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Chapter One: Introduction To Interactive Computer Graphics

Computer graphics involves creating and manipulating graphic images using computers. It focuses on producing images and animations. There are two main types of graphical representations: raster graphics uses pixels to define images while vector graphics uses mathematical equations to define lines, curves and shapes. The graphics rendering pipeline converts a 3D scene into a 2D image using various coordinate systems and by applying techniques like transformation, clipping, rasterization, lighting and shading. Computer graphics has many applications including CAD, presentations, art, entertainment, education, visualization, image processing and graphical user interfaces.
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0% found this document useful (0 votes)
70 views10 pages

Chapter One: Introduction To Interactive Computer Graphics

Computer graphics involves creating and manipulating graphic images using computers. It focuses on producing images and animations. There are two main types of graphical representations: raster graphics uses pixels to define images while vector graphics uses mathematical equations to define lines, curves and shapes. The graphics rendering pipeline converts a 3D scene into a 2D image using various coordinate systems and by applying techniques like transformation, clipping, rasterization, lighting and shading. Computer graphics has many applications including CAD, presentations, art, entertainment, education, visualization, image processing and graphical user interfaces.
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Chapter One

Introduction to interactive computer graphics


What is computer graphics?
•  Computer graphics is concerned with the creation and manipulation of graphics
images by computer
• Computer graphics is concerned with producing images and animations.
• Our focus in this course will not be on how to use these systems to produce these
images.
• However rather in understanding how these systems are constructed.
Components of Computer Graphics
• Modeling: Defining objects in terms of primitives, coordinates and characteristics
• Storing: storing scenes and images in memory and on disk
• Manipulating: changing the shape, position and characteristics of object
• Rendering: applying physically based procedures to generate (photorealistic) images from
scenes (using lighting and shading)
• Viewing: displaying images from various viewpoints on various devices
Raster and Vector Representation of graphical element
• Raster Graphics: Image produced as an array (the raster) of picture elements (pixels) in the
frame buffer

P i x e l - picture element
Parameters of raster images
1. Resolution — pixel density
•d p i - dots per inch
2. Color depth — amount of bits for
representation of each pixel color
information Vector graphics
Cont’d
• Vector graphics: Vector files are made up of lines, curves and shapes, with editable attributes
such as color, fill, and outline.
• A vector graphics program creates a series of mathematical equations that dictate a line's
direction, thickness, and color.  
RASTER
• Defined by pixels
• Non-scaleable
• Resolution dependent
• Continuous tone, photographic qualities
• Always use for photos
VECTOR
• Defined by mathematical equations(lines & curves)
• Scaleable to any size
• Independent of resolution
• Cartoon-like, line drawing qualities
• Always use for logos, text
The Graphics Rendering Pipeline
• Rendering is the conversion of a scene into an image:
Cont’d
• Each stage refines the scene, converting primitives in modelling space to primitives in device
space, where they are converted to pixels (rasterized).
• A number of coordinate systems are used:
• MCS: Modelling Coordinate System.
• WCS: World Coordinate System.
• VCS: Viewer Coordinate System.
• NDCS: Normalized Device Coordinate System.
• DCS or SCS: Device Coordinate System or equivalently the Screen Coordinate System.
• Keeping these straight is the key to understanding a rendering system.
• Transformation between two coordinate systems represented with matrix.
• Derived information may be added (lighting and shading) and
• primitives may be removed (hidden surface removal) or modified (clipping).
Rendering Primitives
• Models are composed of, or can be converted to, a large number of geometric primitives.
• Typical rendering primitives directly supported in hardware include:
• Points (single pixels)
• Line Segments
• Polygons (perhaps only convex polygons or triangles).
• Modelling primitives include these, but also
• Piecewise polynomial (spline) curves
• Piecewise polynomial (spline) surfaces
• Implicit surfaces (quadrics, blobbies, etc)
Algorithms
• A number of basic algorithms are needed:
• Transformation: Convert representations of models/primitives from one coordinate system
to another.
• Clipping/Hidden Surface Removal: Remove primitives and parts of primitives that are not
visible on the display.
• Rasterization: Convert a projected screen-space primitive to a set of pixels. Later, we will
look at some more advanced algorithms:
• Picking: Select a 3D object by clicking an input device over a pixel location.
• Shading and Illumination: Simulate the interaction of light with a scene.
• Animation: Simulate movement by rendering a sequence of frames.
Application of Computer Graphics
• Computer-Aided Design for engineering and architectural systems etc.
• Presentation Graphics
• Computer Art
• Entertainment
• Education and Training
• Visualization
• Image Processing
• Graphical User Interface

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