shear
parameter. And the equation for y-direction shear is given by : x’ = x, y’ = y + Shy . x, where
Shy is the y shear parameter
10. What is homogeneous matrix? Discuss its use in transformation
Homogeneous Matrix
Structure
$$\begin{pmatrix} x
y
1 \end{pmatrix}$$
The third component is typically set to 1, allowing for the inclusion of translation operations.
3D Homogeneous Matrix
$$\begin{pmatrix} x
y
z
1 \end{pmatrix}$$
And the transformation matrix is:
Uses in Transformation
Example of Transformation
Consider a point P=(2,3)P = (2, 3)P=(2,3) that undergoes a scaling by a factor of 2 and then a
translation by (1,1)(1, 1)(1,1).
a. Animation
Definition:
Animation is the process of creating the illusion of movement by displaying a series of static
images or frames in rapid succession. Each frame differs slightly from the previous one,
simulating motion.
Types of Animation:
● Motion Graphics: Text or abstract graphics animated, often used in media and
advertising.
Applications:
● Scientific visualization
b. Simulation
Definition:
Simulation is the imitation of real-world processes or systems over time, typically using models
in a virtual environment to observe behavior and predict outcomes.
Features:
Applications:
c. Image Processing
Definition:
Image processing involves performing operations on images to enhance them or extract useful
information. It is a key technique in computer vision and artificial intelligence.
Types:
Common Techniques:
● Noise reduction
● Edge detection
● Image compression
● Pattern recognition
Applications:
Definition:
Virtual Reality is an immersive multimedia technology that simulates a three-dimensional
environment, allowing users to interact with a virtual world using specialized hardware like VR
headsets and motion controllers.
Components:
Applications: