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Graphics Monitors Workstations Input Devices Hardcopy Devices Graphics Software

This document outlines topics covered in a lecture on computer graphics including graphics monitors, workstations, input devices, hardcopy devices, and graphics software. Graphics monitors discussed include dual monitor systems and high resolution monitors. Input devices covered are keyboards, mice, trackballs, data gloves, digitizers, image scanners, touch panels, light pens, and voice systems. Hardcopy devices depend on dot size and resolution. Graphics software classifications include general programming packages and special purpose applications. Graphics functions, coordinates, and standards are also discussed.

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0% found this document useful (0 votes)
562 views31 pages

Graphics Monitors Workstations Input Devices Hardcopy Devices Graphics Software

This document outlines topics covered in a lecture on computer graphics including graphics monitors, workstations, input devices, hardcopy devices, and graphics software. Graphics monitors discussed include dual monitor systems and high resolution monitors. Input devices covered are keyboards, mice, trackballs, data gloves, digitizers, image scanners, touch panels, light pens, and voice systems. Hardcopy devices depend on dot size and resolution. Graphics software classifications include general programming packages and special purpose applications. Graphics functions, coordinates, and standards are also discussed.

Uploaded by

santoshteja_69
Copyright
© © All Rights Reserved
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
You are on page 1/ 31

Lecture Outline

 Graphics Monitors

 Workstations

 Input Devices

 Hardcopy Devices

 Graphics Software

1
Graphics Montors

Media Wall

2
Graphics Monitors

Dual Monitor System

3
Graphics Monitors

High Resolution Monitor

4
Graphics Monitors

Multi-Screen Desks & Workstations

5
Workstation

Workstation

A desktop computer terminal, typically networked and


more powerful than a personal computer
6
Input Devices

Input Devices
1. Keyboard
2. Mouse
3. Trackball & Spaceball
4. Joystick
5. Data Glove
6. Digitizers
7. Image Scanners
8. Touch Panels
9. Light Pens
10. Voice Systems

7
Input Devices

Keyboard
A device to enter text strings

8
Input Devices

Mouse
Hand held device used to position the cursor

9
Input Devices

Trackball
It is a ball that can be rotated with fingers to
produce cursor movements.

Potentiometers attached to the ball, measure the


amount and direction of rotation.

Normally mounted on keyboard

2D positioning device

10
Input Devices

Spaceball
Spaceball six-degree-of-freedom input devices.

The Spaceball may be used to rotate, translate, and scale


molecules, using up to 6 control axes simultaneously.

The Spaceball can be used independently and


simultaneously with the mouse.

Spaceball are used for 3D positioning and selection


operations in virtual reality systems, modeling, animation,
CAD, and other application.

11
Input Devices

Joystick
A joystick is a input device consisting of a stick that pivots on a
base and reports its angle or direction to the device it is
controlling.

Used to select screen positions with actual stick movement,


others respond to pressure on the stick.

12
Input Devices

Data Glove
A glove equipped with sensors that sense the movements of
the hand and interfaces those movements with a computer.

Data gloves are commonly used in


virtual reality environments where
the user sees an image of the data
glove and can manipulate the
movements of the virtual
environment using the glove.

13
Input Devices

Digitizers
A device for drawing , painting , or interactively selecting co-
ordinate positions on an object.

Conversion of a typically analog object, image or a signal into


digital form.

14
Input Devices

Graphics Tablet
It is a type of Digitizer.

It enables a user to hand-draw images, animations and


graphics, similar to the way a person draws images with a
pencil and paper.

These tablets may also be used to capture data or handwritten


signatures. It can also be used to trace an image from a piece
of paper which is taped or otherwise secured to the surface.

Capturing data in this way, either


by tracing or entering the corners
of linear poly-lines or shapes is
called digitizing.
15
Input Devices

Image Scanners
Is a device that optically scans images, printed text,
handwriting, or an object, and converts it to a digital image.

Types :
Drum
Flatbed
Film
Hand Held
Smart phone Scanner

16
Input Devices
Image Scanners

17
Input Devices
Touch Panels
Touch panels allow displayed objects or screen positions to
be selected with touch of a finger.

Types of Touch Panels :


a.Surface Acoustic Wave Touch Panels
b.Capacitive Touch panels
c.Surface Capacitive Touch Panels
d.Resistive Film Touch Panels
e.Optical Touch Panels
f.Electromagnetic Induction
Touch Panels

18
Input Devices
Light Pens
It is in the form of a light-sensitive wand used in conjunction
with a computer's CRT display.

It allows the user to point to displayed objects, or draw on the


screen, in a similar way to a touch screen but with greater
positional accuracy.

A light pen can work with any CRT-based display, but not with
LCD screens, projectors and other display devices.

19
Input Devices
Voice System
A device in which speech is used to input data or system
commands directly into a system.

Such equipment involves the use of speech recognition


processes, and can replace or supplement other input devices.
Some voice input devices can recognize spoken
words from a predefined vocabulary, some have to be
trained for a particular speaker.

20
Hardcopy Devices
Hardcopy Devices
The quality of the picture obtained from the device depends on
dot size and no of dots/inch.

21
Hardcopy Devices
Hardcopy Devices

22
Hardcopy Devices

Hardcopy Devices

23
Graphics Software

Graphics Software
Classification :

a) General Programming Package


Provides functions that can be used in HLP Lang.
For Programmers.
Eg : Graphics Library

b) Special Purpose Application Package


Provides functions for graphic Design
For Non Programmers
Eg : CAD

24
Graphics Software

Coordinates Representation
5 Coordinate Representations in Graphics :

General graphics packages are designed to be used with


Cartesian coordinate representations (x, y, z).

Usually several different Cartesian reference frames are used


to construct and display a scene:

Modeling coordinates are used to construct individual object


shapes.

World coordinates are computed for specifying the placement


of individual objects in appropriate positions.

25
Graphics Software

Coordinates Representation

Normalized coordinates are converted from world


coordinates, such that x, y values are ranged from 0 to 1.

Device coordinates are the final locations on the output


devices.

26
Graphics Software

Graphics Functions
The basic building blocks for pictures are referred to as
Output Primitives. They include character strings, geometric
entities.

Attributes are properties of O/P primitives. It describes how


a primitive should be displayed.

Geometric transformation is changing the size, position,


orientation of an object within a scene.

Viewing transformations are used to specify the view that is


to be presented & the portion of the o/p display area that is to
be used.

27
Graphics Software

Graphics Functions
Pictures can be sub divided into small parts called Structures
or segments or objects. Each structure defines one logical unit
of the picture.

I/P functions are used to control and process the data flow
from these interactive devices.

Control operation is responsible for house keeping tasks.

28
Graphics Software

Graphics Software Standard


The primary goal of standardized graphics software is
portability.

First Graphic S/W standard : Graphical Kernel System (GKS)


Second Graphic S/W standard : Programmers Hierarchical
Interactive Graphics Standard (PHIGS)
Third Graphic S/W standard : PHIGS+
These standards were adopted by ISO and ANSI.
Fourth Graphic S/W standard : Computer Graphics Interface
(CGI)
Fifth Graphic S/W standard : Computer Graphic Metafile (CGM)

29
End of Lecture

End of Lecture

30
Acknowledgements

I sincerely thank to all the authors/co-authors from which I have


taken their content or part of their content in preparing this
presentation.

31

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