This document provides an overview of computer graphics systems. It discusses the basic components of a graphics system including input, computation, and output. For output, it describes raster display technologies like cathode ray tubes (CRTs) and liquid crystal displays (LCDs). It also discusses graphics memory and framebuffers for storing pixel color values, as well as color depth and dithering techniques. The goal of computer graphics is to solve the color function for each pixel on the display.
This document provides an overview of computer graphics hardware and software. It discusses what computer graphics are, common applications like movies, games and scientific visualization, and hardware like CRT, LCD and plasma displays. It also covers computer graphics software topics such as rendering primitives, algorithms for transformations and rasterization, and application programming interfaces. The graphics rendering pipeline that converts 3D scenes to 2D images is also summarized.
This document provides an overview of computer graphics. It discusses the definition of computer graphics, goals of computer graphics, applications of computer graphics, graphics systems including images, hardware and software. It also describes two dimensional and three dimensional images, color models, input devices like keyboards and scanners, the computation stage involving transformations and rasterization, output devices like displays, and basics of animation.
This document provides an overview of computer graphics and its applications. It discusses various types of video display devices used in computer graphics like CRTs and flat panel displays. It describes how raster scan and random scan systems work and lists common input and output devices. The document outlines different chapters that will cover topics like line and curve generation algorithms, transformations, 3D viewing, surface detection, and modeling techniques. It provides examples of how computer graphics is used in fields like CAD, presentations, entertainment, education, visualization, image processing, and graphical user interfaces.
This document provides an introduction to computer graphics. It discusses graphics and computer graphics, including raster graphics and vector graphics. It also discusses animation and computer animation. Dimensions including one, two, and three dimensions are defined. The objectives of the introduction to computer graphics class are explained, which will include 3DS Max modeling, activities in Photoshop and InDesign, and an introduction to computer animation. The document provides definitions and examples of key graphics and animation terms.
The document provides an overview of an introduction to computer graphics course. It discusses topics that will be covered like the history and applications of computer graphics, hardware concepts, 2D and 3D algorithms, modeling curves and 3D objects, animation, and textbooks. It also defines computer graphics and compares image processing versus computer graphics.
Application of computer graphics and input devicesMani Kanth
Computer graphics are used for movie making, video games, scientific modeling, and design. They can be displayed on devices like LCD and LED screens. LCD screens use liquid crystals to rotate polarized light and display images without emitting light themselves. They are used in televisions, monitors, and other devices. LED screens are a type of LCD screen that uses light-emitting diodes for backlighting, making them more energy efficient and enabling thinner designs than older LCD screens that used cold cathode fluorescent lamps. New flat panel displays continue advancing with technologies like organic LED lighting and curved or bendable screens.
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This document provides an overview of computer graphics hardware and software. It discusses what computer graphics are, common applications like movies, games and scientific visualization, and hardware like CRT, LCD and plasma displays. It also covers computer graphics software topics such as rendering primitives, algorithms for transformations and rasterization, and application programming interfaces. The graphics rendering pipeline that converts 3D scenes to 2D images is also summarized.
This document provides an overview of computer graphics. It discusses the definition of computer graphics, goals of computer graphics, applications of computer graphics, graphics systems including images, hardware and software. It also describes two dimensional and three dimensional images, color models, input devices like keyboards and scanners, the computation stage involving transformations and rasterization, output devices like displays, and basics of animation.
This document provides an overview of computer graphics and its applications. It discusses various types of video display devices used in computer graphics like CRTs and flat panel displays. It describes how raster scan and random scan systems work and lists common input and output devices. The document outlines different chapters that will cover topics like line and curve generation algorithms, transformations, 3D viewing, surface detection, and modeling techniques. It provides examples of how computer graphics is used in fields like CAD, presentations, entertainment, education, visualization, image processing, and graphical user interfaces.
This document provides an introduction to computer graphics. It discusses graphics and computer graphics, including raster graphics and vector graphics. It also discusses animation and computer animation. Dimensions including one, two, and three dimensions are defined. The objectives of the introduction to computer graphics class are explained, which will include 3DS Max modeling, activities in Photoshop and InDesign, and an introduction to computer animation. The document provides definitions and examples of key graphics and animation terms.
The document provides an overview of an introduction to computer graphics course. It discusses topics that will be covered like the history and applications of computer graphics, hardware concepts, 2D and 3D algorithms, modeling curves and 3D objects, animation, and textbooks. It also defines computer graphics and compares image processing versus computer graphics.
Application of computer graphics and input devicesMani Kanth
Computer graphics are used for movie making, video games, scientific modeling, and design. They can be displayed on devices like LCD and LED screens. LCD screens use liquid crystals to rotate polarized light and display images without emitting light themselves. They are used in televisions, monitors, and other devices. LED screens are a type of LCD screen that uses light-emitting diodes for backlighting, making them more energy efficient and enabling thinner designs than older LCD screens that used cold cathode fluorescent lamps. New flat panel displays continue advancing with technologies like organic LED lighting and curved or bendable screens.
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Computer graphics uses computers to generate and display digital images. It involves programming computers to create realistic images through specialized hardware and software. Computer graphics are used across many fields for simulation, algorithms, modeling, rendering, image processing, animation, and more. Interactive graphics allow users to control and change images, while passive graphics automatically transfer images without user intervention.
Computer graphics refers to creating and manipulating pictures and drawings using a computer. There are two main types: passive graphics which have no interaction and active graphics which allow two-way communication and interaction between the user and hardware. Computer graphics has many applications including user interfaces, scientific visualization, animation, computer aided design, presentation graphics, image processing, and education/training.
This document provides information about hardware and software used for graphic design. It discusses topics like digital visual interfaces, color depth, integrated vs dedicated graphics cards, memory, processors, storage devices, input/output devices, file formats, and image editing software. Key points include that DVI connects graphics cards to monitors, color depth refers to the number of available colors, integrated graphics are built into the motherboard while dedicated cards install separately, and RAM is used for temporary storage of open graphic files.
This document provides an overview of computer graphics and its applications. It defines computer graphics as the creation and manipulation of geometric objects and images through computer programs. Some key applications discussed include:
- Computer-aided design (CAD) for modeling objects like buildings, vehicles, and products.
- Presentation graphics for illustrating data through charts, graphs, and diagrams.
- Entertainment applications like movies, games, and animation through modeling and rendering techniques.
- Education and training through interactive models of systems.
- Visualization of scientific and business data.
Additional applications covered are computer art, image processing, and graphical user interfaces.
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• Be practically real, not just academic reader
Computer graphics are pictures and movies created using computers, usually referring to image data generated with graphical hardware and software. Graphics can inform, illustrate, and entertain, and include representations of data. Computer graphics are widespread today in television, newspapers, weather reports, and medical imaging. There are two main types: two-dimensional graphics like pixel art and sprites, and three-dimensional graphics that use 3D representations stored in computers. Popular graphics software includes Photoshop, Blender, and programs for 3D modeling, animation, and image editing.
This document provides information about the CSE 402 course Introduction to Computer Graphics taught by Professor G. Sasi Kumar. The course will cover fundamental concepts of computer graphics through lectures and assignments. Students will be evaluated based on homework, a midterm exam, quizzes and presentations, and a final exam. Reference materials for the course include textbooks and literature on the history and applications of computer graphics.
Computer graphics has many applications including computer-aided design, presentation graphics, entertainment, education and training, computer art, scientific visualization, image processing, and graphical user interfaces. Some key uses of computer graphics are for designing products in fields like engineering, architecture and fashion. It is also widely used for creating animated movies and games. Additionally, computer graphics aids in visualizing scientific concepts and medical imaging to aid in diagnosis. It has become an essential tool across many domains due to its ability to clearly present complex data and concepts through visual representations.
Computer graphics involves the creation, manipulation and storage of geometric objects and images. It has various applications including computer-aided design, presentation graphics, computer art, entertainment, education and training, scientific visualization, image processing, and graphical user interfaces. Graphics packages provide programmatic access to graphics functions and libraries for tasks like 2D drawing, modeling, and rendering.
This document is a lecture outline for an introduction to computer graphics course. It outlines the course information and administrative details, provides an overview of topics to be covered including graphics systems, techniques, operations and a mathematical review. It also defines computer graphics, discusses image processing and analysis, and explains why computer graphics is an important field due to advances in computing power, visualization, and interaction capabilities.
This document discusses computer graphics and its various applications. It defines computer graphics as drawing pictures, lines, and charts using computers with programming. There are two main types: interactive computer graphics which allows two-way communication between the user and computer, and non-interactive graphics where the user has no control over the images. Computer graphics is used across many fields including design, simulation, entertainment, education, visualization, and more. Specific applications mentioned include CAD, presentation graphics, computer art, games, movies, training simulations, scientific/medical visualization, and business visualization.
Computer graphics involves the creation and manipulation of images on a computer using geometric objects and their representations. It has many applications including computer-aided design, presentation graphics, computer art, entertainment, education and training, scientific visualization, image processing, and graphical user interfaces. Graphics packages provide standard functions and tools for working with geometric objects and images.
This presentation will introduce you to Raster details in computer graphics.
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A graphics monitor is a display that can show graphics in addition to text. Graphics monitors are used in applications like air traffic control, medical imaging, and CAD. A workstation is a powerful computer optimized for visualization and manipulation of complex data like 3D modeling, simulation, and image rendering. Workstations have specifications like 64MB or more of RAM, high-resolution graphics screens, large displays, and built-in network support. They are used for graphics-intensive applications like 3D design, video editing, and CAD. A server handles data requests from other computers on a network and hosts applications, while a workstation is a personal computer used for graphics applications and intensive programs by professional users.
This document outlines the syllabus and content for a course on computer graphics. The 6 units cover topics like primitive algorithms, 2D and 3D transformations, viewing and clipping, curves/surfaces, object rendering and animation. Key concepts discussed include image representation using pixels, bitmap vs vector graphics, applications in design, entertainment, education, and interfaces. Display devices like CRT, LCD and plasma are explained. Coordinate systems and input technologies are also introduced.
Computer graphics are images created using computers and include 2D images made with software as well as 3D graphics. They are used for entertainment, charts, graphs, design, and manufacturing. Computer graphics have advanced from early 2D pixel art and vector graphics to modern 3D graphics used in video games, movies, and other applications. The field continues to evolve with more powerful and accessible graphics hardware and software.
The document discusses computer graphics and various display technologies. It describes raster and vector display systems used in computer graphics. Raster systems store and display images as a grid of pixels using a process called scan conversion. Each pixel is stored in a frame buffer and refreshed rapidly to display the image. Vector systems draw images as geometric objects and lines. Common display technologies discussed include cathode ray tubes (CRT), liquid crystal displays (LCD), and plasma displays. Applications of computer graphics mentioned include computer-aided design (CAD), multimedia, visualization, and entertainment.
This document provides an introduction to computer graphics. It discusses that computer graphics deals with creating images using hardware, software, and applications. It describes the basic graphics system including input devices, the output device, and the frame buffer. It then discusses the display processor and how it stores graphics in a display list. Finally, it outlines several applications of computer graphics including computer-aided design, presentation graphics, computer art, entertainment, education and training, visualization, image processing, and graphical user interfaces.
This document contains questions and answers about computer graphics. It begins by defining computer graphics as pictures and movies created using computers, usually referring to image data created with specialized graphics hardware and software. Applications of computer graphics mentioned include computer-aided design, presentation graphics, computer art, entertainment, education and training, visualization, image processing, and graphical user interfaces. Key terms like pixel, resolution, aspect ratio, and persistence are also defined. The document then discusses video display devices and CRTs, and explains raster scan and random scan display systems. Color CRTs using beam penetration and shadow mask techniques are also covered.
The document describes various types of computer display devices and their characteristics. It discusses raster and random scan displays, CRT monitors, color CRT technologies including beam penetration and shadow mask methods, and other display types such as direct view storage tubes. Input devices are also covered, including keyboards, mice, digitizers, and touch screens.
Computer graphics uses computers to generate and display digital images. It involves programming computers to create realistic images through specialized hardware and software. Computer graphics are used across many fields for simulation, algorithms, modeling, rendering, image processing, animation, and more. Interactive graphics allow users to control and change images, while passive graphics automatically transfer images without user intervention.
Computer graphics refers to creating and manipulating pictures and drawings using a computer. There are two main types: passive graphics which have no interaction and active graphics which allow two-way communication and interaction between the user and hardware. Computer graphics has many applications including user interfaces, scientific visualization, animation, computer aided design, presentation graphics, image processing, and education/training.
This document provides information about hardware and software used for graphic design. It discusses topics like digital visual interfaces, color depth, integrated vs dedicated graphics cards, memory, processors, storage devices, input/output devices, file formats, and image editing software. Key points include that DVI connects graphics cards to monitors, color depth refers to the number of available colors, integrated graphics are built into the motherboard while dedicated cards install separately, and RAM is used for temporary storage of open graphic files.
This document provides an overview of computer graphics and its applications. It defines computer graphics as the creation and manipulation of geometric objects and images through computer programs. Some key applications discussed include:
- Computer-aided design (CAD) for modeling objects like buildings, vehicles, and products.
- Presentation graphics for illustrating data through charts, graphs, and diagrams.
- Entertainment applications like movies, games, and animation through modeling and rendering techniques.
- Education and training through interactive models of systems.
- Visualization of scientific and business data.
Additional applications covered are computer art, image processing, and graphical user interfaces.
Do Not just learn computer graphics an close your computer tab and go away..
APPLY them in real business,
Visit Daroko blog for real IT skills applications,androind, Computer graphics,Networking,Programming,IT jobs Types, IT news and applications,blogging,Builing a website, IT companies and how you can form yours, Technology news and very many More IT related subject.
-simply google:Daroko blog(professionalbloggertricks.com)
• Daroko blog (www.professionalbloggertricks.com)
• Presentation by Daroko blog, to see More tutorials more than this one here, Daroko blog has all tutorials related with IT course, simply visit the site by simply Entering the phrase Daroko blog (www.professionalbloggertricks.com) to search engines such as Google or yahoo!, learn some Blogging, affiliate marketing ,and ways of making Money with the computer graphic Applications(it is useless to learn all these tutorials when you can apply them as a student you know),also learn where you can apply all IT skills in a real Business Environment after learning Graphics another computer realate courses.ly
• Be practically real, not just academic reader
Computer graphics are pictures and movies created using computers, usually referring to image data generated with graphical hardware and software. Graphics can inform, illustrate, and entertain, and include representations of data. Computer graphics are widespread today in television, newspapers, weather reports, and medical imaging. There are two main types: two-dimensional graphics like pixel art and sprites, and three-dimensional graphics that use 3D representations stored in computers. Popular graphics software includes Photoshop, Blender, and programs for 3D modeling, animation, and image editing.
This document provides information about the CSE 402 course Introduction to Computer Graphics taught by Professor G. Sasi Kumar. The course will cover fundamental concepts of computer graphics through lectures and assignments. Students will be evaluated based on homework, a midterm exam, quizzes and presentations, and a final exam. Reference materials for the course include textbooks and literature on the history and applications of computer graphics.
Computer graphics has many applications including computer-aided design, presentation graphics, entertainment, education and training, computer art, scientific visualization, image processing, and graphical user interfaces. Some key uses of computer graphics are for designing products in fields like engineering, architecture and fashion. It is also widely used for creating animated movies and games. Additionally, computer graphics aids in visualizing scientific concepts and medical imaging to aid in diagnosis. It has become an essential tool across many domains due to its ability to clearly present complex data and concepts through visual representations.
Computer graphics involves the creation, manipulation and storage of geometric objects and images. It has various applications including computer-aided design, presentation graphics, computer art, entertainment, education and training, scientific visualization, image processing, and graphical user interfaces. Graphics packages provide programmatic access to graphics functions and libraries for tasks like 2D drawing, modeling, and rendering.
This document is a lecture outline for an introduction to computer graphics course. It outlines the course information and administrative details, provides an overview of topics to be covered including graphics systems, techniques, operations and a mathematical review. It also defines computer graphics, discusses image processing and analysis, and explains why computer graphics is an important field due to advances in computing power, visualization, and interaction capabilities.
This document discusses computer graphics and its various applications. It defines computer graphics as drawing pictures, lines, and charts using computers with programming. There are two main types: interactive computer graphics which allows two-way communication between the user and computer, and non-interactive graphics where the user has no control over the images. Computer graphics is used across many fields including design, simulation, entertainment, education, visualization, and more. Specific applications mentioned include CAD, presentation graphics, computer art, games, movies, training simulations, scientific/medical visualization, and business visualization.
Computer graphics involves the creation and manipulation of images on a computer using geometric objects and their representations. It has many applications including computer-aided design, presentation graphics, computer art, entertainment, education and training, scientific visualization, image processing, and graphical user interfaces. Graphics packages provide standard functions and tools for working with geometric objects and images.
This presentation will introduce you to Raster details in computer graphics.
---------------------------------------------------------------------------
Do Not just learn computer graphics an close your computer tab and go away..
APPLY them in real business,
Visit Daroko blog for real IT skills applications,androind, Computer graphics,Networking,Programming,IT jobs Types, IT news and applications,blogging,Builing a website, IT companies and how you can form yours, Technology news and very many More IT related subject.
-simply google:Daroko blog(professionalbloggertricks.com)
• Daroko blog (www.professionalbloggertricks.com)
• Presentation by Daroko blog, to see More tutorials more than this one here, Daroko blog has all tutorials related with IT course, simply visit the site by simply Entering the phrase Daroko blog (www.professionalbloggertricks.com) to search engines such as Google or yahoo!, learn some Blogging, affiliate marketing ,and ways of making Money with the computer graphic Applications(it is useless to learn all these tutorials when you can apply them as a student you know),also learn where you can apply all IT skills in a real Business Environment after learning Graphics another computer realate courses.ly
• Be practically real, not just academic reader
A graphics monitor is a display that can show graphics in addition to text. Graphics monitors are used in applications like air traffic control, medical imaging, and CAD. A workstation is a powerful computer optimized for visualization and manipulation of complex data like 3D modeling, simulation, and image rendering. Workstations have specifications like 64MB or more of RAM, high-resolution graphics screens, large displays, and built-in network support. They are used for graphics-intensive applications like 3D design, video editing, and CAD. A server handles data requests from other computers on a network and hosts applications, while a workstation is a personal computer used for graphics applications and intensive programs by professional users.
This document outlines the syllabus and content for a course on computer graphics. The 6 units cover topics like primitive algorithms, 2D and 3D transformations, viewing and clipping, curves/surfaces, object rendering and animation. Key concepts discussed include image representation using pixels, bitmap vs vector graphics, applications in design, entertainment, education, and interfaces. Display devices like CRT, LCD and plasma are explained. Coordinate systems and input technologies are also introduced.
Computer graphics are images created using computers and include 2D images made with software as well as 3D graphics. They are used for entertainment, charts, graphs, design, and manufacturing. Computer graphics have advanced from early 2D pixel art and vector graphics to modern 3D graphics used in video games, movies, and other applications. The field continues to evolve with more powerful and accessible graphics hardware and software.
The document discusses computer graphics and various display technologies. It describes raster and vector display systems used in computer graphics. Raster systems store and display images as a grid of pixels using a process called scan conversion. Each pixel is stored in a frame buffer and refreshed rapidly to display the image. Vector systems draw images as geometric objects and lines. Common display technologies discussed include cathode ray tubes (CRT), liquid crystal displays (LCD), and plasma displays. Applications of computer graphics mentioned include computer-aided design (CAD), multimedia, visualization, and entertainment.
This document provides an introduction to computer graphics. It discusses that computer graphics deals with creating images using hardware, software, and applications. It describes the basic graphics system including input devices, the output device, and the frame buffer. It then discusses the display processor and how it stores graphics in a display list. Finally, it outlines several applications of computer graphics including computer-aided design, presentation graphics, computer art, entertainment, education and training, visualization, image processing, and graphical user interfaces.
This document contains questions and answers about computer graphics. It begins by defining computer graphics as pictures and movies created using computers, usually referring to image data created with specialized graphics hardware and software. Applications of computer graphics mentioned include computer-aided design, presentation graphics, computer art, entertainment, education and training, visualization, image processing, and graphical user interfaces. Key terms like pixel, resolution, aspect ratio, and persistence are also defined. The document then discusses video display devices and CRTs, and explains raster scan and random scan display systems. Color CRTs using beam penetration and shadow mask techniques are also covered.
The document describes various types of computer display devices and their characteristics. It discusses raster and random scan displays, CRT monitors, color CRT technologies including beam penetration and shadow mask methods, and other display types such as direct view storage tubes. Input devices are also covered, including keyboards, mice, digitizers, and touch screens.
This document introduces the topic of computer graphics. It defines computer graphics as producing pictures or images using a computer. It provides examples of computer graphics from movies like Starship Troopers and Batman & Robin. The rest of the document outlines topics that will be covered like imaging, modeling, rendering, and animation. It also provides the course schedule and information on assignments and term projects.
Raster scan systems use a video controller to refresh the screen by accessing pixels stored in a frame buffer in memory. The video controller uses two registers to iterate through each pixel location, retrieving the pixel value and using it to set the intensity of the CRT beam. It draws one scan line at a time from top to bottom until the entire screen is refreshed at a rate of 60 frames per second. Display processors can offload graphics processing tasks from the CPU by performing operations like scan conversion and generating lines and color areas to draw objects in the frame buffer.
the software configuration of a graphic systemparmjeet singh
The document discusses the software configuration of a graphics system. It explains that graphics software includes programs for generating images on screen and interacting with the user. The software must be tailored to the specific hardware of the system, including the CRT and input devices used. When using a graphics system, a user can interact with the terminal to create and alter images, construct models on screen, and save models to memory or storage. The software configuration consists of a graphics package, application program, and application database.
The document discusses 2D and 3D rendering pipelines. It describes techniques for clipping geometric primitives to a viewing window, including Cohen-Sutherland line clipping and Sutherland-Hodgeman polygon clipping. It also covers viewport transformation to map from screen to image coordinates, and scan conversion algorithms to determine which pixels are inside primitives like triangles and polygons.
This includes different line drawing algorithms,circle,ellipse generating algorithms, filled area primitives,flood fill ,boundary fill algorithms,raster scan fill approaches.
This document discusses various attributes that can be used to modify the appearance of graphical primitives like lines and curves when displaying them, including line type (solid, dashed, dotted), width, color, fill style (hollow, solid, patterned), and fill color/pattern. It describes how these attributes are specified in applications and how different rendering techniques like rasterization can be used to display primitives with various attribute settings.
This slide contain description about the line, circle and ellipse drawing algorithm in computer graphics. It also deals with the filled area primitive.
The document discusses 2D geometric transformations including translation, rotation, scaling, and matrix representations. It explains that transformations can be combined through matrix multiplication and represented by 3x3 matrices in homogeneous coordinates. Common transformations like translation, rotation, scaling and reflections are demonstrated.
2 d transformations by amit kumar (maimt)Amit Kapoor
Transformations are operations that change the position, orientation, or size of an object in computer graphics. The main 2D transformations are translation, rotation, scaling, reflection, shear, and combinations of these. Transformations allow objects to be manipulated and displayed in modified forms without needing to redraw them from scratch.
This document provides an overview of computer graphics systems. It discusses the basic components of a graphics system including input, computation, and output. For input, it describes common devices like mice, keyboards, and scanners. The computation stage involves transformations and rasterization to generate images. For output, it explains framebuffers, bit depths, and different display technologies like CRT, LCD, and projection displays. It provides details on how these displays work and their advantages/disadvantages.
This document discusses digital images and image processing. It covers several key topics:
1. Digital images are composed of pixels that can be represented in grayscale or RGB color. Higher bit depths allow for more colors or shades.
2. Image processing systems involve hardware, software, procedures, and people working together to explore digital images. Common hardware includes scanners, cameras, printers and monitors.
3. There are two main types of digital images - bitmapped (raster) images composed of pixels in a grid, and vector images defined by geometric shapes. Both have advantages for different types of images.
Digital Image Processing and gis software systemsNirmal Kumar
The document provides an overview of digital image processing (DIP) and geographic information systems (GIS) software systems, outlining the key hardware and software components needed for DIP including processors, memory, displays, storage, operating systems, compilers, and image processing software. It also describes important image processing functions such as preprocessing, display and enhancement, information extraction, photogrammetric information extraction, and integration with GIS. Open source DIP and GIS software like ILWIS are also mentioned.
This document provides an overview of computer graphics concepts including:
- Definition and components of computer graphics
- SRGP (Simple Raster Graphics Package) for drawing shapes and handling basic interactions
- Raster graphics features like canvases, clipping, and copy pixel
- Limitations of SRGP
- Display technologies like raster scan displays, random scan displays, and video controllers
- Input devices for user interaction like locators, keyboards, and logical input/output
This document discusses the basics of computer graphics. It outlines the advantages of computer graphics such as producing high quality images and animation. It also classifies computer graphics systems as either interactive or passive. Interactive systems allow two-way communication between the user and computer while passive systems do not. The document then discusses pixels, color depth, frame buffers, and monitors. It concludes by outlining major areas of computer graphics like display of information, design/modeling, simulation, and user interfaces.
Digitization Basics for Archives and Special Collections – Part 1: Select and...WiLS
This document discusses digital imaging concepts such as pixels, resolution, bit depth, and file size. It explains how these concepts relate to scanning quality and options for selecting a scanner. Flatbed and film scanners are described and compared based on their specifications. Guidelines for scanning, such as achieving certain levels on a gray scale, are provided. The document concludes with recommendations for image editing software and sources for further reading on digital imaging best practices.
The document provides an overview of an introductory computer graphics course. It outlines the course objectives of understanding fundamental graphical operations, recent advances in computer graphics, and user interface issues. It then lists and briefly describes the main topics that will be covered in the course, including basic raster graphics, 2D transformations, clipping, filling techniques, 3D graphics, visibility, and advanced topics like rendering, raytracing, antialiasing and fractals.
This document provides an overview of computer graphics hardware and software. It defines computer graphics as using a computer to define, store, manipulate, interrogate and present pictorial output. The key hardware components discussed are display devices like CRT, LCD, and plasma displays. Software components include rendering primitives, algorithms for transformation and rasterization, and application programming interfaces that provide access to graphics hardware. The graphics rendering pipeline is described as the process of converting a 3D scene model into a 2D image through steps like modeling transformations, viewing transformations, projection, clipping and rasterization.
From paper to screen: Putting maps on the webPetr Pridal
This document provides an overview of a workshop on putting maps online from paper sources. The main goal of the workshop is to present a complete workflow for digitizing, georeferencing, and publishing a 1912 map of Edinburgh online. The workshop structure includes sessions on digitizing paper maps, web presentation of high-resolution images using tiled viewers, georeferencing maps, and online publishing of maps. Georeferencing involves adding control points to align a scanned map to a known coordinate system, allowing integration with other geospatial data. Dynamic and pregenerated tile approaches to online map delivery are also discussed.
Digital imaging involves the creation, processing, compression, storage, printing and display of digital images. Key hardware considerations for digital imaging include the processor, RAM, monitor, video card, image capture device and file storage. Important software considerations are the graphics editing software, pixels, tones/levels, bit depth, color modes, resolution, and common file formats like JPEG, TIFF and PSD.
This document discusses graphics and their use in multimedia applications. It defines graphics as pictures, diagrams, charts and backgrounds. It discusses resolution and color depth of graphics. The two main types of graphics are vector graphics, which are represented by geometric shapes, and bitmap graphics, which are represented by pixels in an array. Bitmap graphics have higher image quality but larger file sizes than vector graphics. The document also covers compression formats, image sizes, sources of graphics, and software used to create and edit graphics.
The document provides information about multimedia topics including bit mapped graphics, resolution, greyscale graphics, colour graphics, video files, audio files, and multimedia design skills. It discusses how graphics are represented in memory as pixels and how increasing the number of bits per pixel increases the possible colors. It also provides examples of calculating file sizes for different media types based on resolution, color depth, frame rate, sample rate, and other factors. The key topics covered are how digital images and video are represented and stored, and considerations for multimedia design.
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1. Structures in Computer Graphics
Overview of Graphics Systems
Chapter 1
Er. Jay Nagar +91-9601957620
2. Outline
• Survey of Computer Graphics
• Overview of Graphics Systems
– Image Basics
– Graphics Hardware
• Input
– Describing something to the computer
• Computation
– Computing what we want to draw
• Output
– Final representation
Er. Jay Nagar
3. What is the goal of computer
graphics?
• High level, why computer graphics?
• Lower level, what is the computer doing?
Er. Jay Nagar
5. RGB
RGB Color cube (what we
use in computer graphics)
Other color spaces include HSV,
YUV, YCrCb, and YIQ
6. The “goal” of computer graphics
• Solve the function
– Red @ a pixel is f(i,j)=…
– Green @ a pixel is f(i,j)=…
– Blue @ a pixel is f(i,j)=…
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7. Early Applications of Computer
Graphics• Data Visualization
– Charts and Graphs
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8. Early Applications of Computer
Graphics
• Computer Aided Design (CAD)
– Q: Why wireframe?
• Why these apps?
– A: Better conceptualization,
interaction, transfer of ideas
Er. Jay Nagar
9. Computer Graphics
Applications
• Virtual Reality
– VR: User interacts and
views with a 3D world
using “more natural” means
– Best VR?
• Data Visualization
– Scientific, Engineering,
Medical data
– Visualizing millions to
billions of data points
– See trends
– Different schemes
Er. Jay Nagar
10. Computer Graphics
Applications
• Education and Training
– Models of physical,
financial, social systems
– Comprehension of complex
systems
• Computer Art
– Fine and commercial art
– Performance Art
– Aesthetic Computing
– SIGGRAPH
• Games/Movies
Er. Jay Nagar
11. Computer Graphics
Applications
• Image Processing
– ~Inverse of Graphics
– Start with a picture
– Process picture
information
• Graphical User
Interfaces (GUIs)
– WIMP interface
– HCI
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12. Overview of Graphics Systems
• Images
• Hardware
– Input Systems
– Output Systems
• Software
– OpenGL
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13. Two Dimensional Images
• Images (at least
the ones in this
class) are two
dimensional
shapes.
• The two axes we
will label as X
(horizontal), and
Y (vertical).
X Axis
Y
Axis
(0,0) +X
+Y
Er. Jay Nagar
14. Hardware Pipeline
Input OutputComputation
We want to draw a rectangle, how do we describe it to a computer?
Model (n) - object
description that a
computer
understands.
Er. Jay Nagar
15. Partition the space
(7,3)
(7,9)
(14,3)
(14,9)
Vertex (pl. Vertices) - a point in 2 or 3 dimensional space.
1. Define a set of
points (vertices) in
2D space.
2. Given a set of
vertices, draw
lines between
consecutive
vertices.
Er. Jay Nagar
17. Position relative
Vector display system - graphical output system that was
based on strokes (as opposed to pixels). Also known as:
random, calligraphic, or stroke displays.
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18. Representing Objects
• Most common method is the VERTEX
method. Define the object as a set of points
with connectivity information.
• Why is connectivity important?
Connectivity - information that defines
which vertices are connected to which
other vertices via edges.
Edge - connects two vertices
Er. Jay Nagar
19. Model file for rectangle
• v 4 e 4
• 7 3
• 7 9
• 14 9
• 14 3
• 1 2
• 2 3
• 3 4
• 4 1
(7,3)
(7,9)
(14,3)
(14,9)
Er. Jay Nagar
22. Locator Devices
When queried, locator devices return a
position and/or orientation.
•Mouse (2D and 3D)
•Trackball
•Joystick (2D and 3D)
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23. Locator Devices
When queried, locator
devices return a
position and/or
orientation.
• Tablet
• Virtual Reality
Trackers
– Data Gloves
– Digitizers
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24. Keyboard
• Text input
– List boxes, GUI
– CAD/CAM
– Modeling
• Hard coded
– Vertex locations are inserted into code
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25. Scanners
• Image Scanners - Flatbed,
etc.
– What type of data is
returned? Bitmap
• Laser Scanners -
Deltasphere
– Emits a laser and does time
of flight. Returns 3D point
• Camera based - research
– Examine camera image(s)
and try to figure out
vertices from them.
26. Many others
• Light Pens
• Voice Systems
• Touch Panels
• Camera/Vision Based
• Which is best?
Er. Jay Nagar
28. Model file for rectangle
• v 4 e 4
• 7 3
• 7 9
• 14 9
• 14 3
• 1 2
• 2 3
• 3 4
• 4 1
(7,3)
(7,9)
(14,3)
(14,9)
29. Computation Stage
• Now that we have a model of what we want
to draw, what goes on inside the computer
to generate the output?
Input OutputComputation
Computation
Transformations Rasterization
31. How do we store this?
We would like to allocate memory to hold the
results of the computation stage.
32. Framebuffer
Framebuffer - A block of memory, dedicated
to graphics output, that holds the contents of
what will be displayed.
Pixel - one element of the framebuffer
34. Framebuffer in Memory
• If we want a framebuffer of 640 pixels by
480 pixles, we should allocate:
framebuffer = 640*480 bits
• How many bit should we allocate?
Q: What do more bits get you?
A: More values to be stored at each pixel.
Why would you want to store something
other than a 1 or 0?
35. Framebuffer bit depth
• How many colors does 1 bit get you?
• How many colors do 8 bits get you?
– Monochrome systems use this (green/gray
scale)
• What bit depth would you want for your
framebuffer?
bit depth - number of bits allocated per pixel in a buffer
36. Framebuffer bit depths
• Remember, we are
asking “how much
memory do we
allocate to store the
color at each
pixel?”
• Common answers:
– 16 and 32 bits
37. Bit depths
• 16 bits per pixel (high color)
– 5 bits for red, 5/6 bits for green, 5 bits for blue
– potential of 32 reds, 32/64 green, 32 blues
– total colors: 65536
• 32 bits per pixel (true color)
– 8 bits for red, green, blue, and alpha
– potential for 256 reds, greens, and blues
– total colors: 16777216 (more than the eye can
distinguish)
• Let’s look at Display Control Panel
38. Data Type Refresher
• bit - a 0 or 1. Can represent 2 unique values
• byte - 8 bits. 256 values
• word - 32 bits. 4,294,967,296 values
• int - 32 bits.
• float - 32 bits
• double - 64 bits
• unsigned byte - 8 bits
40. Graphic Card Memory
• How much memory is on our graphic card?
– 640 * 480 * 32 bits = 1,228,800 bytes
– 1024 * 768 * 32 bits = 3,145,728 bytes
– 1600 * 1200 * 32 bits = 7,680,000 bytes
• How much memory is on your graphics
card?
• As a side note: Playstation 1 has 2 MB
RAM. How do they do it? What is the TV
resolution? 1 bit alpha, no z buffer.
41. A: Egads! Not enough memory!
Q: What is dithering?
• Trading spatial resolution for intensity and
color depth.
• Sometimes call digital half-toning
• Increases the number of apparent colors
than are actually capable of being displayed
43. Dithering
• Why does it work? Spatial integration.
Using the fact that our eyes usually blend
areas of high frequency.
• Why do you need it? If you don’t have
enough bits. Eyes can detect 100 shades of
a color. Banding occurs with fewer colors.
• Where do you see this? Printers and
newspaper! Let’s look at the Alligator.
45. Let’s transition to OpenGL
• Now that we understand the input and
computation stage, let’s hold off on
different output types till after opengl + 2D
46. Output
We have an image (framebuffer or model),
now we want to show it. Read Ch. 2 in the
Hearn and Baker handout.
• Hardcopy
• Display
– Vector
– Raster Scan
Input OutputComputation
47. Hardcopy
• Printers (Resolution, color depth)
– Dot Matrix - uses a head with 7 to 24 pins to
strike a ribbon (single or multiple color)
– Ink Jet Printers (fires small balls of colored ink)
– Laser Printers (powder adheres to positive
charged paper)
– Pen Plotters (similar to vector displays).
“infinite” resolution.
48. Framebuffer -> Monitor
The values in the framebuffer are converted from a
digital (1s and 0s representation, the bits) to an
analog signal that goes out to the monitor. A video
card’s RAMDAC performs this operation, once per
frame. This is done automatically (not controlled by
your code), and the conversion can be done while
writing to the framebuffer.
49.
50. Image Quality Issues
• Screen resolution
• Color
• Blank space between
the pixels
• Intentional image
degradation
• Brightness
• Contrast
• Refresh rate
• Sensitivity of display
to viewing angle
51. Pixels
• Pixel - The most basic addressable image
element in a screen
– CRT - Color triad (RGB phosphor dots)
– LCD - Single color element
• Screen Resolution - measure of number of
pixels on a screen (m by n)
– m - Horizontal screen resolution
– n - Vertical screen resolution
52. Other meanings of resolution
• Pitch - Size of a pixel, distance from center
to center of individual pixels.
• Cycles per degree - Addressable elements
(pixels) divided by twice the FOV measured
in degrees.
• The human eye can resolve 30 cycles per
degree (20/20 Snellen acuity).
53. Video Formats
• NTSC - 525x480, 30f/s, interlaced
• PAL - 625x480, 25f/s, interlaced
• VGA - 640x480, 60f/s, noninterlaced
• SVGA – 800x600, 60f/s noninterlaced
• RGB - 3 independent video signals and
synchronization signal, vary in resolution and
refresh rate
• Time-multiplexed color - R,G,B one after another
on a single signal, vary in resolution and refresh
rate
54. Raster Displays
• Cathode Ray Tubes (CRTs), most “tube”
monitors you see. Very common, but big
and bulky.
• Liquid Crystal Displays (LCDs), there are
two types transmissive (laptops, those
snazzy new flat panel monitors) and
reflective (wrist watches).
55. Cathode Ray Tubes (CRTs)
Heating element on the yolk.
Phosphor coated screen
Electrons are boiled off the
filament and drawn to the
focusing system.
The electrons are focused into
a beam and “shot” down the
cylinder.
The deflection plates “aim”
the electrons to a specific
position on the screen.
56. CRT Phosphor Screen
• The screen is coated with
phosphor, 3 colors for a color
monitor, 1 for monochrome.
• For a color monitor, three
guns light up red, green, or
blue phosphors.
• Intensity is controlled by the
amount of time at a specific
phosphor location.
58. scan line - one row on the screen
interlace vs. non-interlace - Each frame is either
drawn entirely, or as two consecutively drawn
fields that alternate horizontal scan lines.
vertical sync (vertical retrace) - the motion of
the beam moving from the bottom of the image
to the top, after it has drawn a frame.
refresh rate - how many frames are drawn per
second. Eye can see 24 frames per second. TV
is 30 Hz, monitors are at least 60 Hz.
Beam Movement
59. • Refresh rate is important, but remember it is
different than your program’s update rate.
• Why is higher, better?
60. Vector Displays
• Unlike CRTs, vector
displays have a single gun
that is controlled to draw
lines. Think of having a
VERY FAST drawing pen.
• Pros: Diagrams/only draw
what you need
• Cons: No fill objects/Slows
with complexity
61. CRTs (cont.)
• Strong electrical fields and high voltage
• Very good resolution
• Heavy, not flat
62. Liquid Crystal Displays (LCDs)
• Also divided into pixels, but without an
electron gun firing at a screen, LCDs have
cells that either allow light to flow through,
or block it.
63. Liquid Crystal Displays
• Liquid crystal displays use small flat chips
which change their transparency properties
when a voltage is applied.
• LCD elements are arranged in an n x m
array call the LCD matrix
• Level of voltage controls gray levels.
• LCDs elements do not emit light, use
backlights behind the LCD matrix
64. LCDs (cont.)
• Color is obtained by placing filters in front of
each LCD element
• Usually black space between pixels to separate
the filters.
• Because of the physical nature of the LCD
matrix, it is difficult to make the individual
LCD pixels very small.
• Image quality dependent on viewing angle.
66. Projection Displays
• Use bright CRT or LCD
screens to generate an
image which is sent
through an optical
system to focus on a
(usually) large screen.
68. Transmitive Projectors
CRT Based
• One color CRT tube (red, blue,
green phosphors) displays an
image with one projection lens.
• One black-and-white CRT with
a rapidly rotating color filter
wheel (red, green, blue filters) is
placed between the CRT tube
and the projection lens.
• Three CRT tubes (red, green,
blue) with three lenses project
the images. The lenses are
aligned so that a single color
image appears on the screen.
CRT-based projectors are usually
heavy and large compared to
other technologies
69. Transmitive Projectors
• LCD Based
– Use a bright light to illuminate an LCD
panel, and a lens projects the image
formed by the LCD onto a screen.
• Small, lightweight compared to CRT
based displays
70. Reflective Projectors
• In reflective projectors, the image is formed
on a small, reflective chip.
• When light shines on the chip, the image is
reflected off it and through a projection lens to
the screen.
• Recent innovations in reflective technology
have been in the the following areas:
– Microelectromechanical systems (MEMS)
• Digital micromirror device (DMD, DLP)
• Grating light valve (GLV)
– Liquid crystal on silicon (LCOS)
71. Advantages/Disadvantages
of Projection Display
• Very large screens can provide large FoV
and can be seen by several people
simultaneously.
• Image quality can be fuzzy and somewhat
dimmer than conventional displays.
• Sensitivity to ambient light.
• Delicate optical alignment.
72. Displays in Virtual Reality
• Head-Mounted Displays
(HMDs)
– The display and a position
tracker are attached to the
user’s head
• Head-Tracked Displays
(HTDs)
– Display is stationary,
tracker tracks the user’s
head relative to the display.
– Example: CAVE,
Workbench, Stereo monitor
74. Graphics Software
• How to talk to the hardware?
• Special purpose software
– Excel
– AutoCAD
– Medical Visualization
• Programming API
• Advantages?
• Please Read Section 2.9
Er. Jay Nagar
Editor's Notes
From davemc’s:
Pixels are samples of color in an image. They are NOT square, they are a dot. We have pixels in monitors and in printers