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Graphics & Multimedia

This document provides an overview of graphics and multimedia concepts. It discusses various graphics applications such as CAD, presentation graphics, computer art, and visualization. It also covers topics like color CRT monitors, graphics software, geometric transformations, and composite transformations. The document contains information about different graphics hardware and software components in a technical yet concise manner.

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0% found this document useful (0 votes)
110 views42 pages

Graphics & Multimedia

This document provides an overview of graphics and multimedia concepts. It discusses various graphics applications such as CAD, presentation graphics, computer art, and visualization. It also covers topics like color CRT monitors, graphics software, geometric transformations, and composite transformations. The document contains information about different graphics hardware and software components in a technical yet concise manner.

Uploaded by

michael.ferraris
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPT, PDF, TXT or read online on Scribd
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CS1354

GRAPHICS & MULTIMEDIA


TEXT BOOKS

Donald Hearn and M.Pauline


Baker ,”Computer Graphics C
Version”,Pearson Education,2003

PrabatK Andleigh and Kiran


Thakrar,”Multimedia Systems and
Design,”PHI2003
UNIT – I
OUTPUT PRIMITIVES
Applications of Graphics

CAD
Presentation graphics
Computer art
Entertainment
Education & Training
Visualization
Image processing
Graphical user interface
CAD
 Used in the design of buildings, automobiles ,
aircrafts, spacecrafts , computer and other products
 Use wireframe outline form to display the objects
Features:
 provides the designer a multi window environment
 provides standard shapes for electrical , electronic
and logic circuits
 shows overall features and shapes of the objects
 shows the effects of interactive adjustments to design
shapes
PRESENTATION GRAPHICS
Used to summarize financial, statistical,
mathematical, scientific and economic data
for research reports, managerial and other
types of reports
COMPUTER ART
 Graphics methods are used in fine and commercial
art applications
 Pictures are painted electronically on a graphics
tablet (digitizer) using a stylus
 Used in Product advertising & T.V commercials
 T.V commercials are produced frame by frame
 motion is simulated in successive frames by
moving the object positions slightly from their
positions in the previous frame
 Finally the frames are transferred to film or video
buffer for play back
OTHER APPLICATIONS
ENTERTAINMENT
Graphics methods are used in making
motion pictures , music videos & T.V shows
EDUCATION & TRAINING
to generate models of physical, financial
and economic systems
 to design special systems for giving
trainings
(simulators)
OTHER APPLICATIONS
IMAGE PROCESSING
Used to modify/interpret pictures & T.V
scans
Used in robotics
GUI
To display either a single window or
multiple window areas
ICON
graphical symbol designed to look like the
processing option it represents.
OVERVIEW OF GRAPHICS
SYSTEMS
Video Display Device
Primary output device – video monitor
Operation is based on std. CRT
 Beam of electrons emitted by electron gun
passes through focusing & deflection
system that direct the beam towards
specified position on phosphor coated
screen which emits a small spot of light
PROPERTIES
 Persistence
- time taken for the emitted light to
decay to one tenth of its original intensity
 Resolution
- max. no. of points that can be
displayed without overlap on the CRT
 Aspect Ratio
- ratio of vertical points to horizontal
points necessary to produce equal length
lines in both directions on the screen
RASTER & RANDOM SCAN
DISPLAYS
Raster Scan Displays
 Electron beam is swept across the screen
 One row at a time
 Pattern of illuminated spots is created
Frame Buffer/Refresh Buffer:
memory area that stores the picture
definition(intensity values for all screen points)
Horizontal & Vertical retrace
 Return of electron beam to the left of the screen
after refreshing each scanline
 Return of the electron beam to the top left corner at
the end of each frame to begin the next frame
Random Scan Display
Electron beam is directed only to parts of
the screen where a picture is to be drawn
Also called as vector displays or stroke
writing or calligraphic displays
COLOR CRT MONITORS
 Uses a combination of phosphors

Techniques used for displaying colors


 Beam penetration method ( random scan)
two layers of phosphors (Red & Green)
 Shadow mask method (raster scan)
three phosphor color dots at each pixel
position
Types
delta-delta shadow mask
inline shadow mask
DVST & FLAT PANEL
DISPLAY
Direct View Storage Tube
picture information is stored as charge
distribution behind the phosphor coated
screen

uses two types of electron guns


 primary gun (to store picture)
 flood gun (to maintain picture)
Flat Panel Displays
have reduced volume , weight and
power requirements

Types
 emissive displays (converts electrical
energy into light-LED)
 non emissive displays (LCD)
GRAPHICS MONOTORS & WORK
STATION
 Screen resolution of PC is 640 x 480
 Screen dimension vary from 12 to 21 inches
 Color selection from 16 to 32,000

Workstation
 screen resolution 1280 x 1024
 screen dimension 16 inches & more
 8 to 24 bits per pixel

Media wall
multi screen system (array of 5 x 5 monitors)
INPUT DEVICES
KEYBOARD
MOUSE
TRACK BALL (ball rotated with fingers/palm)
SPACEBALL (does not move strain gauges measure
pressure applied to provide i/p)
JOYSTICK
DATA GLOVE
IMAGE SCANNER
TOUCH PANEL
DIGITIZERS
LIGHT PEN
VOICE SYSTEM
HARD COPY DEVICES
Printers
 impact (character face against ink ribbon)
 non impact (uses laser techniques)
GRAPHICS SOFTWARE
Coordinate representation
 Modeling/ local coordinate
used to construct the shape of the individual objects
 World coordinate
reference frame to place objects into appropriate place
within the scene
 Device coordinate
corresponds to the output device

The graphics s/m first converts the world coordinate position to


normalized device coordinate in the range of 0 to 1 before the
final conversion to specific device coordinates.
SOFTWARE STANDARDS
Goal of standards – portability

Standards
 GKS (graphical kernal system)
 PHIGS (programmer’s Hierarchical Interactive
Graphics Standard)
 CGI (computer graphics interface)
 CGM (computer graphics metafile)
ATTRIBUTES OF O/P
PRIMITIVES
Attribute parameter
- affects the way a primitive is to be
displayed
(ex.) color, size
Ways to incorporate attribute options
 Extend the parameter list
 Maintain a system list
LINE ATTRIBUTES
Line type
is set by the function
setLinetype(lt)
lt ranges from 1 to 4
1 – solid line
2 – dashed line
3 – dotted
4 – dash dotted
LINE ATTRIBUTES
Line width
is set by the function
setLinewidthScaleFactor(lw)
lw – 1 std.line width
>1 thicker line
0.5 half of std. width
Pixel mask
string contains the digits 1 and 0
Indicates the positions to plot

Line caps
adjust the shape of the line ends
gives the lines better appearance

Types of line caps


 Butt cap
 Round cap
 Projecting square cap
Methods to join line segments
 Miter join
 Round join
 Bevel join
COLOR AND GRAYSCALE
LEVELS
Color options – numerically coded(+ve int)
Codes – converted into intensity level
settings for electron beams
No. of color choices – amount of storage
provided per pixel
Methods to store color info. in frame buffer
 Direct storing of color codes
 Use of a separate table for color code and an index

code R G B displayed color


0 0 0 0 black 4 1 0 0 Red
1 0 0 1 blue 5 1 0 1 Magenta
2 0 1 0 green 6 1 1 0 Yellow
3 0 1 1 cyan 7 1 1 1 White
Advantages of color code lookup table
Entries can be changed instantly
Does not require large frame buffers
Provides reasonable no. of colors

Gray Scale:
Shades of gray (black, dark gray, light gray,
white)
Area fill attributes
 fill style - setInteriorStyle(fs)
pattern fill - setInteriorStyleIndex(pi)

Tiling:
-process of filling an area with rectangular
pattern.
Character attributes
setTextFont(tf)
setTextColorIndex(tc)
setCharacterHeight(ch)
setCharacterExpansionFactor(cw)
setCharacterSpacing(cs)
setTextPath(tp)
setTextAlignment(h,v)
Bundled Attributes:
Attributes that are specified together
with a set of values for a primitive on
each o/p device
Bundle table – defines attribute values
Inquiry function – retrieves the current
settings for attributes
Aliasing – distortion of information due to
low frequency sampling
TWO DIMENSIONAL GEOMETRIC
TRANSFORMATIONS
Transformation:
alter the coordinate description of the objects.
Basic geometric transformation:
 Translation
 Rotation
 Scaling
Additional transformation:
 Reflection
 Shear
Translation
Moves the object without deformation
Points are translated by the same amount

Translation equation:
xI = x + t x yI = y + t y
Matrix equation:
PI = P + T
 
Rotation

Reposition an object along the circular path


in the XY plane
To generate rotation specify
 rotational angle Θ
 rotation point/pivot point

+ ve values for Θ define clockwise rotation


- ve values for Θ define anticlockwise
rotation
Rotation
Transformation equation:
xI = r Cos( Ф+Θ) = r Cos Ф Cos Θ – r Sin Ф Sin Θ
yI = r Sin( Ф + Θ) = r Cos Ф Sin Θ + r Sin Ф Cos Θ
but
x = r Cos Ф
y = r Sin Ф
So,
xI = x Cos Θ – y Sin Θ
yI = x Sin Θ + y Cos Θ
Column vector rep.
PI = R.P
Scaling

alters the size of the object


coordinate values of the vertex is
multiplied by scaling factors Sx & Sy
xI = x . Sx
yI = y . Sy
Uniform Scaling : Sx = Sy
Differential Scaling: Sx ≠ Sy
Scaling values <1 object closer to coordinate origin
Scaling values >1 object farther from coordinate origin
Matrix Representation &
Homogeneous Coordinates
Adv. Of 3 by 3 matrix
multiplicative term and translational term
for 2D transformation can be combined.
To express any 2 D transformation into
matrix multiplication
Represent Cartesian coordinate position
(x,y)into homogeneous coordinate triple(xh
,yh ,h)
h – homogeneous parameter usually one(1)
Composite Transformation
Composite transformation matrix can be
set up by calculating the matrix product of
individual transformations.
Translation
P1 = T(tx2 , ty2 ).{T(tx1 , ty1 ).P}
= {T(tx2 ,ty2 ).T(tx1 , ty1)}.P
T(tx2 , ty2 ) . T(tx1 ,ty1 ) = T(tx1 +tx2 , ty1 +ty2 )
Composite Transformation
 Rotation

P1 = R(Θ2 ) . { R(Θ1 ).P}


= { R(Θ2 ) . R(Θ1 ) }. P
But,
R(Θ2 ) . R(Θ1 ) = R(Θ1 + Θ2 )
So,
P1 = R(Θ1 + Θ2 ) . P

 Scaling

S(sx2 , sy2 ) . S(sx 1 , sy 1) = S(sx 1. sx2 , sy1 , sy2 )


General Pivot Point Rotation
To rotate the object about any selected point (xr ,yr )
perform,
 Translation
 Rotation
 Translation ( inverse translation)
in sequence
General Fixed Point Scaling
perform
Translation, Scaling and inverse translation in
sequence.
Other Transformations
Reflection
• produces mirror image
• obtained by rotating the object 180
degrees about the reflection axis.

Shear
distorts the shape of an object.
can be with respect to both axis
Affine transformation:
coordinate transformation of the form
xI = axxx + axyy + bx
yI = ayxx + ayyy + by
Raster functions in graphics package
 copy
 read
 write

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