This document provides information about different types of display devices used in computer graphics. It discusses cathode ray tubes (CRTs) which produce images using an electron beam striking a phosphorescent screen. CRTs are bulky and electromagnetic fields may pose health risks. Raster scan displays redraw images by sweeping an electron beam across the screen in lines. Color CRTs use phosphors and shadow masks to produce colors. Flat panel displays like liquid crystal displays are thinner alternatives to CRTs.
Raster scanning is a process used in television and computer graphics where an image is captured and reconstructed by systematically scanning across it in horizontal lines from top to bottom. Each line, called a scan line, is transmitted as an analog signal or divided into discrete pixels. Pixels are stored in a refresh buffer and then "painted" onto the screen one row at a time, with the beam returning to the left side during horizontal retrace and to the top left for vertical retrace between frames. Raster scanning provides realistic images but at the cost of lower resolution compared to random scanning systems.
This slide contain description about the line, circle and ellipse drawing algorithm in computer graphics. It also deals with the filled area primitive.
Window to viewport transformation&matrix representation of homogeneous co...Mani Kanth
The document discusses window to viewport transformation and the use of homogeneous coordinates. A window defines the area of data to display, while a viewport defines where on the display device the window will appear. Window to viewport transformation maps the window coordinates to viewport coordinates using translation and resizing. Homogeneous coordinates represent points using an extra dimension, allowing rotation, scaling and other transformations to be represented using matrix multiplication.
The document discusses the 2D viewing pipeline. It describes how a 3D world coordinate scene is constructed and then transformed through a series of steps to 2D device coordinates that can be displayed. These steps include converting to viewing coordinates using a window-to-viewport transformation, then mapping to normalized and finally device coordinates. It also covers techniques for clipping objects and lines that fall outside the viewing window including Cohen-Sutherland line clipping and Sutherland-Hodgeman polygon clipping.
This document discusses various 3D transformations including translation, rotation, scaling, reflection, and shearing. It provides the transformation matrices for each type of 3D transformation. It also discusses combining multiple transformations through composite transformations by multiplying the matrices in sequence from right to left.
In a raster scan display, the screen is divided into a grid of pixels that are scanned line by line from top to bottom. Each pixel is either on or off, controlled by values stored in a frame buffer. The electron beam scans across each line from left to right, then returns to the left side to draw the next line, in a process called horizontal retrace. After completing the frame, the beam returns to the top left corner for the next frame during vertical retrace. Interlacing displays every other line to reduce flicker.
The document discusses different types of video display devices, focusing on cathode ray tubes (CRTs). It describes how CRTs work using an electron gun, deflection plates, and phosphor-coated screen to produce images. Color CRT monitors are also covered, explaining how they produce color using either beam penetration or shadow mask methods. Other display types mentioned include direct view storage tubes, flat panel displays, and their key differences from CRTs.
Raster scanning is a process used in television and computer graphics where an image is captured and reconstructed by systematically scanning across it in horizontal lines from top to bottom. Each line, called a scan line, is transmitted as an analog signal or divided into discrete pixels. Pixels are stored in a refresh buffer and then "painted" onto the screen one row at a time, with the beam returning to the left side during horizontal retrace and to the top left for vertical retrace between frames. Raster scanning provides realistic images but at the cost of lower resolution compared to random scanning systems.
This slide contain description about the line, circle and ellipse drawing algorithm in computer graphics. It also deals with the filled area primitive.
Window to viewport transformation&matrix representation of homogeneous co...Mani Kanth
The document discusses window to viewport transformation and the use of homogeneous coordinates. A window defines the area of data to display, while a viewport defines where on the display device the window will appear. Window to viewport transformation maps the window coordinates to viewport coordinates using translation and resizing. Homogeneous coordinates represent points using an extra dimension, allowing rotation, scaling and other transformations to be represented using matrix multiplication.
The document discusses the 2D viewing pipeline. It describes how a 3D world coordinate scene is constructed and then transformed through a series of steps to 2D device coordinates that can be displayed. These steps include converting to viewing coordinates using a window-to-viewport transformation, then mapping to normalized and finally device coordinates. It also covers techniques for clipping objects and lines that fall outside the viewing window including Cohen-Sutherland line clipping and Sutherland-Hodgeman polygon clipping.
This document discusses various 3D transformations including translation, rotation, scaling, reflection, and shearing. It provides the transformation matrices for each type of 3D transformation. It also discusses combining multiple transformations through composite transformations by multiplying the matrices in sequence from right to left.
In a raster scan display, the screen is divided into a grid of pixels that are scanned line by line from top to bottom. Each pixel is either on or off, controlled by values stored in a frame buffer. The electron beam scans across each line from left to right, then returns to the left side to draw the next line, in a process called horizontal retrace. After completing the frame, the beam returns to the top left corner for the next frame during vertical retrace. Interlacing displays every other line to reduce flicker.
The document discusses different types of video display devices, focusing on cathode ray tubes (CRTs). It describes how CRTs work using an electron gun, deflection plates, and phosphor-coated screen to produce images. Color CRT monitors are also covered, explaining how they produce color using either beam penetration or shadow mask methods. Other display types mentioned include direct view storage tubes, flat panel displays, and their key differences from CRTs.
with today's advanced technology like photoshop, paint etc. we need to understand some basic concepts like how they are cropping the image , tilt the image etc.
In our presentation you will find basic introduction of 2D transformation.
The document discusses different line and area attributes that can be used to display graphics primitives. It describes parameters like line type (solid, dashed, dotted), width, color, and fill style (solid, patterned, hollow). It explains how these attributes can be set using functions like setLineType() and setInteriorStyle(). Pixel masks and adjusting pixel counts are used to properly render dashed lines at different angles. Color can be represented directly or indirectly via color codes mapped to an output device's color capabilities. Patterns for filled areas are defined via 2D color arrays.
a spline is a flexible strip used to produce a smooth curve through a designated set of points.
Polynomial sections are fitted so that the curve passes through each control point, Resulting curve is said to interpolate the set of control points.
Graphics software acts as an intermediary between application programs and graphics hardware, supporting output primitives and interaction devices. There are two main types of graphics software: general programming packages that provide extensive graphics functions for use in languages like C and FORTRAN, including functions for shapes, colors, and transformations; and special-purpose applications packages that are designed for non-programmers to generate displays without programming knowledge, such as painting and CAD programs.
It gives the detailed information about Three Dimensional Display Methods, Three dimensional Graphics Package, Interactive Input Methods and Graphical User Interface, Input of Graphical Data, Graphical Data: Input Functions, Interactive Picture-Construction
This document provides an overview of 3D transformations, including translation, rotation, scaling, reflection, and shearing. It explains that 3D transformations generalize 2D transformations by including a z-coordinate and using homogeneous coordinates and 4x4 transformation matrices. Each type of 3D transformation is defined using matrix representations and equations. Rotation is described for each coordinate axis, and reflection is explained for each axis plane. Shearing is introduced as a way to modify object shapes, especially for perspective projections.
In a raster scan system, the electron beam scans across rows of the screen from top to bottom, turning intensity on and off to illuminate spots and form an image. The image definition is stored in a refresh buffer memory that holds intensity values for screen points. In a random scan system, an application and graphics package are stored in memory, and graphics commands are translated into a display file that a display processor accesses to refresh the screen. Graphics patterns are drawn by directing the electron beam along picture lines one at a time, positioning it between coordinate-defined endpoints to fill each line.
This document discusses graphics software and its functions. There are two types of graphics software: general programming packages that provide graphics functions for use in languages like C/FORTRAN, and special-purpose applications for non-programmers. General packages use Cartesian coordinates and provide functions for primitives, attributes, transformations, and input handling. Standards like GKS and PHIGS implement official specifications to promote portability.
Random scan displays and raster scan displaysSomya Bagai
Raster scan displays work by sweeping an electron beam across the screen in horizontal lines from top to bottom. As the beam moves, its intensity is turned on and off to illuminate pixels and form an image. The pixel values are stored in and retrieved from a refresh buffer or frame buffer. Random scan displays draw images using geometric primitives like points and lines based on mathematical equations, directing the electron beam only where needed. Raster scans have higher resolution but jagged lines, while random scans produce smooth lines but cannot display complex images. Both use a video controller and frame buffer in memory to control the display process.
its very useful for students.
Sharpening process in spatial domain
Direct Manipulation of image Pixels.
The objective of Sharpening is to highlight transitions in intensity
The image blurring is accomplished by pixel averaging in a neighborhood.
Since averaging is analogous to integration.
Prepared by
M. Sahaya Pretha
Department of Computer Science and Engineering,
MS University, Tirunelveli Dist, Tamilnadu.
This document discusses line attributes in computer graphics, including line type (solid, dashed, dotted), width, caps (butt, round, projecting square), joins (miter, round, bevel), and color. It describes how to set these attributes using functions like setLinetype(), setLinewidthscaleFactor(), and setPolylineColourIndex(). Lines can also be displayed using pen or brush options which have properties like shape, size, and patterns.
3D transformation in computer graphicsSHIVANI SONI
This document discusses different types of 2D and 3D transformations that are used in computer graphics, including translation, rotation, scaling, shearing, and reflection. It provides the mathematical equations and transformation matrices used to perform each type of transformation on 2D and 3D points and objects. Key types of rotations discussed are roll (around z-axis), pitch (around x-axis), and yaw (around y-axis). Homogeneous coordinates are introduced for representing 3D points.
Video monitors use cathode ray tubes to display output. In a cathode ray tube, an electron gun fires a beam of electrons that is focused and deflected to hit phosphor on the screen, causing it to glow. The beam rapidly redraws the image to keep the screen illuminated, in a process called refresh. Key components of the electron gun include a heated cathode that emits electrons, an accelerating anode that speeds up the electrons, and control and focusing systems that shape the beam. When electrons hit phosphor, their energy causes the phosphor to glow briefly.
Gouraud shading and Phong shading are two common techniques for interpolating shading across polygon surfaces in 3D graphics. Gouraud shading linearly interpolates intensities across polygon surfaces, improving on constant shading but still resulting in Mach bands or streaks. Phong shading interpolates normal vectors and applies lighting models at each surface point, producing more realistic highlights but requiring more computation than Gouraud shading. Fast Phong shading approximates calculations to speed up rendering with Phong shading at the cost of some accuracy.
The document discusses window to viewport transformation. It defines a window as a world coordinate area selected for display and a viewport as a rectangular region of the screen selected for displaying objects. Window to viewport mapping requires transforming coordinates from the window to the viewport. This involves translation, scaling and another translation. Steps include translating the window to the origin, resizing it based on the viewport size, and translating it to the viewport position. An example transforms a sample window to a viewport through these three steps.
Window to Viewport Transformation in Computer Graphics with.pptxDolchandra
The document discusses the window to viewport transformation process which maps a 3D world coordinate system to a 2D device coordinate system for display. It involves scaling, rotation, translation and clipping transformations. A window defines the region of the 3D world to view, while the viewport defines where on the display device this window will be mapped. The mapping from world coordinates within the window to device coordinates within the viewport involves coordinate system transformations. Zooming effects are achieved by changing the relative sizes of the window and viewport.
1. The document discusses various 2D and 3D geometric transformations including translation, rotation, scaling, and their properties.
2. It explains coordinate systems used to specify geometry including world, user, and display coordinates.
3. Key geometric transformations are defined through matrix operations including translation matrices, rotation matrices, and scaling matrices. Homogeneous coordinates are also introduced to represent transformations as matrix multiplications.
Homomorphic filtering is a technique used to remove multiplicative noise from images by transforming the image into the logarithmic domain, where the multiplicative components become additive. This allows the use of linear filters to separate the illumination and reflectance components, with a high-pass filter used to remove low-frequency illumination variations while preserving high-frequency reflectance edges. The filtered image is then transformed back to restore the original domain. Homomorphic filtering is commonly used to correct non-uniform illumination and simultaneously enhance contrast in grayscale images.
There are two main types of projections: perspective and parallel. In perspective projection, lines converge to a single point called the center of projection, creating the illusion of depth. In parallel projection, lines remain parallel as they are projected onto the view plane. Perspective projection is more realistic but parallel projection preserves proportions. Perspective projections can be one-point, two-point, or three-point depending on the number of principal vanishing points. Orthographic projections use perpendicular lines while oblique projections are at an angle. Common parallel projections include isometric, dimetric, trimetric, cavalier and cabinet views.
This PPT gives detailed information about Computer Graphics, Raster Scan System, Random Scan System, CRT Display, Color CRT Monitors, Input and Output Devices
This document provides an overview of video display devices and color graphics technologies. It discusses raster scan displays, which refresh the screen by sweeping the electron beam across rows of pixels stored in a frame buffer. Random scan displays direct the electron beam only where needed to draw lines, allowing higher resolution but not realistic images. Color CRT monitors use shadow mask or beam penetration methods, with the former allowing a wider range of colors by exciting red, green, and blue phosphor dots. Flat panel displays are thinner than CRTs and being used in more portable applications.
with today's advanced technology like photoshop, paint etc. we need to understand some basic concepts like how they are cropping the image , tilt the image etc.
In our presentation you will find basic introduction of 2D transformation.
The document discusses different line and area attributes that can be used to display graphics primitives. It describes parameters like line type (solid, dashed, dotted), width, color, and fill style (solid, patterned, hollow). It explains how these attributes can be set using functions like setLineType() and setInteriorStyle(). Pixel masks and adjusting pixel counts are used to properly render dashed lines at different angles. Color can be represented directly or indirectly via color codes mapped to an output device's color capabilities. Patterns for filled areas are defined via 2D color arrays.
a spline is a flexible strip used to produce a smooth curve through a designated set of points.
Polynomial sections are fitted so that the curve passes through each control point, Resulting curve is said to interpolate the set of control points.
Graphics software acts as an intermediary between application programs and graphics hardware, supporting output primitives and interaction devices. There are two main types of graphics software: general programming packages that provide extensive graphics functions for use in languages like C and FORTRAN, including functions for shapes, colors, and transformations; and special-purpose applications packages that are designed for non-programmers to generate displays without programming knowledge, such as painting and CAD programs.
It gives the detailed information about Three Dimensional Display Methods, Three dimensional Graphics Package, Interactive Input Methods and Graphical User Interface, Input of Graphical Data, Graphical Data: Input Functions, Interactive Picture-Construction
This document provides an overview of 3D transformations, including translation, rotation, scaling, reflection, and shearing. It explains that 3D transformations generalize 2D transformations by including a z-coordinate and using homogeneous coordinates and 4x4 transformation matrices. Each type of 3D transformation is defined using matrix representations and equations. Rotation is described for each coordinate axis, and reflection is explained for each axis plane. Shearing is introduced as a way to modify object shapes, especially for perspective projections.
In a raster scan system, the electron beam scans across rows of the screen from top to bottom, turning intensity on and off to illuminate spots and form an image. The image definition is stored in a refresh buffer memory that holds intensity values for screen points. In a random scan system, an application and graphics package are stored in memory, and graphics commands are translated into a display file that a display processor accesses to refresh the screen. Graphics patterns are drawn by directing the electron beam along picture lines one at a time, positioning it between coordinate-defined endpoints to fill each line.
This document discusses graphics software and its functions. There are two types of graphics software: general programming packages that provide graphics functions for use in languages like C/FORTRAN, and special-purpose applications for non-programmers. General packages use Cartesian coordinates and provide functions for primitives, attributes, transformations, and input handling. Standards like GKS and PHIGS implement official specifications to promote portability.
Random scan displays and raster scan displaysSomya Bagai
Raster scan displays work by sweeping an electron beam across the screen in horizontal lines from top to bottom. As the beam moves, its intensity is turned on and off to illuminate pixels and form an image. The pixel values are stored in and retrieved from a refresh buffer or frame buffer. Random scan displays draw images using geometric primitives like points and lines based on mathematical equations, directing the electron beam only where needed. Raster scans have higher resolution but jagged lines, while random scans produce smooth lines but cannot display complex images. Both use a video controller and frame buffer in memory to control the display process.
its very useful for students.
Sharpening process in spatial domain
Direct Manipulation of image Pixels.
The objective of Sharpening is to highlight transitions in intensity
The image blurring is accomplished by pixel averaging in a neighborhood.
Since averaging is analogous to integration.
Prepared by
M. Sahaya Pretha
Department of Computer Science and Engineering,
MS University, Tirunelveli Dist, Tamilnadu.
This document discusses line attributes in computer graphics, including line type (solid, dashed, dotted), width, caps (butt, round, projecting square), joins (miter, round, bevel), and color. It describes how to set these attributes using functions like setLinetype(), setLinewidthscaleFactor(), and setPolylineColourIndex(). Lines can also be displayed using pen or brush options which have properties like shape, size, and patterns.
3D transformation in computer graphicsSHIVANI SONI
This document discusses different types of 2D and 3D transformations that are used in computer graphics, including translation, rotation, scaling, shearing, and reflection. It provides the mathematical equations and transformation matrices used to perform each type of transformation on 2D and 3D points and objects. Key types of rotations discussed are roll (around z-axis), pitch (around x-axis), and yaw (around y-axis). Homogeneous coordinates are introduced for representing 3D points.
Video monitors use cathode ray tubes to display output. In a cathode ray tube, an electron gun fires a beam of electrons that is focused and deflected to hit phosphor on the screen, causing it to glow. The beam rapidly redraws the image to keep the screen illuminated, in a process called refresh. Key components of the electron gun include a heated cathode that emits electrons, an accelerating anode that speeds up the electrons, and control and focusing systems that shape the beam. When electrons hit phosphor, their energy causes the phosphor to glow briefly.
Gouraud shading and Phong shading are two common techniques for interpolating shading across polygon surfaces in 3D graphics. Gouraud shading linearly interpolates intensities across polygon surfaces, improving on constant shading but still resulting in Mach bands or streaks. Phong shading interpolates normal vectors and applies lighting models at each surface point, producing more realistic highlights but requiring more computation than Gouraud shading. Fast Phong shading approximates calculations to speed up rendering with Phong shading at the cost of some accuracy.
The document discusses window to viewport transformation. It defines a window as a world coordinate area selected for display and a viewport as a rectangular region of the screen selected for displaying objects. Window to viewport mapping requires transforming coordinates from the window to the viewport. This involves translation, scaling and another translation. Steps include translating the window to the origin, resizing it based on the viewport size, and translating it to the viewport position. An example transforms a sample window to a viewport through these three steps.
Window to Viewport Transformation in Computer Graphics with.pptxDolchandra
The document discusses the window to viewport transformation process which maps a 3D world coordinate system to a 2D device coordinate system for display. It involves scaling, rotation, translation and clipping transformations. A window defines the region of the 3D world to view, while the viewport defines where on the display device this window will be mapped. The mapping from world coordinates within the window to device coordinates within the viewport involves coordinate system transformations. Zooming effects are achieved by changing the relative sizes of the window and viewport.
1. The document discusses various 2D and 3D geometric transformations including translation, rotation, scaling, and their properties.
2. It explains coordinate systems used to specify geometry including world, user, and display coordinates.
3. Key geometric transformations are defined through matrix operations including translation matrices, rotation matrices, and scaling matrices. Homogeneous coordinates are also introduced to represent transformations as matrix multiplications.
Homomorphic filtering is a technique used to remove multiplicative noise from images by transforming the image into the logarithmic domain, where the multiplicative components become additive. This allows the use of linear filters to separate the illumination and reflectance components, with a high-pass filter used to remove low-frequency illumination variations while preserving high-frequency reflectance edges. The filtered image is then transformed back to restore the original domain. Homomorphic filtering is commonly used to correct non-uniform illumination and simultaneously enhance contrast in grayscale images.
There are two main types of projections: perspective and parallel. In perspective projection, lines converge to a single point called the center of projection, creating the illusion of depth. In parallel projection, lines remain parallel as they are projected onto the view plane. Perspective projection is more realistic but parallel projection preserves proportions. Perspective projections can be one-point, two-point, or three-point depending on the number of principal vanishing points. Orthographic projections use perpendicular lines while oblique projections are at an angle. Common parallel projections include isometric, dimetric, trimetric, cavalier and cabinet views.
This PPT gives detailed information about Computer Graphics, Raster Scan System, Random Scan System, CRT Display, Color CRT Monitors, Input and Output Devices
This document provides an overview of video display devices and color graphics technologies. It discusses raster scan displays, which refresh the screen by sweeping the electron beam across rows of pixels stored in a frame buffer. Random scan displays direct the electron beam only where needed to draw lines, allowing higher resolution but not realistic images. Color CRT monitors use shadow mask or beam penetration methods, with the former allowing a wider range of colors by exciting red, green, and blue phosphor dots. Flat panel displays are thinner than CRTs and being used in more portable applications.
The document provides an overview of computer graphics systems. It discusses different types of display devices including refresh cathode-ray tubes, raster-scan displays, random-scan displays, color CRT monitors, and flat panel displays. It also covers basics of raster graphics systems and random scan systems, including components like the video controller, display processor, and frame buffer. Input devices for graphics systems such as the keyboard, mouse, and digitizer are also mentioned.
The document summarizes video display devices, specifically cathode ray tubes (CRTs). It describes the basic design of CRTs including the electron gun, phosphor coating, and refresh process. CRTs use an electron beam directed by deflection systems to illuminate spots on the screen in a raster pattern, maintained by refreshing the screen rapidly. Color CRTs employ different color phosphors and methods like beam penetration or shadow masks to combine colors. Random scan displays draw images as lines rather than pixels.
CG03 Random Raster Scan displays and Color CRTs.ppsxjyoti_lakhani
The document discusses different types of graphics displays. It describes raster-scan displays, which use an electron beam that sweeps across the screen from top to bottom to display an image. Picture definition is stored in a frame buffer. It also describes random-scan displays, which direct the electron beam only where lines need to be drawn. Color CRT monitors use phosphors and a shadow mask to display color. Flat panel displays like plasma panels, thin-film electroluminescent displays, and liquid crystal displays provide thinner alternatives to CRTs.
The document summarizes key differences between vector scan and raster scan displays. Vector scan displays directly draw lines between points by moving the electron beam between endpoints, while raster scan displays sweep the beam across the entire screen in lines from top to bottom. Raster scan is more common as it does not flicker even with complex images and has lower cost and hardware requirements than vector scan. Both methods store images in a frame buffer but raster scan must convert graphics to pixels while vector scan does not.
This document provides an overview of graphics display systems. It discusses the basic components and operation of cathode ray tube (CRT) displays, including the electron gun, focusing and deflection systems. It describes the refresh process of raster-scan CRTs and how random-scan CRTs work. Color CRT monitors are discussed, specifically the beam penetration and shadow mask methods. Key characteristics like resolution, persistence and aspect ratio are also summarized.
Computer graphics uses computers to draw and display pictures, graphics, and data in pictorial form. It expresses data visually instead of just text. Computer graphics is used in movies, games, medical imaging, design, education, simulators, art, presentations, image processing, and graphical user interfaces. Pixels are the smallest display elements on a screen, each with an intensity and color value. Interactive graphics allow user input to modify images, while passive graphics do not. Common display devices are CRT monitors which use electron beams to excite phosphors and LCD screens which use pixels to control light transmission. Algorithms like DDA and Bresenham's are used to draw lines on these displays.
This document summarizes different types of display devices, including cathode ray tubes (CRTs), raster scan displays, random scan displays, liquid crystal displays (LCDs), and light emitting diodes (LEDs). It describes the basic components and functioning of CRTs, including electron guns, phosphor coatings, and deflection coils. It compares raster and random scan displays, noting that raster displays are better for realistic images while random scans are suited for line drawings. LCDs use polarized light passing through liquid crystals to turn pixels on and off. LED displays use semiconductors to emit light when forward biased, and have advantages over traditional light sources like lower energy use and longer lifetimes.
This document summarizes computer graphics and display devices. It discusses that computer graphics involves displaying and manipulating images and data using a computer. A typical graphics system includes a host computer, display devices like monitors, and input devices like keyboards and mice. Common applications of computer graphics include GUIs, charts, CAD/CAM, maps, multimedia, and more. Display technologies discussed include CRT monitors, LCD panels, and other devices. Key aspects of CRT monitors like refresh rate, resolution, and bandwidth are also summarized.
This document provides information on different types of display devices and monitor technologies. It discusses cathode ray tube (CRT) displays, including their structure, working principle, and technologies such as raster scan and vector scan displays. Liquid crystal displays (LCD) and plasma displays are also mentioned. Key aspects of displays such as pixels, resolution, size, viewing angle, response time, and brightness are defined. CRTs are described as having advantages like high resolution and wide viewing angles, but also disadvantages like large thickness and weight.
Computer graphics involves rendering pictures, charts, and graphs on computers rather than just text. It has many applications including movies, games, medical imaging, CAD, education, and simulations. Computer graphics uses pixels - the smallest display elements - to represent images on screens. There are two main types: interactive graphics which allow user input, and passive graphics which do not. Raster scan displays refresh images by sweeping an electron beam across the screen in lines, while random scan displays draw images line by line. Algorithms like DDA and Bresenham's are used to efficiently render lines and circles of pixels.
This document discusses computer graphics and its various aspects. It defines computer graphics as the field concerned with digitally synthesizing and manipulating visual content. The two main types of computer graphics are raster (composed of pixels) and vector (composed of paths). Raster images are bitmap images mapped to a grid of pixels that can be edited at the pixel level. Vector images use mathematical formulas to draw objects like lines and curves. Common graphics applications include paint programs, animation software, CAD, and desktop publishing. Cathode ray tubes are used to display images by scanning an electron beam across a screen coated with phosphors.
This document discusses computer graphics and its applications. It defines computer graphics as the field concerned with digitally synthesizing and manipulating visual content. The two main types are raster (composed of pixels) and vector (composed of paths). Raster images are bitmaps mapped to a grid, while vector images use mathematical formulas. Common graphics applications include paint programs, animation software, CAD, and desktop publishing. Cathode ray tubes are used to display images by scanning an electron beam across a screen coated with phosphors.
The document discusses various display devices used for visual presentation of information. It describes cathode ray tubes (CRT), which use electron guns and phosphorescent coatings to produce images. Raster scan displays refresh images by sweeping an electron beam across the screen in rows, while random scan displays draw individual lines. Liquid crystal displays (LCD) use polarized light passing through liquid crystals. Light emitting diodes (LED) also emit light when electrically biased and are used in displays and lighting due to their low energy use and long lifetime. The document provides details on the components and functioning of CRTs and explains the differences between raster and random scan displays.
The document discusses various types of raster images and display technologies. Raster images represent pictures as a grid of pixels stored as numerical values. Grayscale images vary pixel depth to generate different colors. Color images use three values per pixel. Display technologies discussed include CRTs, LCDs, plasma displays, and other emissive and non-emissive displays. CRTs use electron guns and phosphors to generate images while LCDs use liquid crystals and polarized light.
This document discusses computer graphics systems and their components. It describes common display devices like CRT monitors and how they work. It explains color generation techniques in monitors using beam penetration or shadow mask methods. Input devices for graphics like mice, tablets, and joysticks are also covered. The document provides details on frame buffers, resolution, refresh rates and how raster scan displays redraw images.
Introduction to computer graphics part 1Ankit Garg
This document discusses computer graphics systems and their components. It describes video display devices like CRTs and how they work. Color is generated using techniques like beam penetration and shadow masks. Raster scan and random scan displays are covered. Input devices for graphics like mice, tablets, and gloves are also summarized. The document provides details on graphics hardware like frame buffers, refresh rates, and video controllers.
Raster scan displays work by sweeping an electron beam across the screen in horizontal lines from top to bottom. As the beam moves, its intensity is turned on and off to illuminate pixels and form an image. The pixel values are stored in and retrieved from a refresh buffer or frame buffer. Random scan displays draw images using geometric primitives like points and lines based on mathematical equations, directing the electron beam only where needed. Raster scans have higher resolution but jagged lines, while random scans produce smooth lines but cannot display complex images. Both use a video controller and frame buffer in memory to control the display process.
This document provides an overview of Visual Basic, an integrated development environment (IDE) that allows programmers to develop graphical user interface (GUI) applications for Windows. Visual Basic uses a drag-and-drop interface to arrange controls on forms and allows programmers to write code to add functionality. The document discusses the history and evolution of Visual Basic, the core components of a Visual Basic application like forms and controls, and the basic steps to develop an application in Visual Basic.
This document summarizes various form controls in Visual Basic, including option buttons, check boxes, combo boxes, list boxes, frames, image boxes, drive list boxes, directory list boxes, file list boxes, and how to synchronize them. It also covers IF syntax, loops (For, While, Do), message boxes, input boxes, and some common control events and methods.
There are two main types of color models - additive and subtractive. The additive RGB color model uses combinations of red, green, and blue light to represent a wide range of colors. The subtractive CMYK color model uses cyan, magenta, yellow, and black inks to represent colors used in printing. Common digital image formats typically use 8 bits per color channel of RGB for a total of 24 bits and over 16 million possible colors per pixel.
Este documento describe cómo dibujar un círculo usando dos puntos de entrada. Explica que el radio y la circunferencia de un círculo se pueden calcular si se conocen las coordenadas de dos puntos en la circunferencia. A continuación, presenta una ecuación para calcular el radio de un círculo dado los puntos centrales (x1, y1) y (x2, y2).
The document provides information about MATLAB, including how to contact MathWorks for sales, support, or to access the user community. It lists the company address and provides the copyright and revision history of the MATLAB Primer document.
This document discusses 2D graphics and shapes using Turbo C. It provides instructions for downloading and installing Turbo C and Dosbox if using Windows 7 or 8. It then covers drawing various basic 2D shapes like lines, circles, rectangles, ellipses using graphics functions in Turbo C. Code examples are provided to draw each shape on the screen.
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive functioning. Exercise causes chemical changes in the brain that may help boost feelings of calmness, happiness and focus.
This document discusses graphics programming in C++. It explains that the graphics.h and graphics.lib files are needed to use graphics functions. It also describes graphics modes, the XY coordinate system used in graphics with the origin at the top-left corner, and some common graphics functions like rectangle(), circle(), and closegraph(). It provides examples of using functions like setcolor() and putpixel() to draw on the screen.
Computer graphics has many areas of application including CAD, presentation graphics, computer art, education and training, visualization, image processing, entertainment, medical fields, and graphical user interfaces. The main tasks of computer graphics are modeling objects in 3D, rendering 2D images of those objects, and animating how objects change over time. Some specific applications are using CAD for engineering and architectural design, presentation graphics for summarizing data visually, and computer art where artists can design shapes and motion.
The document discusses three types of expansion cards used in computers: video cards, which generate and output images to displays; sound cards, which facilitate audio input and output for multimedia applications; and network cards, which allow computers to communicate over wired or wireless networks. Video cards are also known as graphic cards and use computer RAM and digital signals to interface with displays. Sound cards provide audio components and require additional cards to enable sound capabilities. Network cards use unique serial numbers stored on the cards to achieve near-ubiquitous connectivity.
This document discusses different connection interfaces such as USB, Firewire, and PS/2. USB is described as a small, portable device that allows for plug-and-play capability and easy transfer of information between computers by storing data that can be held in gigabytes. Firewire is a high-speed serial bus interface that enables real-time data transfer and has replaced parallel ports for many applications such as high-definition audio and video networking. PS/2 is an interface that connects some keyboards and mice electrically to allow bidirectional communication through the keyboard port.
Removable storage devices like CDs, DVDs, Blu-rays, and floppy disks allow users to easily transfer data to and from computers. They connect via USB ports and range in storage capacity from 64 MB to 50 GB, providing affordable portable storage that is more durable and compact than other options. Common forms of removable media include CDs, DVDs, and floppy disks, which allow inserting and reading data from a portable storage drive.
The document discusses several components of internal computer hardware, including the motherboard which acts as the central circuit board interfacing all other components, the central processing unit (CPU) which executes computer programs in four steps, firmware which is loaded from read-only memory and runs the basic input/output system, and the power supply which converts AC to DC and provides voltage control and cooling functions to support modern computer systems.
This document discusses computer hardware and buses. It defines computer hardware as the physical components of a computer system, including peripherals like monitors, keyboards and storage devices. Buses are subsystems that transfer data between computer components using a set of wires and connectors. There are two main types of buses: internal buses connect internal components using different slots, while external buses connect external components to expansion slots.
This document discusses different types of expansion slots commonly found in personal computers, including PCI, PCI Express, PCMCIA, and AGP. It provides details on each slot type, what components they connect to the motherboard, their intended uses and bandwidth capabilities. PCI was widely used but is being replaced by faster PCI Express, while PCMCIA and AGP helped expand laptop and graphics capabilities respectively.
Computer graphics are used in a variety of fields including computer-aided design, presentation graphics, computer art, entertainment, education and training, visualization, image processing, and graphical user interfaces. Specifically, CAD is used to design buildings, aircraft, watercraft and other products. Presentation graphics are used to produce illustrations for reports and project slides to summarize financial, statistical and other information. Computer graphics are also used in the movie, game, scientific visualization and medical imaging industries.
This document discusses computer graphics and its key concepts including modeling, rendering and animation. Modeling involves creating geometric objects, rendering generates 2D images using lighting, and animation describes how objects change over time. Computer graphics uses both hardware and software to represent and manipulate digital image data, and has had a significant impact across many media such as video games.
There are three main types of ROM: PROM, which can be programmed once using a special device; EPROM, which can be erased and reprogrammed using ultraviolet light; and EEPROM, which can be electrically erased and reprogrammed and is commonly used on circuit boards to store small amounts of data and instructions.
There are two main types of RAM: static RAM and dynamic RAM. Static RAM retains information without refreshing and can operate at high speeds, while dynamic RAM is used in most personal computers and requires refreshing to retain information, making it less expensive but also less powerful than static RAM. RAM is a type of volatile memory used in cache and registers.
The Science of Learning: implications for modern teachingDerek Wenmoth
Keynote presentation to the Educational Leaders hui Kōkiritia Marautanga held in Auckland on 26 June 2024. Provides a high level overview of the history and development of the science of learning, and implications for the design of learning in our modern schools and classrooms.
Information and Communication Technology in EducationMJDuyan
(𝐓𝐋𝐄 𝟏𝟎𝟎) (𝐋𝐞𝐬𝐬𝐨𝐧 2)-𝐏𝐫𝐞𝐥𝐢𝐦𝐬
𝐄𝐱𝐩𝐥𝐚𝐢𝐧 𝐭𝐡𝐞 𝐈𝐂𝐓 𝐢𝐧 𝐞𝐝𝐮𝐜𝐚𝐭𝐢𝐨𝐧:
Students will be able to explain the role and impact of Information and Communication Technology (ICT) in education. They will understand how ICT tools, such as computers, the internet, and educational software, enhance learning and teaching processes. By exploring various ICT applications, students will recognize how these technologies facilitate access to information, improve communication, support collaboration, and enable personalized learning experiences.
𝐃𝐢𝐬𝐜𝐮𝐬𝐬 𝐭𝐡𝐞 𝐫𝐞𝐥𝐢𝐚𝐛𝐥𝐞 𝐬𝐨𝐮𝐫𝐜𝐞𝐬 𝐨𝐧 𝐭𝐡𝐞 𝐢𝐧𝐭𝐞𝐫𝐧𝐞𝐭:
-Students will be able to discuss what constitutes reliable sources on the internet. They will learn to identify key characteristics of trustworthy information, such as credibility, accuracy, and authority. By examining different types of online sources, students will develop skills to evaluate the reliability of websites and content, ensuring they can distinguish between reputable information and misinformation.
Artificial Intelligence (AI) has revolutionized the creation of images and videos, enabling the generation of highly realistic and imaginative visual content. Utilizing advanced techniques like Generative Adversarial Networks (GANs) and neural style transfer, AI can transform simple sketches into detailed artwork or blend various styles into unique visual masterpieces. GANs, in particular, function by pitting two neural networks against each other, resulting in the production of remarkably lifelike images. AI's ability to analyze and learn from vast datasets allows it to create visuals that not only mimic human creativity but also push the boundaries of artistic expression, making it a powerful tool in digital media and entertainment industries.
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Post init hook in the odoo 17 ERP ModuleCeline George
In Odoo, hooks are functions that are presented as a string in the __init__ file of a module. They are the functions that can execute before and after the existing code.
Decolonizing Universal Design for LearningFrederic Fovet
UDL has gained in popularity over the last decade both in the K-12 and the post-secondary sectors. The usefulness of UDL to create inclusive learning experiences for the full array of diverse learners has been well documented in the literature, and there is now increasing scholarship examining the process of integrating UDL strategically across organisations. One concern, however, remains under-reported and under-researched. Much of the scholarship on UDL ironically remains while and Eurocentric. Even if UDL, as a discourse, considers the decolonization of the curriculum, it is abundantly clear that the research and advocacy related to UDL originates almost exclusively from the Global North and from a Euro-Caucasian authorship. It is argued that it is high time for the way UDL has been monopolized by Global North scholars and practitioners to be challenged. Voices discussing and framing UDL, from the Global South and Indigenous communities, must be amplified and showcased in order to rectify this glaring imbalance and contradiction.
This session represents an opportunity for the author to reflect on a volume he has just finished editing entitled Decolonizing UDL and to highlight and share insights into the key innovations, promising practices, and calls for change, originating from the Global South and Indigenous Communities, that have woven the canvas of this book. The session seeks to create a space for critical dialogue, for the challenging of existing power dynamics within the UDL scholarship, and for the emergence of transformative voices from underrepresented communities. The workshop will use the UDL principles scrupulously to engage participants in diverse ways (challenging single story approaches to the narrative that surrounds UDL implementation) , as well as offer multiple means of action and expression for them to gain ownership over the key themes and concerns of the session (by encouraging a broad range of interventions, contributions, and stances).
Creativity for Innovation and SpeechmakingMattVassar1
Tapping into the creative side of your brain to come up with truly innovative approaches. These strategies are based on original research from Stanford University lecturer Matt Vassar, where he discusses how you can use them to come up with truly innovative solutions, regardless of whether you're using to come up with a creative and memorable angle for a business pitch--or if you're coming up with business or technical innovations.
2. DISPLAY DEVICES
A display device is a device for presentation of
information, such as image or a text, for visual
reception, acquired, stored, or transmitted in
various forms
When the input information is supplied as an
electrical signal, the display is called electronic
display.
Electronic displays are available for presentation of
visual information.
4. A CRT is a specialized vacuum tube in which images are produced
when an electron beam strikes a phosphorescent surface.
Most desktop computers make use of CRTs.
The CRT in a computer display is similar to the picture tube in a
television receiver.
A CRT consists of several basic components as illustrated in fig.
Heater element and cathode:
Heat is supplied to the cathode by passing current through heater
element. The Cathode is cylindrical metallic structure which is rich in
electrons. On heating the electrons are released from cathode surface.
Control Grid:
The control grid is the next element which follows cathode. It almost
covers cathode leaving small opening for electrons to come out. Intensity
of the electron beam is controlled by setting voltage levels on the control
grid. A high negative voltage applied to the control grid will shut off the
beam by repelling electrons and stopping them from passing through the
small hole at the end of control grid structure. A smaller negative voltage
on the control grid will simply decrease the number of electrons passing
through the cathode. Thus, we can control the brightness of a display by
varying the voltage on the control grid.
5. Accelerating Anode:
Positively charged anodes, in the sequence of accelerating anodes,
accelerate the electrons towards phosphor screen.
Focusing And Deflection Coils:
Focusing and Deflection Coils are together needed to force the electron
beam to converge into a small spot, as it strikes the screen, otherwise
the electrons would repel each other and the beam would spread out as
it approaches the screen.
Deflection coils produce an extremely low frequency electromagnetic
field that allows for constant adjustment of the direction of the electron
beam.
There are two sets of deflecting coils: horizontal and vertical.
Electrostatic focusing is commonly used in television and computer
graphics monitor.
Phosphor Coating:
Finally, when the accelerating electron beam collides on the phosphor
coating, a part of Kinetic Energy is converted into light and heat.
When the electrons in the beam collide with the phosphor coating they
are stopped and their kinetic energy is absorbed by the phosphor,
resulting in the screen display.
6. DRAWBACKS
CRTS produce crisp, vibrant images. But they do
have serious drawbacks:
They are bulky.
In order to increase the screen width in a CRT set,
you also have to increase the length of the tube (to
give the scanning electron gun room to reach all
parts of the screen).
It has been claimed that the electromagnetic fields
emitted by CRT monitors constitute a health hazard
and can affect the functioning of living cells, and
people are moving towards other forms of digital
displays replacing them slowly.
7. RASTER SCAN DISPLAY
A raster-scan display is the most common method of drawing images on a
CRT screen.
In this method, horizontal and vertical deflection signals are generated to
move a beam all over the screen in a pattern for displaying any image.
The electron beam is swept across the screen one row at a time from top to
bottom.
The electron beam sweeps back and forth from left to right across the
screen.
The beam is on, while it moves from left to right.
The beam is off, when it moves back from right to left.
This phenomenon is called the horizontal retrace, as shown by red lines in
the figure.
As soon as the beam reaches the bottom of the screen, it is turned off and is
rapidly retraced back to the top to start again.
This is called the vertical retrace.
Raster-scan displays maintain the steady image on the screen by repeating
scanning of the same image.
This process is known as refreshing of screen.
8. Typically, a graphics display consists of three
components: frame buffer, display controller, and a TV
screen or monitor.
9. Frame Buffer:
The frame buffer stores an image as a matrix of
intensity values.
It is an interface between what are usually relatively
slow graphics computation and the high data rate video
image display.
In a typical personal computer, the frame buffer is
located on the graphics card that manages the video
subsystem of the computer.
It basically used to be not much more than some extra
memory.
Stored intensity values are then retrieved from the
refresh buffer and displayed on the screen one row at a
time.
Each intensity value is represented by bit zero (0) or one
(1) in the frame buffer.
10. Video or Display controller:
The video or display controller has direct access to memory locations in the frame
buffer.
It is responsible for retrieving data from the frame buffer and passing it to the
display device.
It reads each successive bytes of data from frame buffer and converts this 0's and
1's in one line into a corresponding video signals, and this line is called a scan line.
If the intensity is one (1) then the controller sends a signal to display a dot in the
corresponding position on the screen.
If the intensity is zero (0) then no dot is displayed.
This is the simplest way in which a black and white image is displayed.
The display-controller repeats the read, convert, and fill operations at least 60
times per seconds that maintains a study picture on the screen (refresh rate).
The frame buffer maps the screen into Cartesian coordinates.
Generally, the screen coordinates are taken as a positive xy-plane.
Hence the screen is continuously refreshed by scanning from maximum value of
ycoordinate down to y = 0.
11. Intensity range for pixel positions depends on the capability of the
raster system.
In a simple black-and-white system, each screen point is either on
or off, so only one bit per pixel is needed to control the intensity of
screen positions.
For a bit level system, A bit value of 1 indicates that the electron
beam is to be turn ON at that position. A bit value of 0 indicates
that the beam intensity is to be turn OFF. Additional bits are
needed when color and intensity variations can be displayed.
Up to 24 bits per pixel are included in high-quality systems, which
can require several megabytes of storage for the frame buffer,
depending on the resolution of the system.
A system with 24 bits per pixel and a screen resolution of 1024 bv
1024 requires 3 Mega Bytes of storage for the frame buffer.
Bitmap: On a black-and-white system with one bit per pixel, the
frame buffer is commonly called a Bitmap.
Pixmap: Systems with multiple bits per pixel, the frame buffer are
often referred to as a Pixmap.
12. RANDOM SCAN DISPLAY
A CRT, as a random-scan display unit, has an electron beam directed
only to the parts of the screen where a picture is to be drawn.
Random-scan monitors draw a picture one line at a time.
These are also referred to as vector displays (or stroke-writing or
calligraphic displays).
The component of a picture (lines and curves) can be drawn and
refreshed by a random-scan system in any specified order.
A pen plotter operates in a similar way and is an example of a random
scan, hardcopy device.
The refresh rate, on a random-scan system, depends on the number of
primitives like lines to be displayed.
A picture definition is stored as a set of line-drawing commands in an
area of memory called a refresh display file (or a refresh buffer).
To display a specified picture, the system cycles through the set of
commands in the display file, drawing each component line one by one.
After all line-drawing commands have been processed, the system
cycles back to the first line command in the list and repeats the
procedure of scan, display, and retrace.
13.
14. Random-scan displays are designed to draw all the component
lines of a picture 30 to 60 times each second.
High -quality vector systems are capable of handling approximately
100,000 short lines at this refresh rate.
It is important to note that the faster refreshing of the set of lines
could burn out the phosphor.
Therefore, when a small set of lines are to be displayed, each
refresh cycle is delayed to avoid greater refresh rates, typically 60
frames per second.
Random-scan systems are designed for line-drawing applications;
hence cannot display realistic shaded scenes.
Vector displays generally have a higher resolution than raster
systems, as picture definition is stored as a set of line-drawing
instructions instead of a set of intensity values for all screen points.
These vector displays produce smooth line drawings, because the
CRT beam directly follows the line path.
A raster system, in contrast, produces jagged lines that are plotted
as discrete point sets.
15. COLOR CRT MONITORS
A CRT monitor displays color pictures by using a
combination of phosphors that emit different-
colored light. By combining the emitted light from
the different phosphors, a range of colors can be
generated. The two basic techniques for
producing color displays with a CRT are
1. The Beam-Penetration method.
2. The Shadow-Mask method.
16. BEAM-PENETRATION METHOD
The beam-penetration method for displaying color pictures has
been used with random-scan monitors.
Two layers of phosphor, usually RED and GREEN, are coated
onto the inside of the CRT screen, and the displayed color
depends on how far the electron beam penetrates into the
phosphor layers.
A beam of slow electrons excites only the outer RED layer.
A beam of very fast electrons penetrates through the RED layer
and excites the inner GREEN layer. At intermediate beam
speeds, combinations of red and green light are emitted to show
two additional colors, ORANGE and YELLOW.
The speed of the electrons, and hence the screen color at any
point, is controlled by the beam-acceleration voltage.
Advantage: Beam penetration has been an inexpensive way to
produce color in random-scan monitors,
Disadvantage: only four colors are possible, and the quality of
pictures is not as good as with other methods.
17. SHADOW-MASK METHODS
Shadow-mask methods are commonly used in raster scan systems (including color
TV) because they produce a much wider range of colors than the beam penetration
method.
A shadow-mask CRT has three phosphor color dots at each pixel position.
One phosphor dot emits a RED Light, another emits a GREEN light, and the third
emits a BLUE light.
This type of CRT has three electron guns, one for each color dot, and a shadow-
mask grid just behind the phosphor-coated screen.
1. Delta-Delta Shadow-Mask method, commonly used in color CRT systems. The
three electron beams are deflected and focused as a group onto the shadow mask,
which contains a series of holes aligned with the phosphor-dot patterns. When the
three beams pass through a hole in the shadow mask, they activate a Dot Triangle,
which appears as a small color spot on the screen.
The phosphor dots in the triangles are arranged so that each electron beam can
activate only its corresponding color dot when it passes through the shadow mask.
2.In-Line arrangement in which the three electron guns, and the corresponding red-
green-blue color dots on the screen, are aligned along one scan line instead of in a
triangular pattern. This in-line arrangement of electron guns is easier to keep in
alignment and is commonly used I n high-resolution color CRTs.
18. The color variations in a shadow-mask CRT by varying the
intensity levels of the three electron beams.
By turning OFF the RED and GREEN guns, gets the color
coming from the BLUE phosphor.
Other combinations of beam intensities produce a small light spot
for each pixel position, since our eyes tend to merge the three
colors into one composite.
The color depends on the amount of excitation of the red, green,
and blue phosphors.
White (or gray) area is the result of activating all three dots with
equal intensity.
Yellow is produced with the green and red dots only.
Magenta is produced with the blue and red dots.
Cyan shows up when blue and green are activated equally.
In some low-cost systems, the electron beam can only be set to
on or off, limiting displays to Eight Colors.
19. RED GREEN BLUE COLOR
0 0 0 Black
0 0 1 Blue
0 1 0 Green
0 1 1 Cyan
1 0 0 Red
1 0 1 Magenta
1 1 0 Yellow
1 1 1 White
20. FLAT PANEL DISPLAY
Although most graphics monitors are still constructed with CRTs, other
technologies are emerging that may soon replace CRT monitors. The
term flat-panel display refers to a class of video devices that have
1. Reduced volume
2. Weight
3. Power requirements compared to a CRT.
The flat panel display (FPD) technology is becoming increasingly
common in a wide variety of consumer devices that include cellular
phones, digital cameras, liquid crystal display (LCD) televisions,
computer displays, and personal digital assistants (PDAs).
These FPDs are lighter and much thinner than traditional television and
video displays that use a CRT.
Current uses for flat-panel displays include small TV monitors,
calculators, pocket video games, laptop computers, armrest viewing of
movies on airlines, as advertisement boards in elevators, and as
graphics displays in applications requiring rugged, portable monitors
and pocket notepads.